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As part of staffing Big Bad Game-a-thon, I (among others) had the enviable and/or unenviable task of reviewing all the submissions to pick and choose what we wanted in the marathon. This was a first for me; I'd submitted runs to many marathons, but never been on the other side of the table.

At its core it's a simple task: watch over submission videos and decide if a given run would do well in the marathon or not, then review these feedback snippets and decide what gets in. Of course, the execution therein is a bit more complex: you have a limit to how much content you can fit into the marathon because most marathons have a duration decided before run selection, not a duration decided by run selection. As such, there's going to be a percentage of run-time you have to decline, and that percentage may be more than you would really want to decline.

That was the case with BBG. Submissions came in heavy at the end of our submission period and we ended up needing to decline roughly 50% of the submitted run-time. This is a pretty stark contrast from 2017, where we accepted 97%. As a result, the selection committee was forced to be pretty picky and things that would have not been looked at harshly in a marathon 5 or 10% over duration became really big deals. We declined quite a few good, solid runs unfortunately.

I think part of this is a lot of runners simply don't understand how a run selection committee thinks and does their job. I know I didn't until I actually had the task thrust onto myself. I hope to touch on some of the things I saw here and reveal some of my thought process to hopefully help other runners out.

I should note, BBG is nothing compared to GDQ, ESA, etc. We accepted half our submitted runs; events like GDQ accept less than 10%. We received about 100 hours of submissions, GDQ receives many times that. So take what I say here with a grain of salt and understanding that I'm talking about small marathons; I'm sure the process is entirely different for a GDQ.

Our Selection Process )
The Golden Rule for Getting In )
The Little Details )
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I'm an odd type of speedrunner. Three to four times a year I go hunting for strange offbeat games no one has run (or usually even heard of) before, to route and showcase for major marathons.

With SNES Superstars 2018 set to be announced soon after New Year, I went looking early for my offbeat offering for next year. I found it (or one of them anyway) in Neugier: Umi to Kaze no Kodō. This game is Wolf Team all the way through: beautifully thought out and executed with the requisite amount of Wolf Team jank present in the mechanics and gameplay.

Of particular interest here is the ranking system. At the end of the game you're assigned a rank from 1 to 20, with an appropriate title attached. My first playthru got me the rank of "Normal gamer" at 14. As I began to develop a speedrun route I passed through "Masterful Player" at rank 8, then "Beyond Champion" at 4, "Over the Top" at 3, and finally "King of Kings" at 2. Quite the superlative! However rank 1 eluded me. At this point I was completing the game in 20 minutes, down from 2 hours for the rank 14 play.

I did some research and found from game's one FAQ and its translation patch notes that rank seems to be based purely on in-game time and that rank 1 was translated in the English patch to be "Couch Potato". I was now playing on the Japanese version though (as I was doing proper speedruns), so I wanted to see what the title for rank 1 was in the Japanese version. I set out on a stream with the explicit purpose of getting Rank 1, calling it "The quest to become the potato".

It turned out to be a five hour stream as I honed my route and shaved off seconds. About ten attempts in I cut the 20:00 mark, which I thought for sure would give me the desired result. To my dismay I was once again assigned the rank of "Rank 02: King of Kings". Okay fine! At that point I knew ranks 2, 3, and 4 were on one minute increments: sub 21, sub 22, and sub 23 respectively but apparently the illustrious Potato title requires yet more. Back to the grind!

Finally while practicing the Stage 4 boss, I discovered a strategy that cut an entire cycle off the fight. I cut 27 seconds off my personal best and sat with bated breath as the credits scrolled. My chat intoned "Time for potato?!" as the azure cloud-textured text scrolled by and then, there it was...

  PLAY TIME
  00:18:50

   YOU ARE
GOKUTSUBUSHI
   RANK 01


Chat exploded. One of the viewers volunteered the translation: layabout, good-for-nothing, deadbeat... Yeah okay, Couch Potato is a good translation for this. A bit kinder maybe. In the afterglow as I tore down stream and cut the video of the run a thought occurred. While I don't consider this to be an optimized play at all, it seems to me they calibrated the ranking system to align almost perfectly with a good speedrun of the game.

I direly want to know the story behind this. Did someone at Wolf Team speedrun the game? Did they sit around on lunch break trying to finish an alpha of it the fastest and then calibrated rank 1 for whoever did so? More importantly, has anyone gotten rank 1 in this before? I peeked around and couldn't find much, but I also acknowledge that I really can't search, for example, Nicovideo well because of language barriers.

In any case, sub-18 in-game time is possible, and I'm curious if it's going to wrap back around to the special rank of Rank 21: Cheater if I do it.
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I speedrun a lot of strange things. Among those things is a pair of TG-16 games. TG-16/PCE speedrunning is a pretty niche thing with only a handful of people actively doing it, and most of them on emulator (myself included). As such, information is kind of short, which is why it's neat when I learn something new.

In this case the education came in the form of discovering a new glitch in Dragon Egg. Specifically, properly jumping and starting a hold of turbo button 1 can allow you to hover infinitely, letting you fly through an autoscroller and skip several tricky jumps. I figured I'd discovered something that'd cut a ton of time off the run, since after all turbo is allowed in TG-16 speedrunning since turbo was a feature of pack-in controllers.

Fortunately I know someone who has Dragon Egg on native hardware and they attempted to replicate my findings without success. Unsure if I'd discovered an emulator only glitch or what, we did some testing across multiple emulators, but the solution was much simpler than anything like that. After scratching our heads one of my viewers pointed out something I should have considered sooner: maybe it comes down to turbo timing and implementation?

Until then I'd just assumed turbo controllers universally just slammed the input as fast as it can. Usually that's 30hz. Why 30? Because most consoles poll input at 60hz, and you have to have one poll "on" and one poll "off" each press of the button, so 30 presses per second. Not so with the TG-16. The pack-in controller does indeed poll at 60hz, but the turbo utilizes one of two frequencies, controlled by a switch: 15hz (1 on, 3 off) or 7.5hz (4 on, 4 off). Since the reference implementation has a cap of 15hz, most other pads just stuck with that, so games really aren't designed to handle 30hz like that.

Emulators, of course, don't care about that. Bizhawk by default uses 30hz but fortunately you can specify frequencies, so once I turned my turbo down to 15hz, I too stopped being able to infinite hover.

Using the "illegal" infinite hover could cut about 45-60 seconds off the run, but it'd be unfair since console players couldn't replicate it, so what do? I ended up updating the rules on the Dragon Egg leaderboard to note "Turbo on emulator is discouraged". Outright banning it isn't fair either, though I know that if someone posts a run utilizing infinite hover, their turbo settings are wrong and the run isn't valid for comparing to console runs.

I doubt anyone's going to do that. To date there's been four runners of the game in 2+ years. I just found the whole thing interesting.
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This is something I've been kicking around in my head for awhile and I think it's matured enough to finally post it.

Prelude: Some math stuff I'm cutting to make this SLIGHTLY less huge )

Using this, I've hammered out four different personality types of speedrunner. Now, this isn't a hard and fast delineation just like the MBTI isn't a hard and fast delineation; some people are multiple types, some are situational, some are none of the above.

Also worthy of note: most everyone of all types can agree speedrunning (and gaming in general) is fun. Isn't that why we're all here? ;)

Type 1 is what I call the "Game/Series fan", these folks are fans of a game or series first and a speedrunner second. They're usually the ones who, when asked "Why do you speedrun?", say things like "I liked the game and wanted an excuse to play more of it". They usually focus on one game or a series, but often run it "their way" and may choose to not use optimal routes or strategies, so their times can be all over the leaderboard; but that's okay because they often don't care about leaderboards. Those that do care about leaderboards often want to dominate the entire series they run. Examples that come to mind for me: werster, DarkspinesSonic, kmac, Big Jon.

Type 2 are what I call "Starters" or "Experimental runners". These are folks who love finding new speedgames, routing them, and getting a good run out there for people to see before moving on. They often pick up a new speedgame on a whim, have dozens (or sometimes hundreds) of games they've run, and will randomly see a game for the first time and decide they want to run it. They live in the first section or two of the graph above and often are seen running really obscure titles that have never been routed before. Examples: authorblues, garbanzcurity, Trysdyn (Yes that's a shameless self-promo).

Type 3 are "Competition runners", or "Grinders", or "What most people consider to be a normal speedrunner". These are the folks who have a small cluster of games they run and they want to run them as well as they can. They usually care the most about position on the leaderboard, aiming to "bop" other runners and foster friendly competition. They live in the first three sections of the graph, usually focusing on one game until they either have the World Record, or meet a goal they set for them self (and it's usually a decently lofty one). While Type 2's may focus on a game for 1-2 weeks at a time, Type 3's focus on one for 1-2 (or more) months at a time. They run one game long enough to have a reputation for being "That guy who runs that game", while sometimes having smaller side-flings. Examples: Toad, Klaige, Skavenger216.

Finally Type 4, which may be an extension of Type 3, are the extreme grinders. These are runners who run one game, are typecast as running that game, and aim to push past World Record and into lowering the run time as much as they possibly can. They may pick one game and run it for months or years, while seldom looking into another project. Usually it's a game they love, so if they reach their goal with the game, they'll fall back to another type, or stop speedrunning altogether. Examples: darbian, FuriousPaul, Zoast, Arcus (formerly with Ninja Gaiden).

So I guess really the simplistic view is "How much do you want to grind". Really though I've noticed a major MO difference between the types, on top of just their dedication to a specific game. As examples: Type 1's love Sonic/Pokemon/Castlevania/etc, Type 2's love routing random games and experiencing new things, Type 3's want to be the best at their game, and Type 4's want to push themselves and their game to the limit. How much they grind is a product of the MO, not the other way around.

So what productive use does this type inventory have? None really. I just found it interesting to ponder on. Running around typing runners is probably not productive in the least, but it does shine a light on how the hows and whys of speedrunning change so drastically depending on who you talk to. We all do it for different reasons.

I'm definitely a habitual Type 2, myself. ;)
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I just finished staffing a speedrun marathon all weekend. Big Bad Game-a-thon was a neat idea people in the Kusogrande bad game tournament had to put on a marathon exclusively of speedruns and challenge plays of bad games. It was far more successful than we could have possibly dreamed.

A lot of people submitted runs, even people outside the niche of "Bad game" fans that we expected. We ever had some people who knew so many arguably poor quality games that we had to limit the number of submissions we allowed from one person. We managed to fill a 60 hour schedule with runs and have several backup runs on the side; that alone was a shock. Still as we put the word out we expected maybe 50 viewers at peak, nothing huge. Who wanted to see a marathon that intentionally ran bad games after all?

I'd been saddled with graveyard shift for emceeing. My original workload was supposed to be two four hour shifts of being on mic at about 3am local time. I work my own hours and have sleep issues anyway, so I volunteered for the grunt shifts. As the marathon started, though, we realized this was going to be a bigger deal than we thought. We had 200 viewers right from the word go, with the number steadily increasing as the event went on. Whew!

I ended up doing a little of everything: emceeing, chat modding, supporting runner setup, cutting highlights. Then some technical problems arose and I ended up developing some scripts to circumvent them. On top of all of that, I had one scheduled run in the marathon, and when we got so far ahead of schedule we needed to go to bonus runs, I had a second I was unprepared for put in (but it went fine~). In the end I was emcee, chat mod, highlight cutter, coder, technical support, runner setup, and a little bit of administration as the only awake staff member at 3am.

It was a blast. My first emcee shift, I was tense because the bot we had been using to control the marathon was having technical problems and the only person able to reboot it was asleep, but we were able to isolate the cause of the issue and some Twitch API scripting on my part made sure it never happened again; I'm proud of myself for that one. I'm not going to say I "Saved the marathon" or anything, but I'll take some credit for making things run smoothly. The staff even took time to thank me in the finale for my work, so that felt nice.

Downside: I'm tired as hell. I slept maybe 6 hours all weekend, grabbing a few naps during longer runs I found less interesting. I'm going to sleep like a rock when I finally calm down enough to crash.
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Awhile back I changed the colors I use in my speedrun timer. I kind of quickly glossed over how it was for accessibility and to let colorblind individuals be able to more easily tell the difference between splits. After witnessing and being involved in a discussion with some other speedrunners on the topic I thought I'd expand a bit.

Background: What a speedrun timer is, what splits are, etc )

The problem is the colors used by default in speedrun timers aren't very distinguishable for people with certain types of colorblindness. An alternate color set has been floating around the scene for awhile, most recently improved by HalfCoordinated. You can see a showcase of it on his Twitter here. This palette moves 'good' and 'bad' splits further apart on the spectrum to increase hue differentiation, and make it easier for a colorblind person to tell them apart. It also utilizes a feature of LiveSplit to make 'gold' splits appear in a transitioning rainbow.

I took this a step further and proposed adding this more accessible palette to the default layout list in LiveSplit. This was an operation I thought would manifest as a simple pull request to the project's GitHub page, but the developers chimed in with some ideas to even further expand the concept, and this is where the discussion started.

As I said, green, red, and gold is pretty deeply embedded in the community. So embedded, actually, that some people dislike the more accessible palette out of concern that it causes confusion for people who aren't "with it" enough to recognize what the new hues mean. Other criticisms include that colorblind people are used to it already, that colorblind people can use other data in the timer to differentiate (such as the actual split time), and that adding another feature to timers just for the sake of a small audience isn't worth the effort and code bloat.

I'm not here to argue by proxy with these objections, I merely list them to outline my next point: that these objections are exactly why I want the more accessible palette to grow in adoption. Arguably it's NOT a "big deal", colorblind people CAN use additional data to figure out what's going on, and it MAY cause confusion, but all of these concerns are transitional. For me this isn't only about suddenly breaking down a barrier that prevents colorblind people from getting involved in a good run (though it will help!); it's about bringing an issue to the forefront that most people don't think about.

When I changed my split colors to something close to HC's palette above, I got a lot of questions about why from people who had never considered the default was impossible for some people to differentiate. It sparked discussion and thought. This small change, which ultimately only made a small difference to 1 or 2 of my viewers, made 4 or 5 of them think more about accessibility for a moment. Maybe one of them walked away with the understanding that green/red is sub-optimal for accessibility, and will remember that the next time they design something.

It's just colors, and it's just redundant data that can be sussed out via other means if you can't differentiate the hues, and all my viewers understand how my splits work with or without colors, but it's something I have control over that could make more abled people think a little bit more about disability. I guess that's the big deal for me.

That's why I want to see it become the default for more streamers.
trysdyn: (Default)
Pointless Mastodon stuff )

That all out of the way, stream stuff I have coming down the pipe... I'm running in Handheld Heroes on Friday. I feel ready for my Rolan's Curse II run, but Dicing Knight is RNG incarnate and the game itself could just decide I will not finish my run. I'm trying to make peace with the fact that I may have my first ever mercy-kill in a speedrunning marathon, but really I'm also practicing backup strats as hard as I can. Nervous, just the same.

After that, I'm going to start a personal streaming project, to break up the monotony of speedruns and such. After all my Four Job Fiesta runs, of which I did four this year, I've had an itch to go back and play other Final Fantasy titles I have in the past, and visit ones I never finished. When I made a list of what I wanted to stream, it basically included every pre-Playstation title, with the exception of 2. So I decided to just stream all of them: 1-6, Mystic Quest, and why not throw in the extended IV gaidens and Tactics.

That's going to be a long project but I don't have to stick to it every stream. I can weave speedrun streams and other stuff between chipping away at it. Besides, it gives me an excuse to code yet another weird stream overlay widget: a custom timer for it. I mean, I won't really need a speedrun timer, but I do want to track how long the journey takes.
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I guess since I'm not quite so hesitant to Just Write Stuff here, maybe I can actually keep track of projects and stuff here. I tried on my site blog but felt like it was spamming really.

At the moment there's really three things on my plate but my time's been short lately because I'm doing some side work to get some things moved around in the house I live in.

First is the writing project. I finally have a fire under my arse about getting moving on that. I'd spent about 3 months researching how to host the dang thing because I didn't really enjoy the idea of using a blog for it because blog engines don't really sort prose (especially serial, chronological prose) in a way that makes it easy to read. I think the solution I came to is a crosspost to Dreamwidth and a engine I wrote from scratch on my site. I could even script it to post to both with one shell script and text file, if I wanted to be that dorky :)

Second is I accidentally became a Rockin' Kats speedrunner, but not a good one. I need to become a good one. It's kind of shocking that in my PB I landed all the tricks and still got a 25:30 VS the 19:15 that is the world record. Six minutes of movement slop to fix. To be fair, the 25 was my 3rd finished run ever, so it's not like it's unexpected.

Finally third is I have yet another marathon on the horizon and will need to derust Shining Soul II and Rolan's Curse II for it. I'm just glad I get to show them off in a marathon because they're neat games and the community for both is basically me and one other person.

So you know, a ton of things and I'll probably finish one of them, as I do. :)
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A thing has been on my mind for a bit. Since I have this space now I figure I'll brain dump on it.

Last week, the Ninja Gaiden II leaderboard added some new rules geared toward making it harder for emulator runners to cheat. This came on the tail of a four hour long debate on what's reasonable to expect of runners, whether emulator makes it too easy to cheat, and if it's fair to expect a higher standard from emulator runners as far as proving they are legit goes. This all started when a run was submitted that the community deemed too good to be legit. The runner, when asked to prove his ability in a live stream, deleted his run and disappeared from the community.

...and so I ramble for 8 paragraphs about speedrun leaderboard rules )

I'm a huge proponent of reducing the amount of stuff displayed over the game. Until now I said I'd fight to the death any requirement to put something in the game window to make your run acceptable but you know what? Requiring the frame counter makes a lot of sense as far as combating TASing and splicing goes. In FCEUX and snes9x-rr it's a giant eyesore, but in Bizhawk it's a very discreet, small number in the corner of the screen. I'm all for it.

Just as long as people stop requiring capturing the window border of the emulator. I've proved that that does absolutely nothing to combat cheating.

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