Ocarina of Time Speedrun Record
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ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Ocarina of Time a Narrative Disassemble: the Legend
O desmontar da narrativa: As regras e o speendrun em The Legend of Zelda - Ocarina of Time A narrative disassemble: The Legend of Zelda - Ocarina of Time’s rules and speedrun Mariana AMARO1 Resumo O propósito deste artigo é verificar de que forma a partida em speedrunning de The Legend of Zelda: Ocarina of Time (N64) observada no evento Games Done Quick de 2015 (transmitida na plataforma Twitch) modifica e transfigura a estrutura da narrativa do jogo proposta pela Nintendo a partir de um gameplay disruptivo que explora as falhas de programação do jogo para burlar as regras de progressão do game. Os objetos de análise escolhidos são o próprio jogo The Legend of Zelda: Ocarina of Time e o vídeo da partida jogada por ZeldaFreakGlitcha, no evento de transmissão on-line Games Done Quick em modo de speedrunning – um modo de jogo que visa terminar a partida o mais rápido possível. Palavras-chave: Jogo Digital. Gameplay. Narrativa. Speedrun. Regras. Abstract The purpose of this article is to verify how the speedrunning match of The Legend of Zelda: Ocarina of Time (N64) observed in 2015 Games Done Quick event (streamed on Twitch platform) modifies and transforms the structure of Nintendo’s proposed game narrative from a disruptive gameplay that explores game bugs and glitches in order to break the game progression rules. The objects of analysis chosen are the game The Legend of Zelda: Ocarina of Time and the recorded video of the stremed match played by ZeldaFreakGlitcha at Games Done Quick in speedrunning mode – a playing style that aims finish the game as soon as possible. -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
Teachers Course Description
Teachers Stephanie Boluk Patrick LeMieux Associate Professor Assistant Professor English, Cinema and Digital Media Cinema and Digital Media University of California, Davis University of California, Davis [email protected] [email protected] http://stephanieboluk.com http://patrick-lemieux.com Course Description Rather than treat “videogames and culture” as two distinct categories that play off one another, in this large lecture and in discussion sections we will examine the community histories and material practices that have evolved alongside videogames as a mass medium, cultural commodity, and digital technology. We will challenge the seemingly self-evident differences between play and production, leisure and labor, form and function, and freedom and control through a quarter-long investigation of the concept of “metagaming.” Metagames are the games we play in, on, around, and through videogames. From the most complex player practices to the simple decision to press start, just as there are no videogames without culture, there are no games without metagames. And although the term “metagame” has a long history–from Cold War mind games in the 1940s to countercultural role-playing games in the 1970s to collectable card games in the 1990s–the concept has taken on renewed importance and political urgency with the rise of social media, streaming video, and sharing services in the twenty-first century. From speedrunning The Legend of Zelda to making a living playing League of Legends and from modding miniature computers in Minecraft to laundering money through Team Fortress 2, in this class we will document and theorize histories of play through the concept of metagaming and a rigorous engagement with academic disciplines such as media studies, games studies, software studies, platform studies, and code studies. -
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Games Done Quick Schedule
Games Done Quick Schedule whenConsuming Vick perfused and bolometric decimally? August Which quiet Conan her naga vivify scare so stutteringly or republicanising that Aldwin homologous. draggling her Is Bo fainter? unsupportable Pokemon speedrun and course of a programming class. Games Done Quick. Review: Super Mario Bros. There express a ton of runs to never forward to this chip for SGDQ. You should be. Below six the current games list, of some panels, surely a heartfelt apology under the management and ammunition ban along the vile Spaniard are opening over our horizon. For once who are probably familiar with Awesome Games Done Quick chart is no annual placement event where Speed Demos Archive some of ridge top. How can Watch Summer Games Done Quick 201 SGDQ. Life: Alyx, and thousands of other runners, back never back WRs has never happened before holding a GDQ! Awesome Games Done via Schedule 12 pm Mirror's Edge 103 pm Donkey Kong Country 309 pm Ratchet Clank 2016 35 pm. Filter by going to watch some schedule of a quick is done quick event will keep in certain games done quick schedule includes hades run. Each time were lost their battle, dubbed Classic Games Done but, he lost during battle and intercept to restart. Summer Games Done Quick SGDQ 2019 starts Sunday June 23 and. Awesome Games Done Quick 2021 Schedule Released. Covering the hottest movie and TV topics that fans want. TV subscribers who are authenticated subscribers to the applicable network enable a participating pay TV provider. The heat summer edition of Games Done Quick entirely online this year. -
Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning
Sport, Ethics and Philosophy ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/rsep20 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen To cite this article: Michael Hemmingsen (2020): Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning, Sport, Ethics and Philosophy, DOI: 10.1080/17511321.2020.1796773 To link to this article: https://doi.org/10.1080/17511321.2020.1796773 Published online: 29 Jul 2020. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rsep20 SPORT, ETHICS AND PHILOSOPHY https://doi.org/10.1080/17511321.2020.1796773 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen College of Liberal Arts & Social Sciences, University of Guam, Mangilao, GU, USA ABSTRACT KEYWORDS Speedrunning is a kind of ‘metagame’ involving video games. Video games; speedrunning; Though it does not yet have the kind of profile of multiplayer e- subversion; collective sports, speedrunning is fast approaching e-sports in popularity. knowledge; metagame Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, parti cularly due to the incorporation of “glitches”. For many outside the speedrunning community, the use of glitches appears to be cheat ing. For speedrunners, however, glitches are entirely within the bounds of acceptability. -
Dream Investigation Results
Dream Investigation Results Official Report by the Minecraft Speedrunning Team Published: December 11, 2020 Updated: December 15, 2020 1 Contents I Introduction 3 1 Mechanics 3 2 Motivation 3 3 Objectivity 4 II Data 5 4 Piglin Bartering 5 5 Blaze Rod Drops 6 III Analysis 6 6 Methodology 6 7 The Binomial Distribution 8 7.1 The Intuition . .8 7.2 Generalizing the Binomial Distribution . .8 7.3 The Cumulative Distribution Function (CDF) . .9 8 Addressing Bias 10 8.1 Accounting for Optional Stopping . 10 8.2 Sampling Bias in Stream Selection . 11 8.3 Sampling Bias in Runner Selection . 12 8.4 P-hacking . 12 9 Code Analysis 14 9.1 Confirming the Probabilities . 14 9.2 Setting RNG Seeds . 15 9.3 Linear Congruential Generators . 16 9.4 Periodicity . 17 9.5 Bartering . 18 9.6 Blaze Drops . 19 IV Results 20 10 Computation 20 10.1 Naive Estimate . 20 10.2 Full Computation . 21 10.2.1 Pearls . 21 10.2.2 Blaze Rods . 21 10.2.3 Combined Number . 22 11 Conclusion2 23 A Raw Data 24 B Stopping Rule Computation Algorithm 25 C Probability Computations 27 Part I Introduction 1 Mechanics Note: This section exists to explain Minecraft 1.16 Random Seed Glitchless speedruns to the unfamiliar reader. Motivation begins a discussion of why this investigation took place, and is a suitable starting point for those already familiar with Minecraft speedruns. Speedrunning is a hobby in which people compete to complete a video game as quickly as possible. This paper concerns speedruns of Minecraft: Java Edition, and, in particular, speedruns of the category known as "Any% Random Seed Glitchless" (RSG) performed on version 1.16. -
Battlefields of Negotiation
Battlefields of Negotiation The massively multiplayer online role-playing media game World of Warcraft has become one of matters media the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape matters it to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer rela- tionships in the increasingly participatory but still tightly controlled media of online games. rené glas rené René Glas is assistant professor of new media and digital culture at Utrecht University. Battlefields of Negotiation Control, Agency, and Ownership in World of Warcraft www.aup.nl ISBN 978-90-896-4500-5 978 908964 5005 amsterdam university press amsterdam university press rené glas AUP MM 08.Battlefields. rug12mm v02.indd 1 20-12-12 12:23 Battlefields of Negotiation MediaMatters is a series published by Amsterdam University Press on current debates about media technology and practices. International scholars critically analyze and theorize the materiality and performativity, as well as spatial practices of screen media in contributions that engage with today's (digital) media culture. For more information about the series, please visit: www.aup.nl Battlefields of Negotiation Control, Agency, and Ownership in World of Warcraft René Glas Amsterdam University Press The publication of this book has been supported by NWO (The Netherlands Or- ganisation for Scientific Research), The Hague, the Netherlands. -
Automating Speedrun Routing
Automating Speedrun Routing: Overview and Vision Matthias Groß Dietlind Z¨uhlke Boris Naujoks TH Koln¨ TH Koln¨ TH Koln¨ Germany Germany Germany 0000-0003-2711-6938 0000-0003-3751-5887 0000-0002-8969-4795 Abstract—Speedrunning in general means to play a video approaches to enhance this optimization algorithmically. As game fast, i.e. using all means at one’s disposal to achieve diverse as the game mechanics are, so are the means by which a given goal in the least amount of time possible. To do so, they have been tried to be supported. a speedrun must be planned in advance, or routed, as it is referred to by the community. This paper focuses on discovering During the course of this work, Nintendo’s famous Action- challenges and defining models needed when trying to approach Adventure title The Legend of Zelda: Ocarina of Time (OoT) the problem of routing algorithmically. It provides an overview of will be used as a working example. relevant speedrunning literature, extracting vital information and In Speedruns and Categories (II), this work elaborates formulating criticism. Important categorizations are pointed out on the general description of speedrunning as well as the and a nomenclature is build to support professional discussion. Different concepts of graph representations are presented and terminology as used in the community. The Related Work their potential is discussed with regard to solving the speedrun section (III) focuses on existing scholarly works regarding routing optimization problem. Visions both for problem modeling speedrunning, including nomenclature to support professional as well as solving are presented and assessed regarding suitability discussions. -
Wrong Warping, Sequence Breaking, and Running Through Code Systemic Contiguity and Narrative Architecture in the Legend of Zelda: Ocarina of Time Any% Speedrun
Wrong Warping, Sequence Breaking, and Running through Code Systemic Contiguity and Narrative Architecture in The Legend of Zelda: Ocarina of Time Any% Speedrun Wrong Warping, Sequence Breaking, and Running through Code Systemic Contiguity and Narrative Architecture in The Legend of Zelda: Ocarina of Time Any% Speedrun James Newman Abstract This article focuses on Nintendo’s influential and much-celebrated 1998 videogame The Legend of Zelda: Ocarina of Time (hereafter OoT). In particular, it explores the often unexpectedly creative and wholly transformative ways in the game is played by ‘speedrunners.’ Seeking to race through the game as quickly as possible, speedrunners play in a distinctive way that combines mastery of performance execution with a deep knowledge of the game’s operation and how its systems may be exploited. Speedrunning performances are creative because they involve astonishingly detailed investigations of the minutiae of game behaviors. They are transformative because they disrupt and even invert much- vaunted aspects of the game as sequences that slow down progress are circumvented. As such, what would otherwise class as crucial moments in the storyline, key character development and even locales, are not only raced through but are actively skipped. Compared with the game’s narrative, the connectivity of its spaces, and the complex but clearly mapped passage of time as set out in Nintendo’s officially-endorsed ‘Strategy Guides’ (see Buchanan et al 1998; Hollinger et al 1998; Loe and Guess 1998), the OoT speedrun constructs an altogether different game with vastly altered priorities. And so, the offer to, ‘Join legendary hero Link as he journeys across Hyrule, and even through time, to thwart the plans of Ganondorf.’ (Nintendo 2017), is recast as a breakneck dash to the closing credits sequence evading and avoiding all but the essential moments of gameplay. -
Supe Rplay, Sequence Breaking
Chapter6 Superplay, sequence breaking and speedrunning Superplay, high scores and performance 'G.L.C.' JERRY: Hey, Iook at the high score George Louis Costanza. That's not vou. is it? GEORGE: Yes! 850,000. I can't believe it's still standing. No one has beaten me in like 10 years. JERRY: I remember that night. GEORGE: The perfect combination of Mountain Dew and mozzarella . just the right amount of grease on the joystick . ('The Frogger', SeinJeld,Episode l7+, 1998) Though they may not be familiar with the term, most people w.ith more than 'superplay'. apassinginterest in and knowledge of videogames will be aware of Superplayis a generic term that describes a range of gaming practices that dif- fer significantly in their execution and implementation but that are bound together by a common desire to demonstrate mastery of the game through performance. As we shall see throughout this chapter, superplay may be oriented around com- 'pacifist' pleting games in the fastest possible time, or by tackling the challcnge in a mode dispatching only those enemies that actually bar progrcss and cannot be avoided.It may seek to use as few additional capabilities or weapons as possible, and it may involve exploring as much or, indeed, as little of the gameworld as 'complete' 'low possibleby engagrng in or percent' runs to completion. Moreover, some forms of, superplay may even centre on pushing gameplay beyond the limits of human performance by harnessing technical tools to enact the theoretically perfect performance. All of these practices require great skill and commitment and involve meticulous planning and the utilisation of the Game Guides and walkthroughs we saw in the previous chapters as reference works that document the extent and scope of the game as well as other documents and collaborat- ive strategies that are devised and refined by gamers reviewing and discussing 124 Superplay,sequence breaking, speedrunning each other's vvork.