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This article was the subject of a Wiki Education Foundation-supported course assignment, between 15 June 2021 and 3 August 2021. Further details are available on the course page. Student editor(s): MasterYoshi5.
Above undated message substituted from Template:Dashboard.wikiedu.org assignment by PrimeBOT ( talk) 11:30, 17 January 2022 (UTC)
o History o Why and how ----o Goals ----o Emulation o Controversy
Citation is important for this article. See Wikipedia:References to find out how to use the <ref> tags.
<ref name="ToolsAssistedSpeedrun">Doom tool-assisted speedrunning is sometimes referred to as "tools-assisted speedrunning", with the plural of "tool". This was the name of the site about Doom tool-assisted speedrunning by Esko Koskimaa, Peo Sjoblom and Yonatan Donner. A news post after the creation of the site, however, read "Indeed, I was wrong and the site should be called 'Tool-Assisted Speedruns' rather than 'Tools-Assisted Speedruns'. I'm not going to redo the logo though."</ref>
Hi, I got your "invitation" to work on this page. I don't know what kind of time I hae this weekend but I had to point one thing that struck me right away by the opening: As such, the makers of these speedruns are not competing in terms of playing skill due to its complete absense. - this seems to imply that the filmmakers have no playing skill at all. This is obviously not the case! I'm going to try and reword it. --Do Not Talk About Feitclub ( contributions) 16:01, 8 April 2006 (UTC)
I made a short article about re-recording. It might be worth checking it out to correct any mistakes, even though I doubt there will be any, seen as how it's such a small article. — Michiel Sikma, 09:55, 9 April 2006 (UTC)
Wikipedian06, please stop adding in "endurance" in the top paragraph. There's good reason why it's not in; obviously, endurance is a factor when speedrunning which is eliminated with the use of tools, but it's untrue that it's important enough to mention. Afterall, there has never been made a tool-assisted speedrun that's longer than about 3 and a half hours, but there have been gigantic single-segment speedruns (such as the Ocarina of Time run by TSA). It's untrue that one of the main points of tools for tool-assisted speedrunning is to overcome human endurance. — Michiel Sikma, 14:34, 11 April 2006 (UTC)
There seems to be a lot of negativity towards TASes in this article.
69.181.79.72 01:01, 18 June 2006 (UTC)
Do we really need a glossary like that? Wouldn't linking to articles describing the subject be better? Amaurea 17:58, 2 July 2006 (UTC)
I do not like this sentance: "The goal of tool-assisted speedrunning is to create entertaining movies." This is no more or less true for unassisted runs as for assisted ones. The real goal is usually to complete the game as fast as possible, sometimes with a few restrictions. This happenes to be quite entertaining, but a run with lots of interesting antics that make it 3 times as slow as what is possible would not be much of a speed run. I'm replacing that paragraph with the definition from the method section. Amaurea 11:03, 3 August 2006 (UTC)
I have removed a similar section from the "seperation from unassisted runs"-section:
While speed is desired in these runs, the focus is entertainment. For example, there is a famous tool-assisted speedrun of Super Mario Bros. 3 by "Morimoto" in which the game is finished in approximately 11 minutes — the fun is in the breathtaking speed at which the game is being played, according to its author, rather than his presumed game playing skills. [1] The video has since been " obsoleted" by a faster version, [2] but this video is still the best-known example of its kind due to how often it was posted on forums on the Internet. (See the Super Mario series paragraph in the Speedrun article.)
That entertainment is more important than speed is no more the case for assisted runs than unassisted ones. I have never seen a slower run obsolete a faster one in either category. It is true that entertainment is desired, but the focus, in both cases, is speed. That section made TASing seem like a less competitive and less serious activity than unassisted speedrunning. Amaurea 11:24, 17 August 2006 (UTC)
Am I the only one who thinks that the obvious solution to this issue is to make a note that the goals of TASes can vary considerably within the guideline of frame-precision? < Upthorn> 17:07, 1 November 2006 (UTC)
While using a program to automatically search a short optimal path (ie a robot) is cool, it's by no means a common occurrence in tool-assisted speedrunning. There are probably less than 10 runs (from the well over 300) at tasvideos.org where robots have been used in any way. The problem with presenting the robot example image in the introduction is that it can easily give the wrong impression that such programs are used in all or most runs and that it's a very common technique. This may give a rather wrong impression of what tool-assisted speedrunning is. The example image is well worth preserving in the article, but it may be a good idea to move it towards the end of it. In the introduction some other, more representative image could be used. The snapshot of an emulator program (perhaps showing some TAS features) could be a good idea. Wopr 12:53, 29 October 2006 (UTC)
For example, the fastest Super Mario Bros. TAS currently stands at 4'59.6", while the fastest unassisted run stands at 5'00"
Is this according to Twin Galaxies Rules or SDA's? The new speedrun uses the vine glitch, so I don't think it's valid according to TG. -- Ouzo 15:59, 16 April 2007 (UTC)
I compared and it saw a video but the TAS is earlier when measuring in the same place and attempting to let out in 60fps.
Together, both results by 60fps are TAS after using individually and attempting to measure and the made public video is 58 in 4 minutes and 58 seconds. Because it is 11 in 5 minutes and 3 seconds at the video of the just in 5 minutes. TAS is earlier.-- Naohiro19( Talk Page/ Contributions/ Do you send mail for me?) 11:24, 1 May 2007 (UTC)
The TAS for SMB currently stands at 04:58.18. I changed it, but I'm not sure if this changes the "compared to Speed-Demos Archive is 0:47:00" part of that sentence.
I would recommend changing the same section's notes about "a non-TAS could be faster than a TAS," at least on Bisqwit's tasvideos.org site. Perhaps back during the site's inception, but the community is large enough now that this isn't feasable. Before a TAS for any game could be published, this would be considered. This was a problem when a TAS for the game Jaws for the NES was beaten by the world record and this now is a fundamental guideline for publication.
From the rules for submission on tasvideos.org:
If your tool-assisted movie is slower than the non-tool-assisted world record of the game you play, your movie will almost certainly be rejected. This only matters if the goals are directly comparable between the TAS and unassisted record, though.
Before a movie is published, it is viewed by many members of the community and discussed. Even if a suspected faster time is considered, the movie isn't published, and a TAS that looks slower than frame-advancement, let alone human reflexes, wouldn't make it through the forum. If a decent looking movie for the game can't be created by a member, the site goes without a movie for that game.
It would be near impossible for a real-time speedrun to trump a TAS, at least with a final goal of fastest time.
A small paragraph about TAS-san was recently removed, because the editor could not find the term on a google search. This is probably because he searched in english. TASさん yields 500k+ results, and so is probably notable. The more recently invented full name, however, gave < 10 hits, and I had never heard of it before. I will therefore put the paragraph back, but with the full name removed for now. Amaurea ( talk) 06:38, 20 September 2008 (UTC)
A trick in A Link to the Past allowing for walking through walls has allowed for an extremely short 3'45" TAS, but because the trick is impossible to reproduce in real time using a standard controller, the fastest unassisted run is over an hour long.
There seem to be a couple of problems with what that sentence may imply to someone unfamiliar with what falls under the scope of being a TAS.
There is also a factual problem with the segment; according to this video, the standard controller variant of the glitch can be done in a much shorter time than "over an hour": http://www.youtube.com/watch?v=MGinhCZ2rO8
Additionally, with a non-standard controller, the same technique as used in the tool-assisted run can be executed in real-time, albeit with less precision overall when compared to the final time of TAS. At least, it can be in an emulator. But perhaps it can also be on the console. The particulars of verifying this through the correct WP procedures and sorting out what can, cannot, and should be in this part of the article are just beyond what I felt was my place to do, editing-wise.
76.5.89.160 ( talk) 16:28, 23 February 2009 (UTC)
"Tool-assisted runs are timed by input, i.e. from game power-on to the last input necessary such that the ending scene and/or game credits can not be prevented. Any introductory cutscenes, game-loading screens, and trailing dialogues after the last boss battle (if input is necessary to scroll through the text) are included in the final times."
If I recall correctly, there is indeed several runs that break this 'rule', such as Gimmik! which has the final boss be killed with nearly no input, yet I am certain that if human control took over AFTER the runs input is ended, the viewer can potentially break the run. Flygon ( talk) 03:31, 16 October 2009 (UTC)
Sometimes it is possible to "end input early" such that with no further input the final boss is defeated, and the ending sequence plays. Trailing dialogues generally make this impossible, though sometimes exceptions are made for very long ending sequences that have forced button presses only near the end. 50.21.206.23 ( talk) 00:49, 22 March 2018 (UTC)
The introduction says that a tool-assisted speedrun can do tricks that are impossible or very difficult. That's not true. A tool assisted speedrun lets you do very hard tricks but won't let you do impossible ones or it's not called a TAS but rather uses a gameshark like device. For instance, you can't release 4 bombchus at a time in a TAS of Majora's Mask. Blackbombchu ( talk) 14:57, 17 June 2013 (UTC)
While I recognize that the BizHawk section was reverted because the person who posted it is a known sock puppet master, that does not invalidate the content of the section. That particular emulator is a notable achievement, and should probably be mentioned alongside the other emulators. Someone please consider adding that emulator to the list of emulators. Invariel ( talk) 20:03, 20 July 2015 (UTC)
“You are misunderstanding; there is a difference between the time attack mode featured in some video games and the synonym of "TAS" used years ago when it all started: "timeattack".”
You’re missing the part where that paragraph does not strictly refer to TASing. Try reading it, you’ll see “this term can also be seen in numerous games that have a lowest completion time mode”. I stand by my edit.-- ALAKTORN ( talk) 23:36, 19 November 2015 (UTC)
I am unsure of the statement, times are timed to the last input. Could be relevant to several kinds of games possibly, but I am thinking of racing games in particular. If one is racing toward the final finish line, and is far enough in front not to be overtaken, one could technically stop all input on the last straight before the race is actually finished, stop the timing clock, then allow the car to cruise over the finish line under it's own momentum (so long as one doesn't need input to scroll through text or something after the race). This would mean the time of the "input" itself would be slightly shorter as having stopped before the very end of the race, but the time until actual completion would be slightly longer, as the last straight would not be at full speed.
Any game with speed and momentum like say sonic one could point the character in the right direction at high speed, stop input and let the character speed toward the end under their own momentum.
Or any game where things happen without constant direct input like Lemmings, or Age of Empires. One could quickly give out all sufficiently needed commands to the units, stop all input and the clock and let the on screen units like horsemen or lemmings carry out their orders after all input has stopped and let them finish on their own and lead to the game becoming completed a period of time after all input has stopped to game completion. As far as I know this never happens in speedruns, or does it??.
Something as simple as killing a boss with a bomb in a bomberman game could be a difference of a second or two, does the clock stop when the last bomb is laid and input stops, or when the last bomb explodes and the boss is killed?
As far as I always thought time is until game completion, but I don't really know for sure, I only have an interest in watching speedruns, I'm not involved in making them.
Whether I'm right or wrong, the article could clarify this - also is this relevant or not to the regular speedrun parent article?
Carl wev 16:38, 1 April 2016 (UTC)
The time is always the number of frames in the input file. Usually it's more entertaining to make the end happen sooner, even though the input file is longer, but not always. For example, the Monopoly 4 player TAS ends input long before the ending of the game happens, and yet it's quite entertaining. Or finding a difficult to use safe spot and ending input and letting the final boss time out can be quite entertaining. — Preceding unsigned comment added by 50.21.206.23 ( talk) 00:53, 22 March 2018 (UTC)
roblox speedrun for obbys List item — Preceding unsigned comment added by 188.236.194.162 ( talk) 15:57, 13 December 2020 (UTC)
I went on the Wiki page of Tool-assisted speedrun precisely to learn the meaning of "RTA", and noticed the initials only appears near the end, unexplained ("Drozdowsky holds the RTA record", etc.). However "real-time" is used a few times.
I eventually found this Reddit thread: https://www.reddit.com/r/speedrun/comments/41dkk9/what_is_rta_timing/ and found the answers informative as they give the origin "real-time attack" but also give some variations on the meaning (including cinematics as opposed to in-game timing, actual play as opposed to TAS). I've also read somewhere else that when the machine's power can affect the game speed, it is important to distinguish real-time count and frames count (the number of frames may even depend on machine power depending on how the game is programmed, but I don't know how they count in this case).
Since "RTA" is used in the article in some places, it may be good to introduce the term at some point before.
(I'm not often editing pages or discussing on them so I don't have an account and cannot monitor this page, so I may not reply quickly. If you think you have a good fix for this, don't wait for my reply and go ahead - or continue the discussion with more active contributors instead) — Preceding unsigned comment added by 2A01:CB14:411:D300:B951:B141:F1FA:14A8 ( talk) 23:35, 30 December 2020 (UTC)
Update: it looks like this discussion could be merged with topic "Is this statement accurate?" started by Flygon, as indicating the various ways to measure a run would also remove ambiguity.
I also noticed that /info/en/?search=Speedrun mentions RTA means real-time attack, so maybe the TAS article was extracted at some point from the Speedrun article, but the explanation of RTA was lost in the process. — Preceding unsigned comment added by 2A01:CB14:411:D300:B951:B141:F1FA:14A8 ( talk) 23:43, 30 December 2020 (UTC)
Is the TAS scene of Mario Kart Wii notable to be on this article? NintendoTTTEfan2005 ( talk) 05:32, 27 November 2023 (UTC)
HI minecraft TASer here, it says that TAS is only pre recording controols. That is only Playback TASing. IN minecraft there is non-playback TASing where inputs are not pre recorderd and are done by a hooman thta can controll ticks. It also say chnage framerate to adjust spped of actions. In minecraft TASing, U change tickrate as the game speperates the logic from the rendering. CuteistCat ( talk) 20:56, 13 February 2024 (UTC)
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To-do list for Tool-assisted speedrun:
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This article was the subject of a Wiki Education Foundation-supported course assignment, between 15 June 2021 and 3 August 2021. Further details are available on the course page. Student editor(s): MasterYoshi5.
Above undated message substituted from Template:Dashboard.wikiedu.org assignment by PrimeBOT ( talk) 11:30, 17 January 2022 (UTC)
o History o Why and how ----o Goals ----o Emulation o Controversy
Citation is important for this article. See Wikipedia:References to find out how to use the <ref> tags.
<ref name="ToolsAssistedSpeedrun">Doom tool-assisted speedrunning is sometimes referred to as "tools-assisted speedrunning", with the plural of "tool". This was the name of the site about Doom tool-assisted speedrunning by Esko Koskimaa, Peo Sjoblom and Yonatan Donner. A news post after the creation of the site, however, read "Indeed, I was wrong and the site should be called 'Tool-Assisted Speedruns' rather than 'Tools-Assisted Speedruns'. I'm not going to redo the logo though."</ref>
Hi, I got your "invitation" to work on this page. I don't know what kind of time I hae this weekend but I had to point one thing that struck me right away by the opening: As such, the makers of these speedruns are not competing in terms of playing skill due to its complete absense. - this seems to imply that the filmmakers have no playing skill at all. This is obviously not the case! I'm going to try and reword it. --Do Not Talk About Feitclub ( contributions) 16:01, 8 April 2006 (UTC)
I made a short article about re-recording. It might be worth checking it out to correct any mistakes, even though I doubt there will be any, seen as how it's such a small article. — Michiel Sikma, 09:55, 9 April 2006 (UTC)
Wikipedian06, please stop adding in "endurance" in the top paragraph. There's good reason why it's not in; obviously, endurance is a factor when speedrunning which is eliminated with the use of tools, but it's untrue that it's important enough to mention. Afterall, there has never been made a tool-assisted speedrun that's longer than about 3 and a half hours, but there have been gigantic single-segment speedruns (such as the Ocarina of Time run by TSA). It's untrue that one of the main points of tools for tool-assisted speedrunning is to overcome human endurance. — Michiel Sikma, 14:34, 11 April 2006 (UTC)
There seems to be a lot of negativity towards TASes in this article.
69.181.79.72 01:01, 18 June 2006 (UTC)
Do we really need a glossary like that? Wouldn't linking to articles describing the subject be better? Amaurea 17:58, 2 July 2006 (UTC)
I do not like this sentance: "The goal of tool-assisted speedrunning is to create entertaining movies." This is no more or less true for unassisted runs as for assisted ones. The real goal is usually to complete the game as fast as possible, sometimes with a few restrictions. This happenes to be quite entertaining, but a run with lots of interesting antics that make it 3 times as slow as what is possible would not be much of a speed run. I'm replacing that paragraph with the definition from the method section. Amaurea 11:03, 3 August 2006 (UTC)
I have removed a similar section from the "seperation from unassisted runs"-section:
While speed is desired in these runs, the focus is entertainment. For example, there is a famous tool-assisted speedrun of Super Mario Bros. 3 by "Morimoto" in which the game is finished in approximately 11 minutes — the fun is in the breathtaking speed at which the game is being played, according to its author, rather than his presumed game playing skills. [1] The video has since been " obsoleted" by a faster version, [2] but this video is still the best-known example of its kind due to how often it was posted on forums on the Internet. (See the Super Mario series paragraph in the Speedrun article.)
That entertainment is more important than speed is no more the case for assisted runs than unassisted ones. I have never seen a slower run obsolete a faster one in either category. It is true that entertainment is desired, but the focus, in both cases, is speed. That section made TASing seem like a less competitive and less serious activity than unassisted speedrunning. Amaurea 11:24, 17 August 2006 (UTC)
Am I the only one who thinks that the obvious solution to this issue is to make a note that the goals of TASes can vary considerably within the guideline of frame-precision? < Upthorn> 17:07, 1 November 2006 (UTC)
While using a program to automatically search a short optimal path (ie a robot) is cool, it's by no means a common occurrence in tool-assisted speedrunning. There are probably less than 10 runs (from the well over 300) at tasvideos.org where robots have been used in any way. The problem with presenting the robot example image in the introduction is that it can easily give the wrong impression that such programs are used in all or most runs and that it's a very common technique. This may give a rather wrong impression of what tool-assisted speedrunning is. The example image is well worth preserving in the article, but it may be a good idea to move it towards the end of it. In the introduction some other, more representative image could be used. The snapshot of an emulator program (perhaps showing some TAS features) could be a good idea. Wopr 12:53, 29 October 2006 (UTC)
For example, the fastest Super Mario Bros. TAS currently stands at 4'59.6", while the fastest unassisted run stands at 5'00"
Is this according to Twin Galaxies Rules or SDA's? The new speedrun uses the vine glitch, so I don't think it's valid according to TG. -- Ouzo 15:59, 16 April 2007 (UTC)
I compared and it saw a video but the TAS is earlier when measuring in the same place and attempting to let out in 60fps.
Together, both results by 60fps are TAS after using individually and attempting to measure and the made public video is 58 in 4 minutes and 58 seconds. Because it is 11 in 5 minutes and 3 seconds at the video of the just in 5 minutes. TAS is earlier.-- Naohiro19( Talk Page/ Contributions/ Do you send mail for me?) 11:24, 1 May 2007 (UTC)
The TAS for SMB currently stands at 04:58.18. I changed it, but I'm not sure if this changes the "compared to Speed-Demos Archive is 0:47:00" part of that sentence.
I would recommend changing the same section's notes about "a non-TAS could be faster than a TAS," at least on Bisqwit's tasvideos.org site. Perhaps back during the site's inception, but the community is large enough now that this isn't feasable. Before a TAS for any game could be published, this would be considered. This was a problem when a TAS for the game Jaws for the NES was beaten by the world record and this now is a fundamental guideline for publication.
From the rules for submission on tasvideos.org:
If your tool-assisted movie is slower than the non-tool-assisted world record of the game you play, your movie will almost certainly be rejected. This only matters if the goals are directly comparable between the TAS and unassisted record, though.
Before a movie is published, it is viewed by many members of the community and discussed. Even if a suspected faster time is considered, the movie isn't published, and a TAS that looks slower than frame-advancement, let alone human reflexes, wouldn't make it through the forum. If a decent looking movie for the game can't be created by a member, the site goes without a movie for that game.
It would be near impossible for a real-time speedrun to trump a TAS, at least with a final goal of fastest time.
A small paragraph about TAS-san was recently removed, because the editor could not find the term on a google search. This is probably because he searched in english. TASさん yields 500k+ results, and so is probably notable. The more recently invented full name, however, gave < 10 hits, and I had never heard of it before. I will therefore put the paragraph back, but with the full name removed for now. Amaurea ( talk) 06:38, 20 September 2008 (UTC)
A trick in A Link to the Past allowing for walking through walls has allowed for an extremely short 3'45" TAS, but because the trick is impossible to reproduce in real time using a standard controller, the fastest unassisted run is over an hour long.
There seem to be a couple of problems with what that sentence may imply to someone unfamiliar with what falls under the scope of being a TAS.
There is also a factual problem with the segment; according to this video, the standard controller variant of the glitch can be done in a much shorter time than "over an hour": http://www.youtube.com/watch?v=MGinhCZ2rO8
Additionally, with a non-standard controller, the same technique as used in the tool-assisted run can be executed in real-time, albeit with less precision overall when compared to the final time of TAS. At least, it can be in an emulator. But perhaps it can also be on the console. The particulars of verifying this through the correct WP procedures and sorting out what can, cannot, and should be in this part of the article are just beyond what I felt was my place to do, editing-wise.
76.5.89.160 ( talk) 16:28, 23 February 2009 (UTC)
"Tool-assisted runs are timed by input, i.e. from game power-on to the last input necessary such that the ending scene and/or game credits can not be prevented. Any introductory cutscenes, game-loading screens, and trailing dialogues after the last boss battle (if input is necessary to scroll through the text) are included in the final times."
If I recall correctly, there is indeed several runs that break this 'rule', such as Gimmik! which has the final boss be killed with nearly no input, yet I am certain that if human control took over AFTER the runs input is ended, the viewer can potentially break the run. Flygon ( talk) 03:31, 16 October 2009 (UTC)
Sometimes it is possible to "end input early" such that with no further input the final boss is defeated, and the ending sequence plays. Trailing dialogues generally make this impossible, though sometimes exceptions are made for very long ending sequences that have forced button presses only near the end. 50.21.206.23 ( talk) 00:49, 22 March 2018 (UTC)
The introduction says that a tool-assisted speedrun can do tricks that are impossible or very difficult. That's not true. A tool assisted speedrun lets you do very hard tricks but won't let you do impossible ones or it's not called a TAS but rather uses a gameshark like device. For instance, you can't release 4 bombchus at a time in a TAS of Majora's Mask. Blackbombchu ( talk) 14:57, 17 June 2013 (UTC)
While I recognize that the BizHawk section was reverted because the person who posted it is a known sock puppet master, that does not invalidate the content of the section. That particular emulator is a notable achievement, and should probably be mentioned alongside the other emulators. Someone please consider adding that emulator to the list of emulators. Invariel ( talk) 20:03, 20 July 2015 (UTC)
“You are misunderstanding; there is a difference between the time attack mode featured in some video games and the synonym of "TAS" used years ago when it all started: "timeattack".”
You’re missing the part where that paragraph does not strictly refer to TASing. Try reading it, you’ll see “this term can also be seen in numerous games that have a lowest completion time mode”. I stand by my edit.-- ALAKTORN ( talk) 23:36, 19 November 2015 (UTC)
I am unsure of the statement, times are timed to the last input. Could be relevant to several kinds of games possibly, but I am thinking of racing games in particular. If one is racing toward the final finish line, and is far enough in front not to be overtaken, one could technically stop all input on the last straight before the race is actually finished, stop the timing clock, then allow the car to cruise over the finish line under it's own momentum (so long as one doesn't need input to scroll through text or something after the race). This would mean the time of the "input" itself would be slightly shorter as having stopped before the very end of the race, but the time until actual completion would be slightly longer, as the last straight would not be at full speed.
Any game with speed and momentum like say sonic one could point the character in the right direction at high speed, stop input and let the character speed toward the end under their own momentum.
Or any game where things happen without constant direct input like Lemmings, or Age of Empires. One could quickly give out all sufficiently needed commands to the units, stop all input and the clock and let the on screen units like horsemen or lemmings carry out their orders after all input has stopped and let them finish on their own and lead to the game becoming completed a period of time after all input has stopped to game completion. As far as I know this never happens in speedruns, or does it??.
Something as simple as killing a boss with a bomb in a bomberman game could be a difference of a second or two, does the clock stop when the last bomb is laid and input stops, or when the last bomb explodes and the boss is killed?
As far as I always thought time is until game completion, but I don't really know for sure, I only have an interest in watching speedruns, I'm not involved in making them.
Whether I'm right or wrong, the article could clarify this - also is this relevant or not to the regular speedrun parent article?
Carl wev 16:38, 1 April 2016 (UTC)
The time is always the number of frames in the input file. Usually it's more entertaining to make the end happen sooner, even though the input file is longer, but not always. For example, the Monopoly 4 player TAS ends input long before the ending of the game happens, and yet it's quite entertaining. Or finding a difficult to use safe spot and ending input and letting the final boss time out can be quite entertaining. — Preceding unsigned comment added by 50.21.206.23 ( talk) 00:53, 22 March 2018 (UTC)
roblox speedrun for obbys List item — Preceding unsigned comment added by 188.236.194.162 ( talk) 15:57, 13 December 2020 (UTC)
I went on the Wiki page of Tool-assisted speedrun precisely to learn the meaning of "RTA", and noticed the initials only appears near the end, unexplained ("Drozdowsky holds the RTA record", etc.). However "real-time" is used a few times.
I eventually found this Reddit thread: https://www.reddit.com/r/speedrun/comments/41dkk9/what_is_rta_timing/ and found the answers informative as they give the origin "real-time attack" but also give some variations on the meaning (including cinematics as opposed to in-game timing, actual play as opposed to TAS). I've also read somewhere else that when the machine's power can affect the game speed, it is important to distinguish real-time count and frames count (the number of frames may even depend on machine power depending on how the game is programmed, but I don't know how they count in this case).
Since "RTA" is used in the article in some places, it may be good to introduce the term at some point before.
(I'm not often editing pages or discussing on them so I don't have an account and cannot monitor this page, so I may not reply quickly. If you think you have a good fix for this, don't wait for my reply and go ahead - or continue the discussion with more active contributors instead) — Preceding unsigned comment added by 2A01:CB14:411:D300:B951:B141:F1FA:14A8 ( talk) 23:35, 30 December 2020 (UTC)
Update: it looks like this discussion could be merged with topic "Is this statement accurate?" started by Flygon, as indicating the various ways to measure a run would also remove ambiguity.
I also noticed that /info/en/?search=Speedrun mentions RTA means real-time attack, so maybe the TAS article was extracted at some point from the Speedrun article, but the explanation of RTA was lost in the process. — Preceding unsigned comment added by 2A01:CB14:411:D300:B951:B141:F1FA:14A8 ( talk) 23:43, 30 December 2020 (UTC)
Is the TAS scene of Mario Kart Wii notable to be on this article? NintendoTTTEfan2005 ( talk) 05:32, 27 November 2023 (UTC)
HI minecraft TASer here, it says that TAS is only pre recording controols. That is only Playback TASing. IN minecraft there is non-playback TASing where inputs are not pre recorderd and are done by a hooman thta can controll ticks. It also say chnage framerate to adjust spped of actions. In minecraft TASing, U change tickrate as the game speperates the logic from the rendering. CuteistCat ( talk) 20:56, 13 February 2024 (UTC)