Nintendo hard by Ciro Santilli 35 Updated +Created
Multiplayer game by Ciro Santilli 35 Updated +Created
Tool-assisted speedrun by Ciro Santilli 35 Updated +Created
To some extent, the ultimate achievement of a TAS is to achieve arbitrary code execution (ACE) on a game, although this has been becoming rarer and rarer in newer consoles. The Nintendo 64 is the current interesting ACE discovery frontier as of 2020.
Post ACE, you then get into more subtle categories which tend to be more geometric clipping through wall glitches, but those can still be fun.
The most beautiful TAS content ever made are:
Video 1.
Super Mario 64 '120 Stars' in 1:20:41.52 Console Verified by Soul Umbreon (2012)
Source.
Open source video game asset by Ciro Santilli 35 Updated +Created
Video game console company by Ciro Santilli 35 Updated +Created
Nintendo by Ciro Santilli 35 Updated +Created
Nintendo franchise by Ciro Santilli 35 Updated +Created
Nintendo video game console by Ciro Santilli 35 Updated +Created
Super Mario Bros. by Ciro Santilli 35 Updated +Created
Super Nintendo Entertainment System by Ciro Santilli 35 Updated +Created
Machine learning company by Ciro Santilli 35 Updated +Created
Nintendo 64 game by Ciro Santilli 35 Updated +Created
Super Mario 64 A press challenge by Ciro Santilli 35 Updated +Created
Video 1.
Video outlining the 18 unique A presses missing for 120-stars at the time. This was superseded later. with many other discoveries.
Source. The 23 Remaining A Presses by Pannenkoek2012 (2018)
Video 2.
Watch for Rolling Rocks 0.5x A Presses by Pannenkoek2012 (2016)
Source. This is one of the most elaborate explained videos.
Mario Kart 64 clone by Ciro Santilli 35 Updated +Created
Protestantism by Ciro Santilli 35 Updated +Created
Sony by Ciro Santilli 35 Updated +Created
Sony video game consoles by Ciro Santilli 35 Updated +Created
2D game by Ciro Santilli 35 Updated +Created
Gridworld by Ciro Santilli 35 Updated +Created
This is analogous to many traditional board games such as Chess, the concept is very natural and maps well into computer.
The downsides of gridworld games are:
  • it is hard to model speed in discrete worlds. When you 10x faster, when do you collide with something else that is also crossing your path?
  • they tend to not use vector representations of objects. So to have an object be 10x longer than another one, the naive implementation has to add 10 smaller objects. This becomes untenable as the number of objects increases.
Pinned article: ourbigbook/introduction-to-the-ourbigbook-project
Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
Video 1.
Intro to OurBigBook
. Source.
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
    Video 2.
    OurBigBook Web topics demo
    . Source.
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    • to OurBigBook.com to get awesome multi-user features like topics and likes
    • as HTML files to a static website, which you can host yourself for free on many external providers like GitHub Pages, and remain in full control
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 5. . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
    Video 4.
    OurBigBook Visual Studio Code extension editing and navigation demo
    . Source.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact