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The image below states that the game, Round 42, is the "only game in history that has remained immune to TASing, because it's fucking just that hard of a game." Don't be alarmed as you scroll down (assuming you didn't see that this post (the one you're reading right now and not necessarily the image in question) was posted by me, and immediately (rightfully) assume it was tl;dr, and stop reading there); you're still in Kansas. So what do you think, TASVideos? Is it even possible that a game could be developed such that it is fundamentally designed to be so difficult as to render it "immune" to the TAS approach and TAS methods? Can any game, in theory, ever be "immune" to TASing? Edit: sure thing, feos. I hope this will suffice (probably should have done this first, apologies).
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There's a game Laser Invasion that is unbeatable on hardest difficulty due to how fast the enemies appear and kill you, so it's rare, pub possible that more games like that exist. Also, please unembed this image, or at least resize it in about a half (bbcode tag accepts width).
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Certainly it's possible to make a game too hard to TAS. It's not even particularly hard to do - all you need to do is to make sure to make the game so hard it's impossible to complete. Guarantee that the player will fail at some point, and make it impossible to progress past a certain point. A good example is Penn & Teller's Smoke and Mirrors (the same game that also holds Desert Bus). Link to video Its "impossible" difficulty is literally impossible, and also describes the concept in-game with a nice quote by Lou Reed: "This is the Impossible level, boys. Impossible doesn't mean very difficult. Very difficult is winning the Nobel Prize; impossible is eating the Sun."
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Any game that has a "kill screen" (thus e.g. Pacman) is immune to TASing. If the game is not actually possible to beat, then it can't be TASed in the sense that was used there.
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Derakon wrote:
Any game that has a "kill screen" (thus e.g. Pacman) is immune to TASing. If the game is not actually possible to beat, then it can't be TASed in the sense that was used there.
I've got two words for you: de facto. Or is that one word? Who knows or cares...? ...Actually I just looked it up and it appears to be one word. So yeah. The point is, is not the kill screen the de facto end of the game? If one reaches it, and I guess completes it as much as possible, doesn't that mean one has beaten the game, for all intents and purposes? I don't know. I've actually always wondered what a Pac-man TAS would be like. For some reason the very idea of it perplexes me.
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Dwedit
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There was Duck Hunt, long thought to be impossible to TAS, people found glitches that resulted in getting a better score on the kill screen.
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I think that categorizing a completely unbeatable game as "TAS-proof" is a bit of cheating. Of course it's "TAS-proof" if it's impossible to complete. That sounds like a complete triviality. What I'm thinking with "a TAS-proof game" is one that is perfectly well beatable, but its game mechanics are such that TAS tools do not help beat it any better. In other words, TASing it offers no advantage over playing it normally: It's exactly as difficult either way. It's hard to imagine such a game existing. I think it would have to be a kind of game that is not skill-based. The closest thing I can think of would be a chess game. Although, in a sense, there are tools to help even a non-player to play at superhuman strength: Top chess engines. OTOH, beating such an engine would in itself be an almost impossible challenge, except by using another chess engine. So, depending on how you define TASing, this might not be an example.
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TheYogWog wrote:
The point is, is not the kill screen the de facto end of the game? If one reaches it, and I guess completes it as much as possible, doesn't that mean one has beaten the game, for all intents and purposes?
That's certainly one way of looking at it. My point was that declaring a game to be so hard it's TAS-proof is facile because if you've made a game that's impossible to complete by any means then of course a TAS is not going to be able to complete it. You can then redefine "completion" as reaching the point at which further progress is impossible...at which point the game becomes TASable, at least in theory if not in practice due to lack of tools.
Warp wrote:
It's hard to imagine such a game existing. I think it would have to be a kind of game that is not skill-based. The closest thing I can think of would be a chess game. Although, in a sense, there are tools to help even a non-player to play at superhuman strength: Top chess engines. OTOH, beating such an engine would in itself be an almost impossible challenge, except by using another chess engine. So, depending on how you define TASing, this might not be an example.
Any game that does not rely on reflexes, is deterministic, and either has a small enough "game state" that a human player can readily figure out how various strategies would work, or has a built-in undo system. Basically, the vast majority of puzzle games confer no advantage to a TASer.
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What's more interesting than games that are deliberately impossible is games where it's not clear if a TAS could beat it or not. The Hyper Princess Pitch "ReallyJoel's Mom difficulty" TAS is a great example of this. It was thought to be impossible even in a TAS, because the move you can do to gain invincibility had a few frames of cooldown between each use, and one of the final boss's attacks had two attacks at different timings, and it seemed impossible to not take damage. Link to video
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Warp wrote:
I think that categorizing a completely unbeatable game as "TAS-proof" is a bit of cheating. Of course it's "TAS-proof" if it's impossible to complete. That sounds like a complete triviality. What I'm thinking with "a TAS-proof game" is one that is perfectly well beatable, but its game mechanics are such that TAS tools do not help beat it any better. In other words, TASing it offers no advantage over playing it normally: It's exactly as difficult either way. It's hard to imagine such a game existing. I think it would have to be a kind of game that is not skill-based.
That's easy. Just make difficulty and input time trivial even in a non-TAS setting. eg A QTE-focused game like Dragon's Lair, for example, except with the button prompts being put up for 5 seconds and not proceeding until those 5 seconds are up. Trivially easy to do normally. TAS doesn't change that. Same argument can be made for sufficiently easy quiz games or Warioware-esque minigames that operate on a timer, or even certain auto-scrollers on the lowest most laughable difficulties. The advantages that TASing provides are irrelevant or even a burden in producing an equivilent run.
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Noxxa
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Warp wrote:
I think that categorizing a completely unbeatable game as "TAS-proof" is a bit of cheating. Of course it's "TAS-proof" if it's impossible to complete. That sounds like a complete triviality. What I'm thinking with "a TAS-proof game" is one that is perfectly well beatable, but its game mechanics are such that TAS tools do not help beat it any better. In other words, TASing it offers no advantage over playing it normally: It's exactly as difficult either way. It's hard to imagine such a game existing. I think it would have to be a kind of game that is not skill-based. The closest thing I can think of would be a chess game. Although, in a sense, there are tools to help even a non-player to play at superhuman strength: Top chess engines. OTOH, beating such an engine would in itself be an almost impossible challenge, except by using another chess engine. So, depending on how you define TASing, this might not be an example.
The kind of game I'm imagining here would actually be a particularly simplistic run-right-for-justice platformer type of game. The kind of game where you just hold right, time some jumps (with enough lenience to be easily doable in real time), and just get an optimal time as long as you don't get blocked/hit along the way and don't stop letting go of right. A (micro) example of this that I have been dealing with is in NES-Pack (demo version), where the first stage used to be like this: You could hold right as the stage started, do four pretty easy jumps along the way, and reach the flag with a 1.85 seconds in-game time every time. There would be no distinction between TAS and real-time, as real-time with just a little bit of practice would always get 1.85, and a TAS would not be able to do it any faster than that. (The first stage is actually laid out a bit different now for exactly this reason, to make it non-trivial to get a perfectly optimized time). Now imagine if a whole game was made of stages of this nature. A real-time runner would practically always be able to score a perfect time, and a TAS would not be able to beat that. Then you have a game where TASing it offers no advantage.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Another type of game in the "trivial" category would be games where everything takes a certain amount of time no matter what you do. A good example of such a game would be Rollercoaster Tycoon (my childhood!) where the goal in each level (or "scenario" as the game calls them) is improve your park to reach certain objectives by a certain date. Even if you reach these objectives early, you still have to play through to the date specified in the scenario, maintaining your scores (it is possible to lose money, guests or whatever else you are aiming for), and there is no fast forward setting. Thus completing a level would take the same time for anyone, as long as you actually pass the scenario. The only advantages a TAS could confer in a game like that is frame-perfect menus between levels.
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Patashu wrote:
What's more interesting than games that are deliberately impossible is games where it's not clear if a TAS could beat it or not.
That’s what I understood from the OP and what sounds interesting. Can’t think of any such game myself, though.
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Games with a Kill Screen are considered a "Game Over" screen. Or an end of game. I think most MMORPGs would be "TAS-Proof" since they rely on communication with a server. Yes, you could use external tools like bots to play the game, but that's not allowed by the game's own TOS. And, emulated servers are not perfect/accurate.
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Conceptually, a TAS that controls two programs simultaneously (one client, one server) is not impossible. We don't have the tools for it now, but there's no conceptual reason why we couldn't have a deterministic TCP/IP stack to go with deterministic game and deterministic server.
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The hardest Worms Armageddon rope race map has been beaten in sections by human players, but never by a TASer. I've tried it myself, and it's just too tedious to bear to TAS. It is surely possible, but with the tools available, it's harder to TAS than play in realtime.
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Derakon wrote:
Conceptually, a TAS that controls two programs simultaneously (one client, one server) is not impossible. We don't have the tools for it now, but there's no conceptual reason why we couldn't have a deterministic TCP/IP stack to go with deterministic game and deterministic server.
There are TASes of online-only or multiplayer-only games, like jump maps in TF2, which are done on listen (i.e. internal) servers. Link to video I don't think you can savestate even on a listen server though, though you can host_timescale .02 and play the map tick by tick, and can probably hex edit the demo files. So it's a pretty limited form of TASing. I don't think something would be completely impossible to TAS unless there were no local-only versions of play. EDIT: apparently jump-map TASes are made using this server-side plugin http://tf2rj.com/forum/index.php?topic=754.0 that effectively adds savestating.
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Derakon wrote:
Conceptually, a TAS that controls two programs simultaneously (one client, one server) is not impossible. We don't have the tools for it now, but there's no conceptual reason why we couldn't have a deterministic TCP/IP stack to go with deterministic game and deterministic server.
Step 1) Proprietary server Step 2) Pay2Skip technology to force all runs to shell out money or suffer some mandatory 24 hour waits. Step 3) Have fun reloading your old savestates, TASing is now prohibitively expensive.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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Any super obscure games that were server-sided only (in other words, not a huge fanbase to potentially create a private version) then that gets discontinued and forgotten. Now it's pretty much impossible to TAS, or even play, the game.
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If you can't go back in time, you can still try to make complex macros for your inputs.
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The only game I could possibly think of being an un-TASable game, would be some sort of counting game where to win you would have to hit some sort of unobtainable number, such as, to win the game one must count to the total quantity of atoms there are in the observable universe. the only hitch is that the counter button that you would need to press only goes up in increments of 1. Mathematically there is a quantifiable amount but in our life time or anything else's it is physically impossible to achieve that goal in increments of 1. do i win the thread? I can make this game for you if you want :)
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If we're talking about trivial TAS's, I could point to any rhythm game (although a perfect score in anything but the easiest songs in Beatmania/Beatmania IIDX is humanly unfeasible)
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https://www.theverge.com/2017/5/12/15631624/alan-wake-digital-stores-expiring-music-licenses-steam-sale I saw this, and realized given how an increasing amount of games are both digital and need server authentication, if it gets pulled due to legal reasons there's likely no way of TASing it (or playing it for that matter). I wonder how many games (outside mobile/MMOs) are at this "state" so far?