Well, i haven't looked too deeply into this, so i don't know the full details of this glitch either.
There only seem to be three angles the ball can fly in. So exactly one of these is choosen after (the wall-bounce after) a pause.
As far as i can tell, the angle is (only?) determined by the duration of the pause: A one-frame-pause results in one of the three angles, a two-frame-pause results in o. o. t. t. a., a three-frame-pause results in o. o. t. t. a., a four-frame-pause results in o. o. t. t. a., ... Unfortunately i couldn'f find a pattern as to which one of these angles is chosen for which duration. (Maybe with some research we could find out how the angle is determined.)
Unfortunately, I think if you'd try to use this glitch in real time, it would probably feel a bit like playing the lottery, since, firstly, you wouldn't know for how many frames you'd need to pause the game to get the desired angle, and, secondly, even if you'd know, you'd need to execute a frame-perfect pause each time. Sadly, this is probably far outside the scope of what humans can (reliably) do (in a somewhat long run).
However, I can imagine this being useful or coming in handy in some scenarios:
- Assume a position, where the ball is in the upper half of the room (above some tiles). When it is obvious, that the ball will come down after the next wall-bounce, you could play the lottery, and if you hit the jackpot, the ball will continue to fly in favouring angle, staying in the upper area of the room.
- When you're stuck in a run for a while with the ball flying in cycles, you can pause for a moment, and hope for a better angle / resulting position / cycle.
:) have fun experimenting!
Hi, nice video-find!
I tried to reproduce what is showcased in this video. It works! :D (EDIT: i should explicitly say, that everything i did was tool-assisted. I figured, this might not be obvious from the context alone, sorry, I didn't notice this earlier.)
Apperently, pausing for a few frames results in a change of the ball's angle the next time the ball hits a wall.
Unfortunately, the seemingly random button-presses throughout the video don't seem to have any effect though :/
You can download the (reproduction) movie here (play it in the bizhawk emulator): https://tasvideos.org/UserFiles/Info/637891853906469898
Here is an encode:
Ohh hahaha! I never thaught it would be that simple, I totally missed this. Thanks for the explanation! :)
Hey, I just wanted to share a route with you, which is a bit faster than the current one.
I've drawn the route here in red: https://imgur.com/a/40CLAyp (Unfortunately I couldn't find a setup to get through the fence-wall intersection on the yellow route, therefore I doubt it is possible. I still left it in the image, as this seems like such an "obviously faster route", but well... I wated to clarify that it actually isn't. As far as i can tell)
You can watch a recording of the TAS here:
Have fun with it :) Please feel free to ask any questions regarding this ;)
In Fawns run the computers thinking time is INSANELY short. When I tried to play against the computer at difficulty 6 it took the computer for the first move roughly 40 to 50 minutes, whereas it took the computer in Fawns run only about two seconds o.O
The only explanations I have for this are either a ) he somehow was able to select and then play on a different difficulty level (which to me is very unlikely, because at difficulty 1 it takes the computer about 6 seconds to play the first move) b ) he edited the original video by cutting out the computers thinking times or cheated otherwise c ) I am unaware of some sort of game mechanic or glitch or whatever
If it's just my unawareness ore something else I couldn't think of then I would appreciate a short explanation of what actually happened in Fawns run.
Otherwise I want to suggest to either put Fawns run in the difficulty cathegory it really belongs to, or to delete Fawns run from the leaderboard.