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tas.md
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@ -12,7 +12,7 @@ TAS runs coexist alongside RTA (non-TAS) runs as separate categories that are be
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Creating a TAS is not an easy task, it requires great knowledge of the game (many times including its code) and its speedrunning, as well as a lot of patience and often collaboration with other TASers, sometimes a TASer needs to also do some [programming](programming.md) etc. TASes are made *offline* (not in real time), i.e. hours of work are required to program minutes or even seconds of the actual run. Many paths need to be planned and checked. Compared to RTAs, the focus switches from mechanical skills towards skillful mathematical analysis and planning. While RTA runs besides skill and training also require risk planning, i.e. sometimes deciding to do something in a slower but safer way to not ruin a good run, TAS can simply go for all the fastest routes, no matter how risky they are, as there is certainty they will succeed. Besides this some technological prerequisites are necessary: the actual tools to assist with creation of the TAS. For many new [proprietary](proprietary.md) games it is extremely difficult to develop the necessary tools as their source code isn't available, their assembly is obscured and littered with "anti-cheating" malware. Many "[modern](modern.md)" (even [FOSS](foss.md)) games are additionally badly programmed and e.g. lacking a [deterministic](determinism.md) physics, which makes precise TASing almost impossible (as the traditional precise crafting of inputs requires deterministic behavior). The situation is better with old games that are played in [emulators](emulator.md) such as [DOS](dos.md) games ([Doom](doom.md) etc.) or games for consoles like [GameBoy](gameboy.md) -- [emulators](emulator.md) can give us a complete control over the environment, they allow to save and load the whole emulator state at any instant, we may slow the time down arbitrarily, rewind and script the inputs however we wish (an advanced technique includes e.g. [bruteforcing](brute_force.md): exhaustively checking all possible combinations of inputs over the following few frames to see which one produces the best time save). In games that don't have TAS tools people at least try to do the next best thing with **segmented speedruns** (e.g. stitching together world record runs of each game level).
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A libre [game](game.md) (under [CC0](cc0.md)!) called [Lix](lix.md), a clone of [Limmings](lemmings.md) is kind of based on making TAS runs, and it's excellent! In the game, like in original Lemmings, one has to manage a group of units to cooperate in overcoming obstacles and so get safely to the level exit; however, unlike Lemmings, Lix incorporates a replay system so the player may not just pause the game, accelerate or slow down the time, but also rewind back and issue commands perfectly on any any given frame. The game also shows to the player all necessary info like exact frame number, exact survivable jump height etc., so winning a level doesn't depend on fast reaction time, good estimate or grinding attempts over and over until one doesn't make any mistake -- no, solving the level is purely about thinking and finding the mathematical solution. Once one knows how to get to the exit, it's easy to program in any complex sequence of actions, and of course then he can rewatch it in real time and get this kind of rewarding movie in which everything is performed perfectly. Lix is really an excellent example of how TAS is not just 3rd party hacking of the game but inherent part of the original game's design, one that takes the fun to the next level.
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A libre [game](game.md) (under [CC0](cc0.md)!) called [Lix](lix.md), a clone of [Lemmings](lemmings.md) is kind of based on making TAS runs, and it's excellent! In the game, like in original Lemmings, one has to manage a group of units to cooperate in overcoming obstacles and so get safely to the level exit; however, unlike Lemmings, Lix incorporates a replay system so the player may not just pause the game, accelerate or slow down the time, but also rewind back and issue commands perfectly on any any given frame. The game also shows to the player all necessary info like exact frame number, exact survivable jump height etc., so winning a level doesn't depend on fast reaction time, good estimate or grinding attempts over and over until one doesn't make any mistake -- no, solving the level is purely about thinking and finding the mathematical solution. Once one knows how to get to the exit, it's easy to program in any complex sequence of actions, and of course then he can rewatch it in real time and get this kind of rewarding movie in which everything is performed perfectly. Lix is really an excellent example of how TAS is not just 3rd party hacking of the game but inherent part of the original game's design, one that takes the fun to the next level.
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There also exists a term *tool assisted superplay* which is the same principle as TAS but basically with the intention of just flexing, without the goal of finishing the game fast (e.g. playing a [Doom](doom.md) level against hundreds of enemies without taking a single hit).
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