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Smudging the game disc to make speedrunning 'SpongeBob' faster

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Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#51

Earlier quoted context omitted.

I find it so funny that somethings coded can crumble if a single bit is out of place, and others are like "No file there, no problem!"

That's kinda what happens with DNA -- a random mutation will make the resulting organism 'incompatible with life' -- or it will create a change that gives a huge advantage for survival.

or give a different eye color it not all life or death

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#52
post #7

If you put tape on cartridge pin #14 of NES Platoon (or other bad connection), the game will boot to a glitched version of the ending, thus making it a zero-second speedrun. Pin #14 is the CPU R/W pin, and if it's not properly connected, the game will be unable to write to the MMC1 mapper to perform bank switching. Platoon happens to be programmed in a way that address 0x8000 of every bank is an entry point that will…

Really stretches the definition of speed run. If I record the game to VHS, and fast forward to the end, does that count?

break off the tab after you record it

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#53
post #7

If you put tape on cartridge pin #14 of NES Platoon (or other bad connection), the game will boot to a glitched version of the ending, thus making it a zero-second speedrun. Pin #14 is the CPU R/W pin, and if it's not properly connected, the game will be unable to write to the MMC1 mapper to perform bank switching. Platoon happens to be programmed in a way that address 0x8000 of every bank is an entry point that will…

Really stretches the definition of speed run. If I record the game to VHS, and fast forward to the end, does that count?

You aren't playing the game then. There is a difference in being creative in what actions you can take as a speed runner versus just playing back a video recording.

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#54
post #7

If you put tape on cartridge pin #14 of NES Platoon (or other bad connection), the game will boot to a glitched version of the ending, thus making it a zero-second speedrun. Pin #14 is the CPU R/W pin, and if it's not properly connected, the game will be unable to write to the MMC1 mapper to perform bank switching. Platoon happens to be programmed in a way that address 0x8000 of every bank is an entry point that will…

Really stretches the definition of speed run. If I record the game to VHS, and fast forward to the end, does that count?

If it's funny enough they'll add it as a category, track it, and then ban it in the rest of the categories. "No major glitches" is a common sort of speedrun restriction.

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#56

>a core tenet of speedrunning is preserving old games, not destroying them. That is not a core tenant of speed running. Software preservation is completely separate from speed running.

This comment made me think of pencil sharpening speedruns in the context of "preservation". Had a good chuckle. Quite a different mindset: the point is to sharpen a pencil (or 10) as fast as possible.

https://www.speedrun.com/pencil?h=In_Real_Life-Drillless-10_...

(Not to mention hardware preservation is separate from software preservation and hardware preservation is rarely referring to pencils.)

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#57
Speed running is so bizarre to me, the rules seem so arbitrary. I struggle to see how any form of hardware level modification that results in a meaningful deviation in the behavior of the game would be allowed. At that point what's the difference between smudging your disk and using a GameShark, etc?

Similar thoughts on things like shiny hunting in the Pokemon community.

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#58
post #7

If you put tape on cartridge pin #14 of NES Platoon (or other bad connection), the game will boot to a glitched version of the ending, thus making it a zero-second speedrun. Pin #14 is the CPU R/W pin, and if it's not properly connected, the game will be unable to write to the MMC1 mapper to perform bank switching. Platoon happens to be programmed in a way that address 0x8000 of every bank is an entry point that will…

Really stretches the definition of speed run. If I record the game to VHS, and fast forward to the end, does that count?

Ultimately glitch-assisted speed runs are not a pre-defined category. Whatever the community agrees goes. The point is to have an interesting skill-based competition whether that skill is reaction time and precise inputs or finding exploits.

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#59
post #57

Speed running is so bizarre to me, the rules seem so arbitrary. I struggle to see how any form of hardware level modification that results in a meaningful deviation in the behavior of the game would be allowed. At that point what's the difference between smudging your disk and using a GameShark, etc? Similar thoughts on things like shiny hunting in the Pokemon community.

Are you also confused about kids playing outside making up arbitrary rules for their games? The point to have fun by challenging yourself in a competition with others. That means allowing things that make the competition more fun/challenging and disallowing those things that trivialize it. Sometimes that's a subjective thing.

Re: Smudging the game disc to make speedrunning 'SpongeBob' faster

#60
post #6

> While SHiFT insists that the method of smudging your disc will give you enough time in a lag to beat the SpongeBob game, he adds a clear caveat that it's not worth the risk of permanently damaging your game or original Xbox console How would reading a scratched/dirty disc permanently damage a console? That seems like a very bad issue for a device expected to read frequently swapped discs.

The disc's spin pretty fast, I could see someone smudging the disc too heavily with a substance that might fling off

Exactly. And in the worst case the disk itself might disintegrate due to rotational forces, transferring some of those forces to random parts of the interior of the disc drive. Physical and higher sustained speeds and increased temperatures due to many read attempts make that more likely (but still very uncommon). This isn't entirely theoretical, I have a dead drive to prove it, although not from speed running.
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