This sort of proof is also easy in many side-scroller games in glitchless categories, which don't allow boosting the player over what the game mechanics provides. Drag Racer for Atari 2600 was such a game, where this sort of proof was performed to prove the "world record holder" cheated. Sufficiently short that all possible inputs can be analyzed - in other words, if the best known speedrun is a couple thousand frames long, a tool can be written that will permute through all possible inputs on that initial number of frames of the game, checking if any will produce a better result. Example: Clue, and a number of simple point-and-click puzzlers. A run that consists of only a couple inputs separated by unskippable animation (so that the inputs are processed on the first frame they can be), trivially leading to the perfect time. Examples would be Pokemon RED with UberLarge Skip Glitches or Europa Universalis 4 Pyramid of Skulls IGT. Usually in categories using some sort of in-game timer that pauses on certain events, or the time is quantized in intervals that are sufficiently large they can't be decreased any further - say, turn-based strategies finished on turn 1. One could split these into specific categories: SMB best time was not proven - even small, simple, and scrutinized as it is, while a new discovery is unlikely, it's not impossible - the code is complex enough that unexpected emergent behaviors could appear.īut there are games that have been proven to have 'perfect' speedruns.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |