Post subject: M.I.R. - Maximum Input Run
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
How about a "maximum input run" as opposed to minimum presses run?
Active player (437)
Joined: 7/23/2006
Posts: 389
Location: Washington
So a run that never ends and just presses random buttons?
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
RachelB
She/Her
Player (130)
Joined: 12/3/2011
Posts: 1579
This is relevant to my interests.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Would this mean a run where every button is pressed except the ones that cannot be pressed in order to complete the game? That might be interesting, if could somehow be evaluated. One in which every button is held indefinitely, however, is nonsensical. Sorry if I've taken this too seriously.
All the best, Brandon Evans
Joined: 5/2/2009
Posts: 656
by that logic, we should accept "slowruns", playing as slow as possible, as opposed to speedruns. and no one is going to beat the Desert Bus run. For now.
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
Beating a game as slowly as possible is actually potentially interesting in games where you're forced to progress or die. Probably not actually interesting in any game I can think of, though. (Although there was a submission of that for SMB1…) It'd make more sense to do, say, a maximum holds run, while still requiring the run to be done as fast as possible. It'd probably be less entertaining than using choices in microrouting for entertainment, though.
Joined: 12/31/2009
Posts: 174
It could be tracked by counting consecutive frames that the button remains pressed/depressed (frames that could have been spent depressing and pressing the button).
AUS
Joined: 4/6/2012
Posts: 27
Eh, I'd see something like this less like holding a button for awhile, and more like button mashing, one button pressed and released = one input. Not sure what the point would be, but if you managed to do it fast and annotated the video with every press, it would at least be interesting to watch, maybe once.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
It would only make sense if the run also had to be as fast as possible (iow. match the current record). But then it would look identical to the current record, and all the extra button pressing would just happen behind the scenes. You would get a number which means little.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
This shows up in an interesting way already in multigame runs, an important part of which is making good use of when a particular game doesn't use an input.
Personman
Other
Joined: 4/20/2008
Posts: 465
A maximum input run of Tetris might be entertaining for a minute, since the blocks would be spinning around and moving back and forth like crazy before falling perfectly into place.
A warb degombs the brangy. Your gitch zanks and leils the warb.
RachelB
She/Her
Player (130)
Joined: 12/3/2011
Posts: 1579
Personman wrote:
A maximum input run of Tetris might be entertaining for a minute, since the blocks would be spinning around and moving back and forth like crazy before falling perfectly into place.
Ok, i'm intrigued.
Joined: 6/7/2008
Posts: 124
Location: Portugal
I can see it only working well for certain games. Ideally, the run would have to match the normal run's time. But the character's actions would be crazy. For instance, a run of SMB. Mario's going forward at top speed, but jumping several times, spazzing left and right, ducking, etc. Even still that has very limited entertainment potential. Like Personman said, it's fun to see the character (or in his example, the blocks) spazz out everywhere, while the run is still going fast and perfect... for the first few minutes. Then it gets annoying, and if you're able to ignore it, it becomes just like a normal TAS. Not to mention that, for instance, in Super Mario World, pressing Y and X alternately between frames will count as a lot of keypresses, but visually and practically, Mario still runs at the same speed, and nothing appears different (right?). So that isn't very entertaining. Like I said, it may be good for very specific games. And even then...
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
In hourglass, associate every button of the keyboard that won't affect gameplay into a single button. While TASing, tap said button every other frame. Now most of the .wtf is input. :)
Joined: 5/13/2012
Posts: 18
This would be nonsense in most cases if not in all cases. A) Most % of your frames have some button press. B) Like A but pressing some button, holding it and releasing it count as different stuff. C)Biggest % of button presses possible in the speedrun (multiple buttons count separatedly) D)Mix of C and B E)Biggest amount of frames with keypresses. F)Like E but each frame you are holding or releasing the key count as an keypress. In E and F the guy would create an extremely long video, in A, B, C, D players would start to create longer videos just to increase their % of key presses (by having an long video the few keypresses you dont do, the keypresses will represent an smaller % of run)
Joined: 5/13/2012
Posts: 18
WTF DOUBLE POST
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
Thank you for repeating the message you did a minute ago
Joined: 1/13/2007
Posts: 343
i think depending on the game, a run that makes as many inputs that affect the state of the game without loosing any could be interesting. POintles hopping and spazing, for example would count, as long as it didn't slow the run any. But hammering A during the downward part of a jump in SMB would not count, because it doesn't affect the game's state. But if these seemingly useless presses affected the RNG, then they would count. Any input that if it were removed wouldn't affect at all how the movie looks or plays would not count.
Player (37)
Joined: 9/9/2006
Posts: 388
I'm not too sure I'm interested in this category of run but; "maximum held presses" could actually be a challenge depending on each games RNG. Usually they poll the one non-deterministic thing (the player) as I'm sure we're all aware. So in theory this category could make RNG manipulation even more awkward?
A whisper in the wind~~