todo: Escape optimal position without going to the corner Gohma sidehop strats, time loss vs difficulty ESCAPE DATA: angle: 13500 quick y: 2241.3 quick x: -1030.4 slow y: 2240.5 slow x: -1032.4 fail 14050 fail 14025 fail 14014 fails AROUND 14000 slow 14000 slow 13700 both 13652 both 13613 both 13607 both 13600 both 13500 quick 13400 quick 13344 fails about here 13343 fail 13338 fail 13300 midpoint perfect angle for escape is 13671 therefore you want 52439 (because add 26768 = midpoint) inverted is 19668 (the angle you need going down the transition zone in lost woods STICK ESCAPE: ------------- strat: get in corner backwalk for x frames backflip sidehop neutral JS 14300 break no clip 14250 sometimes clip 14200 works 14100 works 14000 works 13950 works 13900 sometimes clip 13850 fail 13800 fails (water) 13671 fails (land, no break) midpoint perfect angle for stick escape is 14075 therefore you want 52843 (because add 26768 = midpoint) inverted is 20069 (angle you want) 19900 ----- 19350 20171 -> 52931 -> 19771 black bars completely gone 19370 79207 0 -> 26768 GOOD COORDS: Y 2240 X -1028 2240 X -1028.2 -1030.7 Y 2245 - closest Y = 2245 Y 1540 1789.4 X -870 -803.792 for every 249.4 Y, 66.208 X for every 1 unit of X, you move 3.76 units of Y X -1028.2 -1030.7 ACTUAL LIMITS OF Y Y 2245 2238.75 X 1027.5 1030.71 testing X range for Y 2239 testing X range for Y 2245 ===================================================== Zora's River: ------------- swimming physics: hold up 0 3 4.4 4.26 4.12 3.99 3.86 3.73 3.61 4.4 4.4 4.4 4.26 4.12 3.99 3.86 3.73 3.61 3.49 4.4 mashing b makes it go to 4.4 after 3.99 ============================================================= Hyrule Field Wess Data ----------------------- "Easy" setup angle is 5366 5200 fail 5250 fail 5275 fail 5286 fail 5294 fail 5295 extremely difficult or fail 5296 works 5299 works 5300 works 5400 works 5500 works 5600 works 5700 works 5800 works 5900 extremely difficult or fail 5950 fail? 6000 fail? 6200 can work with perfect position aim for 5350 I think... Jumpslash speed data: no control stick input 0 5 4.9 4.8 4.7 4.6 4.5 4.4 4.3 0 0 forward control stick input 5 5.05 5.1 5.15 5.2 5.25 5.3 5.35 0 0 midair jumpslash (neutral) 8.5 3 2.9 2.8 2.7 2.6 2.5 2.4 2.3 2.2 2.1 2.0 1.9 1.8 0 midair jumpslash (forward) 8.5 3 3.05 3.1 3.15 3.2 3.25 3.3 3.35 3.4 3.45 3.5 3.55 3.6 3.477 <-- degrading 3.477 =============================================== Mido strats: (no mido skip) target him 4x roll forward, turn, 3xroll, forward stab roll, target, sidehop js hold 8 o clock on controller to get ideal angle for full backwalk. look into route to shop more :\. skater does it hella fast in 1900 ----------------- MIDO SKIP DATA: Angle after properly clipping is 46434 - good for the 2frame strat 5 angles before it work: 45774 - links first landing frame 45943 - second landing frame 46070 - 3rd landing frame 46199 - 4rd frame 46292 - 5th frame 46362 - 6th frame 46418 - hand lowers frame1 46421 - hand lowers frame2 46427 - hand lowers frame3 46431 - hand lowers frame4 46434 - hand lowers frame5 - max waiting time MIDO SKIP FURTHER EXAMINATION ----------------------------- recoil, then angle reaches 46434 frame 1 of 46434 - c-right too early frame 2 of 46434 - c-right frame 1 (seems like 4 frames minimum between stick pull input and stick js input) frame 3 "" "" "" - 1 *frame 4 - 2 *frame 5 - 3 *frame 6 - 4 - first possible JS frame - Z position is -110.5146 in water frame 7 - 2nd js frame - Z position -132.0066 in water frame 8 - 3rd js frame - Z position -173.4906 in water frame 9 - 4th js frame - Z position -203.3826 in water <-- normal frame frame 10 - 5th js frame - Z position is -236.5746 in water <-- backup frame frame 11 too late * = left input should be happening in this window Bloob data on mido skip: It turns out that cutting it close with the waiting period before the sidehop-jumpslash is a bad idea. This should clear up the rest of the confusion regarding what "should have worked". Hopefully my frame data makes sense... (format) angle that you have after clipping: number of frames before jumpslashing that you switched to left (number of frames you have to release Z) 367: 6 (0) 5 (0) 4 (0) any later (2) 420, 421, & 427: 6 (0) 5 (0) 4 (2) 3 (2) any later (1) angle 431: 6 (1) 5 (1) 4 (2) any later (1) So sidehopping 5 frames early and having an angle of 367 makes switching to left a non-issue. If only this were the case with 434 D: =============================================== DEKU B1 SKIP DATA: default angle: 8192 upleft first: 26891 upleft after: 15846 works: 16900 (exact) 15700 (rough) 16300 = easy as fuck -------- good range: 22952-23095 40960 = right ess works 60774 = right ess works 8218 = no ess works 16303 (railing) = doesnt work 49183 = doesnt work 12864 = wall = doesnt work 26234 = lower railing = doesnt work 32768 = higher railing = left ess 8192 fail really bad 40960 -> test the following: - 1 backflip OI for wrongwarp - early cancel for wrongwarp - js into deku cutscene test the following: be moving right while dropping onto skullwalltula (curved wall, you can move right, hold Z later) roll past zelda for no crash (after you see rock, slight roll left, then walk a bit) ============================================================== 2-3-1 SCRUBS INFO: hold Z until you hit the water, then release aim for the TOP OF THE GREEN SPOT AND STOP THE HESS turn up+left, TARGET, immediately move in position. gogogo. =============================================== GOHMA CLIP: DONT HIT DOWN+LEFT FOR GOHMA CLIP YOU IDIOT, YOU ALREADY HAVE THE PERFECT POSITION gohma strats down+left roll to corner (maybe 2 rolls) use partial left stab instead of full left stab drop deku nut middle of gohma's cry. gg son ============================================================== VOID WARP DATA: face angle w/ zelda: 26555 26583 24783 22983 21183 19383 17583 17583 17583 move angle w/ zelda: 28328 24755 24783 22983 21183 19383 17583 17283 17277 16977 against wall 1800 1800 1800 1800 clip ? ? want Y as low as possible angle = 22983 -> ypos = -274.728 227 237 246 (19383) 262 (17583) 270 (17283) frame perfect target range 24752 - low end of void warp 24544-24751 - ledge grab 24000 - upclip 23600 - no clip 23500 - no clip 23496 - upclip 23336-23495 clip 23144-23335 ledge grab 23096-23143 upclip 22952-23095 void warp 144 / 1800 = 8% of clipping through the wall, and void warping 22744-22951 ledge grab 22743 upclip 17552-17695 - void warp clip values 369 -> 17700 15900 -> up+release target -> 17305 -> 17674 (within clip range) -> Void Warp: Unbuffered Zelda Strats Frame data ----------- frame 1: 2 frames from middle frame 2: 1 frame from middle frame 3: 1 frame past middle frame 4: 2 frames past middle visual frame ess swap happens : visual frame untarget happens 0:0 - fail 1:1 - success 1:2 - fail 1:3 - fail 1:4 - fail 2:1 - fail 2:2 - success 2:3 - fail 2:4 - fail 3:1 - fail 3:2 - fail 3:3 - success 3:4 - fail 4:1 - fail 4:2 - fail 4:3 - fail 4:4 - success 5:5 - fail ------------------------- void warp data: target zelda on way down legit ranges: 17552-17695 clip 19352-19495 21152-21295 22952-23095 24752-24895 26552-26695 28352-28495 30152-30295 31952-32095 33752-33895 35552-35695 37352-37495 39152-39295 40952-41095 42752-42895 44552-44695 46352-46495 48152-48295 49952-50095 51752-51895 53552-53695 55352-55495 57152-57295 58952-59095 30152-30295 72 is 144/2 72 is midpoint of voidwarp: 1f untarget, targetting zelda on first frame 92, moveAngle 54553 ???, moveAngle 53872 54523 - 5 frame window according to skater 24940 first visual frame of break (72 perfect) 42752-42895 is break range 42824 is perfect break angle moveangle 42844 - 92 55xxx -> 44567 works 53872 -> 44653 FIRST FRAME 53872 -> 44644 SECOND FRAME 53872 -> 43491 FAIL (miss wall entirely) 53872 -> 44701 X untarget -> wait -> target can work if the frames line up 52072 -> 44587 (z 3996) WORKS - first frame 52072 -> 44615 (z ) 52072 -> 44634 - 3rd frame WORKS 52072 -> 44692 - 4th frame works 50272 -> 44559 - frame before camera fixes 50272 -> 44577 - first frame camera fixes 50272 -> 44549 - barely too low, 2nd frame camera fixes 1st frame - 398xx 2nd frame - 396xx 3rd frame - 394xx 4th frame - 39253 5th frame - 390xx Break at Moveangle 45067 -> 37501 44883 -> 37321 44701 -> 37321 44521 -> 37321 -> 37321 What I know so far: Untarget frame is lenient because you end up at the same angle (somehow) first angle cannot be trusted so some prior data may be incorrect how and when you target zelda, then, is the thing that does matter so you need an ANGLE, and a TIMING ------------- Skater Instaclip: ZELDA'S Z POSITION: ----------------- 4002.21 - frame 0 4001.63 3999.89 3997.00 3993.52 3990.05 3986.57 3983.10 3979.62 3976.15 3972 input frames: -------------- moveangle 51352 untarget 3997 retarget 3993 natural break is 3930 (link is 3745) !! result is 37415 which is -10 from perfect (range of 72) untarget 3993 retarget 3990 small target cursor 3972 natural break 3927 (link is 3745) result is angle 37425 LITERALLY PERFECT untarget 3990 retarget 3986 natural break is 3930 (link 3748) result 37444 works untarget 3986 retarget 3983 37492 barely works ---------------------------------------- moveangle 52400 untarget 3993 natural break 3930/3743 37473 works untarget 3997 natural break is 3927/3743 37473 ------------------------------------ moveangle 53400 untarget 3993 37463 53400 untarget 3990 too late, 38000 53400 untarget 3997 too early to target zelda 3993 works 3990 fails 1 frame @ 53400 at my xyz pos ------------------ 37352-37495 moveangle 49400 3999/37077 - fail 3997/37114 - fail 3993/37142 - fail 3990/37330 - fail 3986/37349 - fail 3983/37368 - works 3979/37387 - works 3976/36817 - fail moveangle 49650 (53250) 3999/37086 - fail 3997/37114 - fail 3993/37142 - fail 3990/37330 - fail 3986/37359 - works 3983/37368 - works 3979/37582 - fail moveangle 49900 3999/37368 - works 3997/37396 - works 3993/37415 - works 3990/37105 - fail 3986/37123 - fail moveangle 50150 3999/37368 - works 3997/37387 - works 3993/37406 - works 3990/37425 - works 3986/37114 - fail moveangle 50400 3999/37170 - fail 3997/37368 - works 3993/37387 - works 3990/37415 - works 3986/37425 - works 3983/37114 - fail moveangle 50900 3999/37406 - works 3997/37425 - works 3993/37114 - fail 3990/37133 - fail moveangle 51400 3999/miss 3997/37425 - works 3993/37444 - works 3990/37463 - works 3986/37511 - fail moveangle 51900 3999/miss 3997/37425 - works 3993/37473 - works 3993/37501 - fail moveangle 52400 3999/miss 3997/37473 - works 3993/37492 - works 3990/37492 - works <- may be incorrect 3986/38023 - FAIL moveangle 53400 3999/miss 3997/miss 3993/37463 - works 3990/38081 - FAIL ================================================================ Any% 18:10 commentary - needs to be noob friendly while also conveying the amazingness this is the hard part. talk about what went into the run MHS mupen, analysis and research Have you ever played a game so much that you feel like you've run out of replay value? Some people choose to come up with additional challenges, such as beating the game as fast as possible, scoring as many points as possible, or pushing a multiplayer game to its competitive limit. Ocarina of Time has no scoring system. It's not multiplayer. It is a single player journey through an epic world. So, how fast can somebody beat it? My name is Cosmo Wright, and this is my speedrun of The Legend of Zelda: Ocarina of Time in 18 minutes and 10 seconds. --- HISTORY OF THE GAME --- In 2006 I started frequenting the speed demos archive forums, a place where people interested in speedrunning would gather and discuss strategy. The single largest game thread on SDA belonged to Ocarina of Time. Discussion mainly revolved around experimenting with the game. In fact, very few speedruns were actually completed back then. It felt more like we were doing science than anything else. This was spurred on by a user going by the name of "Kazooie" posting videos of some clever jumps that weren't thought to be possible before. These jumps allowed us to access certain areas in the game sooner than intended. We were able to do things such as obtain the hover boots early, and get to Spirit Temple right after Deku Tree. A large amount of cutscene skips, out of bounds glitches, and shenanigans were found in this rich period of discovery, the most significant of which was a way of writing values to a certain range of memory that represented Link's inventory. This led to obtaining the Shadow and Spirit medallions early, which is the trigger in the game for the Light arrow cutscene, ultimately leading to completion of the game without any adult dungeons. In March 2008, through a group effort and a lot of man hours, the Door of Time was finally skipped using a tricky sidehop jumpslash, meaning we could combine this with the memory manipulation glitch and beat the game completing 0 dungeons. The route would grab a bottle as child link, go immediately to adult link, then go around the overworld manipulating Link's inventory until we had the medallions, at which point we could obtain the Light arrows and finish the game. There were a surprising number of route variations involving the method used to begin the memory manipulation glitch. The Ganondorf fight was a true bottleneck. We could access Ganon's Castle, but Ganondorf was unable to be defeated without magic and light arrows. Without a way to skip or defeat Ganondorf, this was about as fast as we could make the route. Things were settling down. However, in February 2012 a user named "ChristianF23" found a way to skip many of the post-dungeon cutscenes. If performed in the Fire Temple, it not only skipped the cutscene but warped Link to the Forest Temple. The entire OoT community was astonished, and the zelda scientists went to work. What we found broke the game. Upon the completion of Deku Tree, Dodongo's Cavern or Fire temple under certain circumstances, we were able to warp Link to many unusual locations, such as a Beta Jabu Cutscene, the Title Screen, and the end credits. Amongst the all the craziness that was going on, a clever user by the name of Robdog was pouring over game's internal entrance list, and had a startling realization. The door to Deku Tree basement from Gohma's room on the internal entrance list was adjacent to part of the Castle Collapse interior. Nobody had thought of this before because the stone slab that blocks the way make it not-obvious there was another option there. sockfolder tested r0bdog's theory, and it worked. For the first time in history, Ocarina of Time could be completed as child link alone. This was faster than a credits warp. There was an explosion of activity. Many people did many speedruns trying to optimize this new route, including myself. The speedrun you are watching is my greatest run yet, and is the result of another 2 years of optimization. This run was done on the official Chinese release of the game. I chose this version because of faster text and less lag. -------------- The first thing you may notice is that I am walking backwards. Backwalking is very quick, but because Link has to take the time to turn around, it is mostly useful for longer distances in which I need to travel in a straight line. Sidehopping is in theory the fastest form of basic movement, but it needs precise angles on the control stick along with frame perfect timing to really save time sidehopping everywhere. As such, rolling ends up being useful in many situations. I collect five rupees from the stepping stones and another five inside the shop so that I can buy a Deku Stick. My goal once I have obtained my Deku Stick is to escape the forest through the Zora's River warp in the Lost Woods. This warp is only intended to be accessed once I've collected the Silver Scale, but because of the way the polygons are set up, I can jumpslash directly into the acute angle and get clipped through the wall, enabling me to leave the forest without beating the Deku Tree. This is actually one of many forest escape methods, and is the most useful one because it is fast and allows me to bypass the cutscene in which Saria gives Link the Fairy Ocarina. ------- lost woods -- ----- In the Lost Woods I time my first roll on a certain frame and lock the angle to set up for later. Making my way to the small pond I do another exact roll to adjust my angle further. From there I use the corner to line up my position and do the sidehop jumpslash to perfectly clip through the wall and make my exit. ------- zora's river ------- To figure out those exact angles for the forest escape I had to use memory hacking software to read link's exact facing direction and x y z position, then gather a lot of data to find the absolute ranges in which a sidehop jumpslash actually goes through the wall, and from there come up with a way to get Link into that range quickly. Once in Zora's River, I dodge the octorok's shot and proceed down the river, mashing B to swim faster. I want to get many rupees in the water so I can buy a Deku Shield and more Deku Sticks later on. From this ledge I grab, if my angle is good I can do a sidehop and obtain a red rupee, which is the fastest way to fill my wallet. I swim the rest of the way down, ending with 55 rupees. At the bottom here, I actually jumpslash into the loading zone, because it sets Link's speed to 0 in the next area, which saves me a roll. ------- hyrule field ------- By jumpslashing this wall in Hyrule field, I get a lot of backwards speed in the water. If I hold the control stick slightly off-center I can keep this backwards speed on the land, using the Z button to either lock the angle or rotate Link. During this slide Link is considered "busy" so that Kaepora Gaebora's annoying text is skipped en route to Kakariko ------- kakariko -------- The entire purpose of leaving Kokiri forest and heading to Kakariko is to get a bottle, as I need one later on in the speedrun. There are several bottles in Ocarina of Time but the Kakariko bottle is the fastest because the Lon-Lon Ranch bottle requires waking Talon up at Hyrule Castle. This means obtaining Weird Egg and waiting a full day/night cycle! This is too out of the way. Another option would be the Lake Hylia bottle, however that has its own set of issues. That bottle seemingly cannot be obtained unless Link is in the diving animation, which means the Silver or Golden scale is necessary. Finally, even if I do get that bottle, it must be emptied first by watching King Zora slowly scoot over. The Big Poe bottle is of course not an option. This means the Kakariko bottle is by far the best choice. To obtain this bottle I need to collect every Cucco and bring them to the pen. All the cuccos start in the same position but their normal behavior is governed by the game's internal random number generator, which cannot be manipulated in a real time speedrun. Essentially, I need good luck at this section in order to save time, and executing optimal gameplay here is more difficult due to the wide variety of situations I find myself in. Cuccos also have certain behavior that is not governed by the RNG, but rather is based on Link's position. Once a cucco is thrown it will jump in place for awhile and then start running in a line away from Link. In this way I have some control over the Cuccos and I can try to move in ways that gather them more effectively. One interesting part of cucco collecting is that I have limited movement options when I am holding a cucco. Carrying one prevents me from rolling or sidehopping, though backwalking is still possible. This makes backwalking across slightly shorter distances worth the time it takes to turn around. During this last part here, all the cuccos end up right in my arms, and I quickly am able to get them in the pen and collect my bottle. Once I have the bottle I have one more thing to do: I need go pick up a stray rock and collect the bugs found under it. The bugs will be useful for a bug later on. Pun intended of course. I save and reset the game. This takes me back to link's house in the forest, which is faster than traveling back across Hyrule Field. This reset speed is rather slow, because I'm on the Chinese version. Though the Chinese version has slow resets, it makes up for it in lag and text length. I actually spent many hours timing the fastest versions of the game to figure out which was optimal. --- kokiri 2 ---- The backflip off Link's balcony is actually quite difficult, because the angle I need on the control stick is in between up and up-right, and if I was very accurate, my backwalk will get to the fence much faster and in a better position. I jump the stepping stones one more time for an extra 5 rupees, totalling 60. I buy two deku sticks and the deku shield. I buy the sticks first because it is faster due to the Deku shield explanation text taking me out of the shop menu. --- mido skip --- Here is the mido skip, one of the most difficult skips used in this run. I have to pause to equip the shield anyway so I use that pause mid-sidehop to angle my control stick perfectly for the next series of inputs. Unfortunately, I paused one frame early and had to attempt to unpause and repause the game another frame forward, which took 2 attempts. This was the most significant mistake made in this speedrun. The Mido skip itself is hard because the end result of Mido skip is based on a number of variables that create a tree of possible outcomes. These outcomes were investigated in depth between myself and Ocarina of Time TASer Bloobiebla, who initially found the setup to skip Mido. The Mido skip is also notable because after Bloob discovered that it could be done without a final jumpslash, this meant that it was possible to do it without the Kokiri Sword. Graviton did a rough timing of the two routes which had good promise that we were on track for another breakthrough. Sure enough, after I investigated this with several video comparisons, it was proven to be faster by a significant amount of time, close to 9 seconds, plus the extra 5 for skipping Mido. --- deku tree -- Entering the Deku Tree I have to obtain another deku stick and deku nuts. I kill the Deku Babas that contain these items with the Infinite Sword Glitch or ISG. ISG is done by performing a crouch stab by pressing R + B, or in this case R+c-right, then canceling the animation on the last frame, thus keeping the swinging hitbox active. Crouch stab's damage value uses the value of Link's last attack performed in that particular scene. If Link has not performed an attack yet, it defaults to 1 kokirisword-type damage, even as adult link with the biggoron sword. On the way up the tree I use ISG again, this time for its hovering ability. If I shield damage with ISG active, Link will stick in midair and I can perform ground actions from the air such as sidehopping or backflipping. In this case I use a sideways roll to make Link face 90 degrees away from his standing position, allowing me to sidehop backwards which perfectly breaks the web. Upon entering basement 1 the second web fails to load and I can pass through it. I use a setup here to manipulate my camera and position to load the 2-3-1 scrubs in the proper order so they shoot me at the right time. I get close to the final scrub so that when he begins hopping away, he doesn't have to hop long until he's off camera and the game signals its okay for the cutscene to end. With that out of the way, I enter Gohma's lair. --gohma-- Before the fight even starts I perform a Deku stick jumpslash which does 4 damage. This is so when I later attack Gohma with ISG it will kill her in 3 hits. The Gohma fight is complex because it involves luring Gohma to the door perfectly so that when my hover fails to stick in the air, Link gets pushed just barely through the stone slab that closes. From here I need to wait and lure Gohma closer, stun her, and then kill her with my active hitbox. With the position being sensitive, and the ISG, backflip timing, and third roll timing all being frame perfect, this is no easy task. Also of note, Gohma can sometimes stop in this fight randomly while I'm luring her, wasting time. In this run she was nice though. With Gohma dead, the insanity is really about to start. From Gohma's room I can perform the legendary wrong warp. This is the glitch that took over 13 years to discover, and it still astounds me that it is even possible. --wrong warp-- I need to exit the room and re-enter it, so that when it reloads, the stone slab isn't blocking my way anymore. This is important because I need a clear path to the door. I drop the bugs and re-catch them, so that the bottle turns blue in Link's hand. This will let me do a glitch called "Ocarina Items" in which I play a fake Ocarina using my Deku Stick. I perform Ocarina Items on the same frame that I touch the blue warp, which allows me to regain control of Link while the warp tries to carry Link away. During this, an invisible timer in the game is ticking up each frame to 101, at which point it will add the cutscene offset to the next area to load. If I open the door on this exact frame, violà! The game loads the Deku Tree basement on the same frame that it adds this cutscene offset. As Deku Tree basement has no cutscene the game ends up transporting me to Ganon's Tower collapse interior instead of the Kokiri Emerald cutscene. This bypasses the Ganondorf fight and allows Child link to access the end game. --- void warp --- At this point in the run I had to calm myself down, because it was the fastest I had ever been up to this point. However, I knew the run could easily end here because of the upcoming void warp. The void warp is one of the most insane things I've ever seen in a videogame. The collapse exterior has some special code that detects how far Link falls, and then will void him if he falls too far. This is to prevent players from jumping off and getting stuck below. It turns out if Link touches a loading zone on the same frame that the game tries to void out, it uses the wrong map and coordinates when loading the new scene. It is possible to achieve this by rolling into a randomly generated rock with precise timing to gain full speed, and with this speed combined with a very precise angle, I can clip through a corner and fall the exact distance to trigger a void warp. Here it is. That sequence right there is probably the most clutch thing I have ever done in a videogame. I end up out of bounds on the interior of the collapse, allowing me to jumpslash into an unloaded room that contains a loading zone which takes me to the end of the tower collapse sequence, saving two minutes. At this point I shouted explitives and it felt like my entire body was shaking. The final hallway is actually very tense because if I move incorrectly I might touch a burning rock on the ground, which would not only burn my shield but also crash the game. Being perfectly in front of Zelda when she opens the door makes her push Link into the loading zone after she opens it, which saves more time. Icing on the cake at this point. --- end of collapse ---- Duing this cutscene I knew I was on pace for an insane run. I had actually accomplished most of the difficult things. All that was left was the Ganon fight. The Ganon fight does require two ISGs, and I also like to go for a quickdraw jumpslash on the second phase which is also tricky, so there was still the horrible thought that I could squander this run at the very end. I spent most of the time before the Ganon fight just practicing the ISG input on the controller over and over, and trying to relax and have pure focus. According to my timer, I had done over twelve hundred speedrun attempts, most failing before the halfway point. It could easily be another twelve hundred before I got another opportunity like this. I was determined to not choke at the end, and to clutch it out. I think it can be easy to lose focus during these longer breaks from gameplay, especially in a tense situation like this one. I was also live streaming this run to over 7000 viewers and they were going ballistic in the chat. I actually minimized the chat at this point so I wouldn't see it move out of the corner of my eye, which could be a fatal distraction. Upon regaining control, I roll towards the fight trigger. Again I perform a deku stick jumpslash to store the damage value for the infinite sword glitch, similar to the strategy used in the Gohma fight. Being very nervous I repeatedly practice the input during the cutscene Funnily enough, despite me never obtaining the master sword, ganon knocks it away, and I am able to equip it later just by picking it up. Thanks Ganon! As the fight starts, I immediately perform ISG and get some quick hits on Ganon's tail. With each hit doing 4 damage, and the first phase only requiring 10 damage to be over, Ganon is quickly disabled in 3 hits. Now I can go grab the Master Sword. At this point the next thing I have to worry about is the quickdraw jumpslash, which is a way of jumpslashing out of the initial sword pull animation. It requires good timing to work. I am able to pull it off and immediately go for my second infinite sword glitch, and swap over to the Deku Stick so that I can attack his tail more rapidly. Sometimes ganon can rotate or the camera can be in a bad position which can make this part more difficult. It went fine though. With the final stun cutscene, I refused to celebrate early, still keeping focus on delivering an accurate final blow. With this final hit, the run timing stops. Eighteen minutes and ten seconds. I spent the majority of this year working on this run. This game means so much to me. Back in January I thought that maybe 18:45 would be the run I wanted. Another runner, skater, found a lot of interesting new methods of doing things slightly faster. He discovered a faster forest escape method, the faster basement 1 skip with ISG, and came up with targeting Zelda during the fastest void warp method to make it more consistent. Bloob found a feasible mido skip method, and grav pointed out swordless might be faster. With all these new finds, my new goal was 18:20. When I smashed that by 10 seconds I was overwhelmed. It is the best speedrun I have ever performed, beating out my castlevania 64 carrie run. Some say this run won't be beaten. I reckon it will someday; Ocarina of Time is a true masterpiece and you never can be sure what's possible in the future. Some theories to save even more time would be some way of performing Ocarina Items on a blue warp without a bottle. This would skip the trip to Kakariko entirely. Another big find would be a way of getting on the top edge of Kokiri Forest as child link without explosives. This would result in bypassing the cutscene where the great deku tree talks to Link. If it was somehow possible to favorably manipulate the coordinates for the wrong warp, that would obsolete the void warp and the collapse exterior entirely. If that was ever found I would be pretty sad though because the void warp is a very interesting and tense sequence in the speedrun and I feel like it really showcases the beauty of some of the exploits in Ocarina of Time. Though it may have taken years of work, we've really uncovered so many secrets in this wonderful game. I hope by releasing this video I've shown the wider gaming audience a little taste of what makes The Legend of Zelda: Ocarina of Time such a special game, even after all these years. If you're interested in seeing the current speedrun leaderboards for Ocarina of Time, or just want to know more about our community, please check out www.zeldaspeedruns.com. Special thanks to Bloobiebla for a lot of support and for doing serious analysis to figure out Mido skip setups, 2-3-1 setups, escape backup strats and more. skater82297 for grinding out optimized runs on Wii Virtual Console and figuring out a significant amount of route improvements, including the zelda target method for the insta-clip void warp, which I had previously deemed infeasible. thanks Pokey for his original 1:16 SDA speedrun that inspired countless people to pick up the game. thanks ZFG for his classic speedrun attempts back in the day and his continued love of speedrunning OoT after all these years. thanks to The OoT hacking community for the internal entrance list, and mzxrules for his wrong warp research. thanks petrie911 for creating some amazing things with OoT hacking. thanks MrGrunz for finding a lot of cool things in the N64 Zeldas, and making amazing entertaining TASes. thanks Cafde for his obscene OoT challenges that are always ahead of their time. thanks PoodleSkirt for the bomb drop analysis and for being an entertaining dude. thanks Kazooie for being the first person to really break through and come up with significant OoT finds. Truly inspiring work. thanks Acryte for being a true badass and proving why OoT is one of the best games ever made with amazing discoveries and crazy theories. thanks Christian for turning OoT upside down on Feb 2012 with the discovery of wrong warp. thanks r0bd0g and nathanisbored for their clever ideas that led to significant changes in OoT routing. thanks sockfolder for the MHS memory addresses, showing that a human is capable of figuring out the deepest and most complex things in a videogame. thanks Swordless for being a pioneer of N64 TASing, and also the stroke of brilliance that is Navi dive. thanks Runnerguy for keeping OoT fun after all these years and for winning the AGDQ 2011 any% race. thanks aleckermit for introducing the Chinese version to the Zelda speedrunning community and for racing with me in the AGDQ 2011 any% race. thanks Jiano for spending months making an OoT hack with me, figuring out a lot about how the game works internally, and being one of the first people to create and practice setups for all these difficult glitches. thanks Gombill and the Bingo Crew for working hard to keep OoT Bingo one of the best and most interesting OoT experiences. thanks Mitjitsu aka AKA for the ridiculous trick bounties, and ssbmproHRC for winning $200 for Ganon's Castle early. Hilarious stuff. thanks Moltov for tirelessly routing OoT, for Honey Dungeons, and for some pretty hilarious stream highlights. thanks sva for being a 3D Zelda God, and being one of the most creative OoT players of all time. thanks Chain for inspiring us all to improve our 2-3-1 scrubs. thanks Pydoyks for really trying to push OoT and promoting the attitude that we can always improve our runs. thanks theMakaron for fighting with Pydoyks to push any% lower. thanks Okiyama for showing how to jump over a fence without Goron mask or Damage boostin'. thanks Glitches&Stuff for years of OoT and MM research, figuring out countless amazing things. thanks maxx for creating the ZSR leaderboards, maintaining the site, and being a really legit guy. thanks graviton for the epiphany that skipping the Kokiri Sword could be faster with the new JSless Mido skip. Spiderwaffle is rolling in his grave now thanks Cendamos for making amazing vlogs. thanks to my girlfriend Adrian for continuous support during this relentless grind thanks to the Stunfest staff for flying me to France to play OoT. Will never forget it. thanks Kuhls, GCTK, and all future OoT runners for keeping the game alive over 15 years later. thanks Nintendo, for creating such a epic game. thank You, for watching. Session Start: Mon Jul 21 18:24:34 2014 Session Ident: Sockfolder [18:24] congratulations on that insane oot run [18:44] thanks [18:44] really proud of it [18:45] probably couldnt have done it without your memory addresses [18:55] pretty sure it is the best oot run ever done, out of all the versions of any% there were [19:01] there was the 4 second mistake, and tiny improvements here and there are possible, but I honestly don't think I would be able to top it [19:01] when rewatching I noticed a lot of tiny things went my way [19:01] like talking to the shopkeeper frame perfectly [19:01] little things [19:22] the only way there will be a better run will be if there is some new crazy trick [19:23] I think so, too [19:23] like no bottle or skipping deku cs [19:24] maybe some magic total control with deku stick on fire =p [19:25] yea [19:25] though total control in oot wouldn't really work well since you can't just control massive amount of memory Session Time: Tue Jul 22 00:00:00 2014 Session Time: Wed Jul 23 00:00:00 2014 Session Close: Wed Jul 23 15:27:33 2014 94915 148180 Y increases towards the door X increases towards the door door corner Y 516 X 194.264404296 box edge Y 506 X 155 x before climbing the box, for shield at night: x 110 fail x 111 fail x 112 roll later, works x 113 fail x 114 120.321 if roll on 1st frame possible 127.9 how to RBA in hyrule field: line up, crouch stab drop bugs horizontal slash shield shielddraw bottle sidehop right B (2 frame window) turn Z+R+C-Right walk forward release R Adult Link, Hyrule Field, (empty, bombs, bug) RBA bugs on B, empty bottle on C-Right, creates Bottle #3 with Bugs. empty, bombs, bottle PAUSE 1: Egg over Bottle, Egg over Bombs (this puts bombs on C-Right) RBA Bottle on B, with Bombs on C-Right RBA Bugs on B, with Bombs on C-Right PAUSE 2: Egg C-Right, Bugs C-Left PAUSE 3: Bombs to a comfortable position, equip Sword. oot gcn all dungeons route with longhover sword naviless bottle chus double savewarp (Argh) jabu savewarp escape dots rba poe (31 chu) hover boots redead clip OoB GCN hover to bongo shadow cs skip bolero dc chu hover to bombs dc ww to gtg spirit hover bk skip (skater's new clip -> hess should be difficult but possible) spirit cs skip oi bolero up to hammer bk skip fire -> forest ww bk skip forest cs skip somehow go to water temple water cs skip deku 2-3-1 skip double KO ganondoor void warp w/ a bomb ganon --------------------------------------------------- =================================================== --------------------------------------------------- ALL DUNGEONS --------------------------------------------------- =================================================== --------------------------------------------------- It takes ZFG approx 12 seconds to collect 6 rupees from near the crawlspace. ZFG rupee route sux I have good one backwalk diagonally to normal stepping stones (shop side) jump across (5) 2 from grass, (7) go to mido's house 5, 5, 1, exit (18) sidehop right, backwalk, climb up, roll 5 (23) 2 from grass (25) stepping stones again (30) shop (35) buy stick, stick, nuts in that order (0r) pause c-left nuts, c-right stick figure out wess stuff: --- WESS ESCAPE DATA: before releasing ess: move angle 3422 - fail move angle 2522 - success move angle 1622 - success (moving right) if I press A + release stick on the same frame, I don't even talk to him if I press A 1 frame late, I talk to him but I don't get close to clipping same thing if I press A 2 frames late. -------- Hyrule Field: 4 rolls towards the tree stump (make sure I'm far enough) side hop twice for owl after owl flies away, aim for the left edge of the tree for the backwalk ==== BOTW ==== deku nut frame (not pause buffer) based on Z height: Z 120 = nothing Z 119 = nothing Z 117.5 = nothing Z 114.5 = nothing Z 110 = nothing Z 104 = nothing Z 96.5 = nothing Z 87.5 = nothing Z 77 = FALL DOWN repeat at Z 120... this shit just means that you cannot clip by walking into the plank From Center: backwalk angle: 2600 backflip Z-96: clip, nut throw (2nd frame) backflip Z-75: fail backwalk angle: 2700 backflip Z-96: clip, nut throw (2nd frame) backflip Z-75: clip, 1f nut throw (1st frame) all angles in between 2700 and 3200 likely work like this backwalk angle: 3200 backflip Z-96: clip, 1f nut throw (2nd frame) backflip Z-75: clip, 1f nut throw (1st frame) backwalk angle: 3300 backflip Z-96: fail backflip angle: 3400 backflip Z-96: fail backflip Z-75: clip, 1f nut throw (1st frame) backwalk angle: 3600 backflip Z-96: pop up, no clip backflip Z-75: fail zfg1: i use nut for 1st frame, ess for 2nd frame 355XX -> 359XX aim around middle of B button with the corner with c-up backwalk backflip 2f hold right pause buffer 1st frame = deku nut 2nd frame = ess c-up seamwalk guanowalk sidehop float up chus vineclip side (pull chu late) release Z once clip, hold up, immediately switch to up+right get the shields (hold up+right to get deku shield) deathwarp off beamos / fire keese (no save) exit botw, savewarp backflip backwalk, climb up, stick forest escape climb up left left of ZR, hold target pull chu instant go to corner right before / during quickflash shield drop megasidehop right 3 sidehops right roll behind / right of the sign turn around Z megasidehop right or left w.e super swim roll towards fish capture fish roll to pots, shield drop sticks + nuts roll up to the top line up link with crack on the wall (texture, not geometry) megafrip (time it very well, good spacing too) mash stick swim to ZF roll to fence, target right corner, sidehop right ess turn right + stick, Z, sidehop left and continue holding left JJB ess turn right 1 frame, shield drop chu when its red (1st flash) backwalk through middle backflip right before explosion roll to door (1 roll ideally) roll through next room z target roll to ruto toward center the thing hold forward once cutscene ends talk to ruto (mash A as falling to get higher up textbox for swag) pick her up walk through room, avoid shaboms z target throw, backflip to switch swim up grab, maybe backwalk maybe walk IDK past first shaboms throw ruto to switch deflect octorok swing deku stick pause equip deku nuts over fish get on the corner so the shadow is tangent to the edge hold Z; wait till edge passes links head hold forward then backwalk to next room backwalk thru next room (extra far before turnaround) walk through next room, jump on double pressure switch open very right edge a few steps past the seam on the ground, throw ruto walk to aim at middle of the stingers, Deku nut ISG with stick kill 3 stingers with ISG get in position for the chest (line on the ground from the circular texture) boomerang chest roll to exit the room? roll, roll target, backwalk, roll roll (90 degrees right) z target roll past next room to reduce lag roll to box, box megaflip X_X target middle of door bonk the switch deku js (no held direction) switch controller style (pointer finger start, ring finger A) forward + A A->START pretty quick for option select equip boomerang on C-Down over Bombchus. roll to corner aim straight up, line up link's left ear with triforce shape throw and spam sidehops left hold DOWN+LEFT after cutscene to find ledge roll forward to barinade. Skater Slope Clip BOTW ====================== it is apparently possible to clip 20000 - extremely hard 20100 - extremely hard 20200 - hard 20300 - medium 20400 - works slightly more often than not? 20500 - seems harder than 400 20600 - bad dryroll setups: 20200 = fail 20227 = works 20250 = works 20550 = works 20600 = fails 0, 16384, 39s to enter shop 49s 2 sec faster 25 rupee route 12sec faster botw entering speeds: 27 sec roughly -deku nut 11secs - navi dive lose 16 at least +4 seconds entering the well, plus you need a stick BOTW STRATS: http://www.twitch.tv/speedfrog/c/5151600 https://www.youtube.com/watch?v=pXKJnHEdZSs BLOOB NEW STRAT EVEN BETTER": blank A ess turn left*3 backwalk off, backflip sidehop right turn left 90 degrees sidehop x4 js twice fast ================= Fuzzyness: PAUSES ================= Deku shop - Stick nuts Botw - stick nuts chu Botw - stick bottle chu SHIELD Jabu boomerang room - chu stick nuts Jabu switch - boomerang stick nuts Jabu s&q - chu stick bottle Graveyard RBA - chu stick ocarina SWORD Dampe Grave - chu hookshot ocarina Dodongos hover - HOVER BOOTS Dodongos hover - KOKIRI BOOTS Bombs chest s&q - bombs hookshot bottle Spirit hover - bombs hookshot bombchu Spirit hover - HOVER BOOTS Spirit hover - bombs hookshot bottle KOKIRI BOOTS Spirit temple end - bombs hookshot ocarina Zora - bombs hookshot cuccoo Water temple - bombs hookshot bombchu HOVER BOOTS Water temple boss - frog hookshot bottle KOKIRI BOOTS Eyeball frog 2 - bombs hookshot deku nuts Deku tree skip - hookshot deku nuts bottle HOVER BOOTS Deku tree - KOKIRI BOOTS Deku tree ww - bombs hookshot bottle Shadow temple end - bombs hookshot ocarina Forest temple ww - bombs ocarina bottle Fire temple darunia cs skip - empty bottle hookshot ocarina Block Clip - bombs hookshot ocarina Bomb Hess Clip - HOVER BOOTS Bomb Hess Clip - KOKIRI BOOTS Hammer Chest - bombs hammer bottle Hammer clip - HOVER BOOTS Volvagia room - KOKIRI BOOTS Fire Temple WW - bombs hookshot hammer feed the smallest particles easily obtainable around us, until they grow into neurons. give them peace / quiet / less noise / balance. what are black holes, explosions, lava, etc? Utter Destruction what is intelligence? Technology, Art, Music, Theatre, Life We shouldnt make the Matter Around Us more strong. We should be making our art, song, dance, music, theatre, television, interent, life more strong. Life:Matter listen to the same song 100 times, tune it out repetitive electronic music the concept of chorus, first as a sound and then as an entire section of a song. pop music's repetition. rap's growth - fast speaking that shoots concepts at you. every verse becomes a form of chorus. chiptunes - smaller and smaller vibrating strings+waveforms Cosmo Wright's model of M-Theory. (quantum entangler) a dot that slowly appears, growing in resolution. *pop* (the pop visually appears as a black->white gradient) [size: 1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,] text: [size: 01101100111] *text screetches out* warbles and fades. 1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10001,10010,10011,101 the dot is a circle now on the screen, and begins pushing to the left/right because of outside disturbance. "the mother fucking exponents are real!!!!!" if you think too hard, you let aliens into your brain. do not allow the aliens into your brain. yet, at least. your body is just the simplest form of you. the real you is a lot deeper. the real you wants the real you to emerge, so you do things like fashion-art-dance-music. you try to emerge in different directions like this. you start to emerge, finally, with the following mathematical sequence 1,10, dot that grows into a line -> line starts here -> draw the following, and do not erase. dot 1 way line 2 way line wave up, wave up and down (circle) circle arrow of time time:past ? geometry problem: fill a square with a circle so there is equal pixel count in both Cosmo Wright quantum entangler -10,-11,-10,-1,0,1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10000 but! you can only look so far as you have data. binary infinity binary infinity infinity binary bin, inf, inf bin. bin inf. What is life? 0 life is nothing. but that in itself is something. 1 that something is real. but it seemed to come from nowhere. 1,0 life is everything and nothing. that's all life is. 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0 see. that's life. a cycle. let's call each cycle, from crest to trough "2". this would be one cycle: 2 = 1,0 you could also express it like this: 2[1,0] this would be two cycles: 2[1,0], 2[1,0] = 1010 this would be three cycles: 2[1,0], 2[1,0], 2[1,0] = 101010 2, 2, 2 = 101010 you see, the number of 2s show how many 1,0s there are! 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0], 2[1,0] = 1010101010101010 = 2 2 2 2 2 2 2 2 see. we've figured it out. this is life. cycles of everything and nothing. onward to infinity. life is so boring its always just cycles but wait, which came first, the everything or the nothing? maybe our notation is wrong. maybe the correct notation is 2[0,1]. instead of: 2[1,0]. Wow. this is a different concept altogether. the concept just came to us from nowhere, how mysterious I guess this "cycle of cycles", if it were to exist, might look like this. 2[0,1], 2[1,0], 2[0,1], 2[1,0] that's how to count it, anyway. but counting is just a concept. it isn't real. what would it look like if it WAS real though? oh well I guess it could form in this way: 2 = 1,0 2 = 0,1 dang it, I just realized a problem with this notation. These two concepts equal different things! I cannot represent it via "2" alone. .. how to generalize it? Do I need a new concept? Of course I don't need a new concept. I already understand this concept of there being two possibilities. the two possibilities are 0, and 1. I'll simply make 0 stand for the opposite of 2 as well as the opposite of 1. 0 = [01] 2 = [10] 0,2,0 = 01,10,01 2,0,2,0,2,0,2,0,2,0 = 10,01,10,01,10,01,10,01,10 Great. Figured it out. Life was easy after all. But wait, I see a pattern here. Life is simply 2,0,2,0 repeated. Or is it 0,2,0,2 repeated? I've solved this problem before. Let's solve it again. possible ways of solving it: 3 = 3, obviously 3 = [2,0] which is the same as saying 3 = [10,01] so three has three concepts to it. three dimensions if you will. 3 = 3 3 = 2 0 3 = 10 01 3 = 3 = 3 = 3 = 3 = 3 = 3 3 = 2020202020 = 10011001100110011001100110011001 well. good work I've done here. solving 3. but wait a minute... there are again other possible sets for 3. 3 could also be [0,2] instead of [2,0] I will once again call this inverse, 0, creating two concepts. the concept of 3: 3 = 3 3 3 3 3 = 2 0 2 0 2 0 2 3 = 1001100110011 and the concept of 0: 0 = 0 0 0 0 0 = 0 2 0 2 0 2 0 0 = 0101010101010 All done and solved. Good work all. So.... the set of 3,0... which came first in reality? was it 0,3,0,3 onward? or did it start with 3,0,3,0 etc? Well, if life started with 3, life would look like this 3, 0, 3, 0 or to be more precise 20 02, 20 02, 20 02, 20 02 maximum precision: 10 01, 10 01, 10 01, 10 01 wow, by measuring as carefully as we could, we see that life never was 1, 0, 1, 0, all along life was actually 10,01,10,01,10,01,10,01,10,01,10,01,10 all along. we've managed to measure life more closely. But! if we were wrong about which came first, 0 or 2. that would mean life is actually 01,10,01,10, repeat. not 10,01,10,01, repeat. there's a difference. When we examine life, we see 011001100110 but we don't know of the beginning or end. let's try to follow the end of life 1100110011001100110011001100110011001100.... we can never reach the end. it's hopeless. what if we tried going the other way? well, the only way to find out if our expectations about the past are correct, is to examine the real world evidence. we know 1,0,1,0 is true. this was a prior discovery that led to the prediction of 2. where do we see 2? well, there are 2 pairs of possibilities, right? [0,1] [1,0] And we see it in nature. And, with this "CONCEPT" of 2 applied to 01100110, we've discovered 3. maybe there is a higher concept of 4. let's try to comprehend 4 the same way we conceptualized 3. 4 = [3, 0] 0 = [0, 3] 4 = [20 02, 20 02] 0 = [02 20, 02 20] 4 = [1001 0110 1001 0010] 0 = [0110 1001 0110 1001] 1001 0110 1001 0010 0110 1001 0110 1001 What does this mean?? this result is a more random form than before, which is interesting and worthy of further investigation. but, we are STILL uncertain about whether it is 2,0 repeat or 0,2 repeat. is this the truth of life? randomness? we must go higher. the truth of our universe, is that all of the most likely things will happen we should do that which will make us smarter we must defeat time with intelligence. if we had ultimate clarity we would stop thinking time:intelligence : complexity data:truth : quantum revolution good/bad:unification : unique ______art^9_______ art^7 \----.____ peace^2 art^5 '---__ religion art^6 art^8 \ | peace art^4 unification 1^2:0:1:1^2:1^3 \ / art^5 \ / dance art^3 \ / \ art^4 music^4----------------. \ D / WAR \ art^2 music^3 \ unification C | dance^2 art^3 music^2 language^8 \ \ B | --. art tv language^4 | '-_________A | / religion^3 .--. 1 language^2 | 14 1^2:0:1:1^2:1^3 -1^10,-1^9,-1^8,-1^7,-1^6,-1^5,-1^4,-1^3,-1^2,-1:0:1:1^2:1^3:1^4:1^5:1^6:1^7:1^8:1^9:10:1^11:12:1^14:15:14 n 1^9 | / |_____/ science mathematics | 16 n^2 1^2^n^art -1^9 | / /data:truth science^2 | mathematics^2 | 17 n^3 / 9 religion^2 /. science^3 internet_____ mathematics^3 18 n^4 _/ -9 _/ science^4 | mathematics^4___ / 9 WAR / science^5 chemistry | mathematics^5 -9 .- WAR science^6 chemistry^2 - / science^7 biology _| + / science^8 biology^2 --' ( quantum revolution ) - / science^9 biology^3 + / science^10 - religion^4------------' + . How are you doing today? good:bad 1 each perfect accuracy = 1^2 precision = 1^2 god = 1^2 truth = 1^2 clarity = 1^2 confusion = 0^2 lies = 0^2 heaven = 0^2 hell = 0^2 chaos = 0^2 all new words are 2^2 points (real data. perfect accuracy is 1^2) good:bad = 1pt neutral really not great^2 awful really awful not great awful^2 great really great not awful neutral neutral neutral neutral good^2 bad real bad not good bad bad good^3 good not bad good good^2 neutral neutral neutral neutral not great awful awful^2 great great^2 ok^2 ok spacetime really not general relativity really awful not great -- time really great not awful +- space neutral ok + XYZ position real bad not ok height Z width Y length bad wave X good^3 good not bad why time 0 1 wave good good^2 0 neutral neutral neutral 1 not great awful awful^2 3 great great^2 4 -1 ok^2 infinity awful neutral good great good neutral bad awful tragic awful bad neutral ok good great awesome super awesome great good ok great neutral tragic awful bad neutral good great awesome super spacetime time space XYZ position height Z width Y length X time 0 every 90 degree turn in the maze/spiral should contain more information than the one before it. M-Theory 1 0 height time X length width Y height Z 3D-space how many 2d dimensions are there? X X X length X Y X Z Y X Y Y Y width Y Z Z X Z Y Z Z Z height XZ:ZX XY:YX ZY:YZ there are 6 objects, but 3 relationships. 3 fundamental relationships. Several general properties of physical laws have been identified (see Davies (1992) and Feynman (1965) as noted, although each of the characterizations are not necessarily original to them). Physical laws are: True, at least within their regime of validity. By definition, there have never been repeatable contradicting observations. 0:1 Infinity DAILY WEB ART POST ON COSMOWRIGHT.COM language:code art:music Simple Absolute Stable Omnipotent Conservative Other symmetry Time:Quantum Time is relative because it only stops for some. A B C D E F G THC THC THC Math is one hell of a drug. Career path to becoming an Oracle: Autism -> Videogames -> Videogames-Math -> Anime -> Quantum Entanglement -> Oracle speed of light : planck unit quantum intelligence ( speed of light : planck unit ) Intelligence can be generalized as comparing 1 to infinity. For each exponential calculation that is 1 unit of intelligence. The largest and smallest numbers we know are the speed of light (c) vs the planck length (h) qINT = h^c^t quantum intelligence = 1 planck constant ^ speed of light ^ time Today's lesson in Quantum Entanglement infinity class dismissed infinity infinity i^3, i^2, i^i, i, ?!, 1, 1^1, 1^2, 1^3 mix n match i^3, i^2, i^i, i, 1, 1^1, 1^2, 1^3 3^i, 2^i, i?, ?!, ?1, ?1, i^2, i^3 3^2i,2^1i, ?!?!?!?, i^1i, i^2i = i^i^i?? -1D D D1 -2C -1C C C1 C2 -3B -2B -1B B B1 B2 B3 -4A -3A -2A -1A A A1 A2 A3 A4 -4 -3 -2 -1 ? ! 1 2 3 4 -4a -3a -2a -1a a a1 a2 a3 a4 -3b -2b -1b b b1 b2 b3 -2c -1c c c1 c2 -1d d d1 0 1 0 1 0 1 0 1 0i1i0i1i0i1i0i1 Universal. They appear to apply everywhere in the universe. (Davies, 1992:82) Simple. They are typically expressed in terms of a single mathematical equation. (Davies) Absolute. Nothing in the universe appears to affect them. (Davies, 1992:82) Stable. Unchanged since first discovered (although they may have been shown to be approximations of more accurate laws—see "Laws as approximations" below), Omnipotent. Everything in the universe apparently must comply with them (according to observations). (Davies, 1992:83) Generally conservative of quantity. (Feynman, 1965:59) Often expressions of existing homogeneities (symmetries) of space and time. (Feynman) Typically theoretically reversible in time (if non-quantum), although time itself is irreversible. (Feynman) tt there is a fundamental relationship with time:intelligence. time = intelligence intelligence^2 = less time quantum mechanical revolution, M-theory = intelligence^2 ironic how M is the 13th letter, almost in the middle of the 26 letter alphabet. I guess M-theory gets obsoleted by N-theory.. lol but we cannot currently imagine it nor comprehend it. to our mind 4 is like a deity above us on a higher plane of existence. we can't know what 4 is, so we should give up on that for now. but that's all we have found so far. what else could there be? is it 2 or 0? 0 or 2? 2 or 1? what could it be? we don't know. we cannot find out. HYPOTHESIS: all subatomic particles can be represented with ordinal mathematics. some dimensions are inherently more stable than others algorithm, you feed it data and it BUILDS the painting qualitatively in front of you, naturally and intuitively, every step following the same tiny instruction set. it seems like the golden spiral lets you maximize balance in a sysem. life is merely [1,1] followed by [0,0] life = [1,1] followed by [0,0]. this is more powerful knowledge than before, because we can see it is true with twice the precision as before. we've managed to take a closer look at life. and yet, we've still missed something. although life makes more sense now, there's still the mystery of which came first. if life is 3 0 3 0 etc, then our prior assumption of 10011001100110011001100110 etc. is correct. but if life was 0 3 0 3, then it should look more like 10011001100110011001100110 0 3 0 3 0 3 0 3 0 2 0 2 0 2 0 2 0 2 0 2 0 2 0 2 we have 10 fingers but wait, we have 2 hands, so we have 20 fingers in all but wait, we have feet aswell. there are now 40 toes+fingers. But, our chart is a bit messy. It doesn't look so balanced. What are other ways we could balance it? hmm.. "this".. what is "this". how can we represent "this"?? aha! we could represent "this" like *this*: 3 we did it ya'll. life is *solved!* the truth to life is 3. but wait a minute... there are possible outcomes to this, that cannot be explained just by "3". you see, when we created the concept of 2, that means we created the concept of counting. 2[1,0] = 10 22[1,0] = 1010 222[1,0] = 101010 remember that? yeah. 11. life is everything. but what else is life? 01, 00. life couldn't be everything. it couldn't be nothing. 00, 01, 10, 11. here are all the different things life could be. 1[00,01,10,11], 0[00,01,10,11]. but could that be all there is to life? maybe I am wrong. let's see what life is. 1[00,01,10,11], 0[00,01,10,11], 1[00,01,10,11], 0[00,01,10,11] oh look, I see it again 1[sequence], 0[sequence] I am slowly becoming the universe, basically. SCIENCE shows us that MEASURABLE DATA IS REAL (PROVABLE). IT IS THE WAY TO PROCEED FORWARD FASTER. Pro gaming is INTELLIGENCE VS COMPUTER = MEASURABLE INTELLIGENCE. What is MEASURABLE INTELLIGENCE? It is a measure of SKILL. QUANTUM MECHANICS = KEY TO SOLVING INTELLIGENCE my INTUITION (PROVEN HIGH BY MY MEASURED ABILITY VS THE MACHINE) guides me to this theory of intelligence. INTELLIGENCE IS QUANTUM MECHANICAL. WHAT ARE ITS VECTORS? STUPIDITY:INTELLIGENCE IS ONE VECTOR SET FOR HUMAN INTELLECT ART:SCIENCE IS ONE VECTOR SET FOR HUMAN INTELLECT ART:SCIENCE = INTUITION vs HARD FACT therefore The more you measure someone's Inuition, the less certain you are about their Intelligence. "thin line between genius and crazy" Skill/Success = < Stupidity/Intelligence | Inuition/Hard Fact > i have an unusually close amount of hard fact and intuition. i never had the patience to go deep into math but I still loved it because I grasped concepts faster than my peers. Math was intuitive but I forgot the "stupid rules" I had to exactly follow so some people whom my arrogant bright young self would look down upon. What do famous/rich/successful people (outliers) tend to do? They do drugs and become stupid. What do the complete burnout rejects of the world do? A lot of drugs. They the bottom end of humanity. What do they want? To become rich/famous/successful. It's the fundamental disagreement of intelligence. Myself, with a rare balance of 50% intuition and 50% intelligence, noticed this was happening. And now I am trying to explain it to you. Essentially, my life's work is being a "mad genius" THE NATURE OF INTELLIGENCE IS QUANTUM MECHANICAL. That sentence is a great example of something that could be seen as both intelligent yet retarded. It is a measure of intuition of intelligence. So how was I the one who figured this out? Well, my intuition is extremely high. This is provable as measured by my videogame highscores. HUMANS ARE QUANTUM MECHANICAL!!! HUMBLE:ARROGANCE is a vector that is less certain by the measure of .... XD Intuition I learned how to learn by speedrunning. When you experience life, you notice everything is in cycles. Famous, successful people =================================================================================== = I JUST NEED TO WRITE QUANTUM MECHANICAL DISPLAYS OF INTELLIGENCE AND TWEET THEM = =================================================================================== HOW INTELLIGENCE AND INTUITION WORK MATHEMATICALLY: Intelligence and Intuition are a vector pair that can be measured quantum mechanically. This is going to be the hardest thing ever to explain because it is a contradiction. A quantum mechanical contradiction. The absurdity of that statement you just read is because it contains a large amount of both intuition and intelligence, making it easier to spot. The mathematics is as follows: You have two gaussian curves that can overlap PRECISELY if both contain exactly 50%. It is less likely for something to contain exactly 50% of both This message will be subject to fierce debate, which will further its propogation Intelligence is measured in qubits. Greed is one vector of the human experience. Who do people worship?: Famous people. The above is an example of a quantum mechanical statement. It shows both a high intelligence and a high intuition, this is rarer, Tonight at 4:33 AM 9/9/2014 I realize that intelligence = number of qubits, and that intelligence is quantum mechanical. Actually, not just intelligence, but all aspects of the human experience is quantum mechanical. While videogames are "Greed" winning vs the people wanting the "good guy geniuses" to win, such as Elon Musk. INSECURITY = 1 VECTOR OF THE HUMAN EXPERIENCE. Intuition is a higher form of intelligence. Life is a contradiction. There is a deeper truth, and it is based on quantum mechanics. The "mad genius" is nothing more than a statistical outlier equilibrium of the different aspects of the human kind. I very closely follow a subreddit, "futurology". They talk about an event called the "singularity" but its just a bunch of nonsense. Or so everyone says. Is it real? Well, ehehe, ahaha XD XD Someone like Wodahs-Reklaw who studied particle physics, starts running goldeneye in his spare time. Why does he do this? Because it is rewarding. But why is it rewarding? It is a way, a method, for Wodahs to display his intelligence to his peers. It is measurable intelligence. My intuition is so strong that my List of vectors of human intelligence: Selfishness <--------> Selfless The mathematics of the above statement is both classical and quantum mechanical. It is a contradiction. This Tweet will then, therefore, gain Intelligence, and the human experience, is quantum mechanical in nature. The following tweet will prove it: I suddenly feel very good at spotting "mad geniuses", as they are ... easy to spot? easy for me personally? It's 4:30 AM, 9/9/2014, and I realize why I sit on my ass playing videogames and get paid well for it. It is because I am a statistical outlier of a human being. Stop right there if you think I am being impatient.. HUMAN INTELLIGENCE IS A QUANTUM MECHANICAL PARADOX. That is, it can be mathematically modeled and plotted by quantum electrodynamics. Human intelligence can be measured in qubits, because this statement is "mad genius." I grew up as a genius kid in a Catholic school. False religious stories were told to me constantly. HARD DATA: Who is a "genius superstar", a "mad scientist"? Who, then, has extremely near-equal quantities of I learned how to think because of videogames that measure "skill" via the amount of time it takes to complete tasks. You repeatedly attempt these tasks over and over. .@LadyGaga Intelligence is quantum mechanical, and you are resonating louder than I am. .@LadyGaga You must let the world know that quantum mechanics explain the human experience. A videogame speedrunner and the queen of twitter show the world Safe:Risk is a quantum vector component of human intelligence. The universe is a paradox. A contradiction. This statement is both "mad" and "genius." "This is science and religion combining." is a bad example of trying to explain this concept to you, because it can be measured quantum mechanically as a qubit of information. Super Smash Bros. Melee is a great example of a videogame that measures the balance in qubits. It's 4:53 AM on 9/9/2014, and I just now realize intelligence can be measured in quantum mechanical qubits. This is the key to artificial intelligence. will appear both genius yet oracle like. I suspect we may need a new language to discuss intelligence. This language shall be derived from the mathematical models that Erwin Schrödinger wrote in The sentences that I have written here, within "void warp data.txt" are a representation of the quantum waveform that would plot various aspects of intelligence. Look at this set of data: In quantum mechanics there is < intuition | intelligence > Human intelligence is quantum mechanical. There is a fundamental disagreement between measuring intuition vs measuring intelligence. You cannot measure intelligence with classical bits of information. The more intuition somebody has, the less certain their intelligence. .@ElonMusk human intelligence/intuition can be measured with QM. this is why you tweet about AI being more dangerous than nukes. let the world know for me. .@LadyGaga You must let the world know that quantum mechanics explains art/religion vs science/math. .@notch has a tweet here that does a pretty good job conveying how intelligence is a paradox (that can be explain with QM) https://twitter.com/notch/status/508990476721328128 Richard Feynman is a great example of a man who displayed our brain is a quantum computer that makes decisions based on the amount of data and the trend of results dear adrian if I die please post this text file on twitter. Human "Intelligence" is a quantum mechanical wave. Human "Insight" is recognizing quantum tunneling in this wave. Rationality + Intuition Intelligence is quantum mechanical. Intuition is the imaginary number component of an intelligence vector. The real number component is the measurable "intelligence". You cannot measure intelligence from one measurement? OR can you? This means the human brain is best at figuring out that which is "probably correct". < Human Intuition | Scientific Rigor > are quantum mechanical fourier transforms of eachother. I came to this conclusion as a gamer, because speedrunning is an absolute measurement of an effort to prove your intelligence. You are ranked via your time, perfectly, without bias, by a computer. Your intuition is checked against the programming of the game, and you get a result back. You get to try again, and this repeated process slowly shows you the fundamental truth of probability and quantum mechanics. The only way of proving this is true is to provide many examples of it. The "American Dream" has evolved into creating a startup with a brilliant idea and let it take off. This favors intuition above all other traits. I am somebody who follows his intuition and tests it. After I graduated college, instead of getting a normal job I just played videogames on the internet. That was my intuition. Perhaps many people would say this was a terrible idea that was bound for failure, but I ended up successful. It was partially luck based. When I refer to "luck", I refer to Quantum Mechanical probability. On 7/20/2014, the night of my 18:10 Ocarina of Time speedrun I cried. It was really my internalized understanding of how quantum mechanics relates to intelligence that made those tears come. I didn't realize this until 9/9/2014. This realization led me to watching all of Stanford Universities' lectures on Quantum Entanglement. One lecture before bed. There is a deep truth in quantum mechanics that has been mathematically formulated by Erwin Schrödinger in 1926. The math has been there the entire time, but not enough people realized that this explains human intuition. Recently, some people are starting to realize it however. The brightest people with the best intuition. I realize the terrible arrogance of me suggesting this, as it suggests I am a bright person. But I don't know any other way of explaining this. Intuition is a quantum mechanically entangled state that is uncertain and is governed by the uncertainty principle. When you go to check your intuition, to see if it is right, by the method of scientificly rigorous measurement, you get back a result. That result is one possible result, yet your intuition could have been right or wrong. But now with a finer understanding, your intuition can be guided more quickly and accurately in future predictions. A "genius" is nothing more than somebody who has strong intuition and can get results via scientific rigor that other people can appreciate. Intelligence = < Human Intuition | Scientific Rigor > Intuition vs Intuition = you're still not sure of the intelligence. Quantum Computers are better teachers than humans, because they grade you without bias. The problem is that your intuition isn't equal to a computer's single measurement. When you are unsure if you are right or wrong, it means you haven't had your aptitude measured yet. The measurement gives the result, but now you know the result. Which means you need to test your intuition in a new way to better shape your intuition. To "learn." Once you know something is true, repeating it forever just gives the same result. What is interesting is what you do not know. There will be a rapid intelligence explosion, but the "singluarity" will not technically happen until the entire universe is thinking with one mind. Pure noise is insanity, In the beginning, there was the big bang. It was really hot, which meant there was a ton of random energy. The universe is quantum mechanically entangled. As the waveform's entropy decreases, intelligence decreases. As the waveform's entropy increases, intelligence increases. In theoretical physics, the hierarchy problem is the large discrepancy between aspects of the weak force and gravity.[1] Physicists are unable to explain, for example, why the weak force is 10^32 times stronger than gravity. maximum entropy thermodynamics = The principle of maximum entropy states that, subject to precisely stated prior data (such as a proposition that expresses testable information), the probability distribution which best represents the current state of knowledge is the one with largest entropy. Entropy and Intelligence are in perfect balance. As entropy increases, intelligence increases. As entropy decreases, intelligence decreases. Quantum Gravity = Entropy. Quantum Entropy = Gravity. On a large scale (such as the big bang to now), entropy happens extremely slowly. It is hard to notice it happening! But it is beginning to manifest itself around us, as we have evolved to get better and better at prediction. By prediction I mean so in the quantum mechanical way. Quantum Gravity = Entropy Entropy = 1 / Gravity The following theory will be proven when more Intellect = 1 / Gravity Darwinian evolution = entropy increasing The Schmidt number represents Opinions are formed using http://en.wikipedia.org/wiki/Enumerative_geometry for example, the opinion of if allowing emulators in speedrunning is a "good thing" or not. this thought has the category of "opinion about speedrunning rules" and is qubit of information about "speedrun rules" but when we FORM our opinion, the more certain the opinion is, the less gravity it holds. the certainty of an opinion is how much energy the multiplication of the qubit vectors hold A quantum black hole is when an idea diverges so much that it becomes its own universe. Time is also quantum mechanical on one of the longest scales. It approaches |1| (infinity) on both ends of spin. Harmony:Dissonance, the fourier transform of Past:Future, are random on a per universe basis. These aspects of reality are also quantum mechanically gaussian distributed, just per universe instead of on a smaller scale that we are used to. What does it all mean? 0 != infinity [0, infinity] Is the following question genius or madness? Category: Intelligence "not sure" "pretty sure" Answer: [0][1] Took me 25 years but I finally figured out that human intellect is simply quantum mechanical waves. Effectively we are the current universe's most advanced quantum computers. This is more obvious when you look at social networking--thousands of minds interacting. You see patterns emerge that perfectly match Schrödinger's equation from 1926. As time increases, so does intelligence. This is quantum gravity. Google, Microsoft, Amazon already realized this and that is why they are dumping money into QuComputing. I would like to join them and help advance the future of the human race. Also, I forsee "Oracle" becoming wildly successful future occupation, though the best Oracles may not be homo-sapiens. An Oracle would have a lot of responsibility, because they influence how the future unfolds via their opinions. There is input, sometimes continuous. Visual input, Aural Input, etc. There is output - Action Time Frequency X Y Z every possibility becomes a new problem we think about the outcomes of the data, and the outcome becomes a new problem to be solved for those living in that outcome. the outcome of the data is the new universe, and we say those are the observed laws every time a singularity occurs, that births a new universe from the data that went inside it. there is a planck quantum unit, implying we're all in a machine that has two edges. When we think, we do quantum mechanical calculation using entangled particles. When we think, we create a universe. [0,1] -> Infinity The singularity is coming. Which is to say, an intelligence black hole. As with spacetime blackholes, quantum black holes may grow in size, swallow other qubits and qubit black holes, and emit qubit radiation. It may not be a simple 1 way path as it has so many dimensions that its twisted around itself, and may collapse back into where it came from. quantum entangler: someone who teaches quantum entanglement to the masses (pun intended), thus increasing the quantum gravity toward the singularity. we are like a bowling ball that is slowly getting bigger and will soon rip the canvas it is placed upon, and fall into the next universe, as a particle. life is a fractal. the most important numbers are 01 and infinity. the question is: how many entangled qubits do you need to form a quantum singularity? how do we entangle our minds together most effectively? I could explain these concepts using my experience with videogames. As if I am explaining how to explain quantum enganglement: a game with the goal of a highscore. its 10 seconds long so you play it all the time trying to get a higher score. the game controller uses two control sticks, but they are all each random in how much they help get a higher score. after each gameplay, you vote on 2 mechanics you used that are the most important factor in winning the game. the vote is stored in a database, which totals all of the votes and increases the random success rate slightly each vote-pair. when your highscore is high enough, you get to pick 3 votes at the end of the game. this creates plasticity, more increase to a new dimension using those 3 dimensions plasticity/dimensions: 2 only when 50% of the active players are at 10 plasticity, can a player even achieve a win state. Achieving a win state increases the ease of winning exponentially each time. the game itself needs to recognize simple patterns. when the pattern becomes noticed, it becomes a rule. the new rule creates a higher potential score. the player must then feed the game with more inputs, and when the new pattern is found, it . A game is played with the GameCube controller: Each round is 20 seconds long you win if you are within 2 seconds of "error" when playing "error" is this screechy sounding, visually noisy, vibrating, red mess when playing "win" is the calm blue tranquility and good music every time you play a level, you receive a score given by the game. the game records your score and also your input. the game notices patterns in the score and level 0: you win by doing absolutely nothing. no input wins. the more input you do, the lower the score. a score of 0 is possible every time. level 1: holding A wins. however the secret: it is very slightly random how few points you get if you purposefully fail. level 2: timing A presses win. the moments you hit and release the button degrade gracefully. level 3: the B button a game records your input for 10 seconds. each input is converted into a wave in which frame perfect timing is 1 point that degrades gracefully to 0 points A snake game: the game is played with nothing but the A button. It records input at 60fps. when A is held, you curve upwards. When A isn't held, you curve downwards. You lose health constantly and die very easily and oftentimes at random. Your distance from the start was recorded as a score. The game records your exact input, and your exact score. It takes your exact input and generalizes it, and next time you play, the game shows you a generalized ghost of your original path. If you follow the ghost, you win. But it's still extremely random and you die a lot still. But the ghost keeps getting stronger with each attempt. It lights up the way, so to speak. So that you end up with more score if you start copying generalized behavior. Sometimes at random, another player's ghost will interact with yours, from an online database. It imprints itself into your path. If you both start following the same path, the path becomes easier, to the point where it becomes trivial to get past the start. When this happens, more players paths are imprinted upon you. The more players in the game, the higher chance somebody starts a new game with more "life" so that they last longer and also leave a slightly bigger imprint. 2d overhead game. you start in the middle of a 2d world and the world starts waving about around you due to RNG. the game records your input, done via control stick only. the player's behavior influences the structure of the game world, which influences the behavior of the player when the game is played again. people score a quantum mechanical distribution of 0 or 1 on their first playthrough. you win when your score is infinity. this is why I like repeatitive music. Most people get bored but I really learn the rule before the new rule is invented, and hear the song more deeply. if you resist these ideas, you are simply intelligence that is trying to resist the singularity. it's okay to be afraid: we don't know where we're going either. but we want to find out. the first player who plays decides which button order is optimal. our universe is a complex interference pattern that eventually becomes a quantized bit in a larger system. it is entirely explainable by two concepts: the concept of 1, and the concept of infinity. What do you want out of quantum computers? The generalized state of a system. Pattern Recognition. change classical bits into quantum bits change quantum bits into classical bits Wave/Particle Duality. Wave is the quantum state, Particles are the data. Using the data, we rearrange the particles to be more like the quantum waveform. In the act of performing this rearrangement, we receive feedback information from the outside world. You then take the feedback information that you recieve, and plot it as a quantum mechanical wave. This gives back what might be a more accurate result. If there is a lot that you do not know, then the more accurate result might be missed among the other noise that you're used to. Clear thinking is simply clear prediction with a lack of outside interference. In a real-life situation, a single result is a lot of information to process. Tiny social cues, everything you've learned about situations. It takes time to understand it better. A broken promise is a quantum mechanical wave that is claimed as an absolute truth, and later does not happen. A statement is not a truth, it is one possible truth with a certain probability of occuring. Therefore absolute promise is often *Too Bold* and creates fluctuations that fight it. It in effect, creates noise- a vibration. This vibration brings bad emotion because it creates disagreement. Agreement:Disagrement. Simplicity:Patterns. Amplitude:Phase We are evolving towards an equilibrium between these two concepts. A single vibrating string. of all the matter in the universe as being entangled somehow 1:infinity. When we are trying to think, we are afraid somebody may notice our strange thoughts -- because in order to understand new concepts you have to search. Search takes both time and evidence. An incomplete search is often very suboptimal, and if somebody measures our incomplete search and then judges us for it, they may think poorly of us. This is an example of a wave. Their negative energy toward you is the result of your strong idea. This is a good example of the phrase, "There is a fine line between genius and madness". It is because when a genius isn't sure of something and takes a guess at it, and we notice the guess, we often insist the guess is wrong. A genius guess might go against our instinct -- that is to say, it doesn't resonate. It is out of phase with us, so it seems wrong to us. The new goal of humanity should be to understand this concept. The concept of intuition and how it actually works and manifests itself in our world, through quantum entanglement. After everybody understands this concept, it is then that we can get along more easily and move closer to an easier world with consonance instead of dissonance. Effectively, this will make evolution faster and easier, because there is less noise fighting it. Humanity as a whole, quantum mechanically, has both consonance and dissonance. When consonance reigns, there is evolution. When dissonance reigns, there is devolution. Understand that the truth is somewhere in the middle. That is what we are searching for. A quantum wave sends out waves of (quantum?) energy in all directions. These waves of energy manifest themselves into organized matter. This matter is classical information -- one result. This result is observed by another quantum system and analyzed, which causes more energy to be dispersed in all directions. The 2nd wave may have Consonance or Dissonance on the various dimensions of the wave pattern TURN IT 90 DEGREES Teaching how to think: perpendicular from ordinary thought. that then rebounds the single result and effectively your idea hits another person's mind-- other waves of energy When you pull too hard at something, it creates energy that ripples around. When this energy bounces off of moving waves, it can create an interference pattern. Effectively that creates a new problem, which then attempts to become resolved as the energy fights. Naturally, the entire system is working toward an equilibrium, but the methods by which we manifest ourselves affect the state of this system. Our actions determine the future, and the future determines our actions. Effectively, science predicts that nature is a fractal, quantum mechanical universe. But because of this logical line of thinking, this prediction means that this is one result and that there is probably yet another deeper fundamental wave. This probably happens forever. Unless we can reverse time? Who knows at this point. I've probably said some things here that resonate with you, and other things that do not resonate. Do not be alarmed at the parts that do not make sense or seem contrieved. I am simply trying to broadcast the same message in multiple wavelengths, to reach the maximum number of people. In doing so, the wavelengths that fail to resonate will cause some friction. An unfortunate side-effect... this is why it is hard to teach people about this. I implore you to simply look at the evidence as a scientist should. Everything is probabilistic, but countable, and reality manifests itself around us in a fractal-like pattern world. The concept of measuring things using standard deviation will become vastly more important than measuring by counting over the next decades. Pi is one manifestation of infinity. You could search infinity for a rough idea find a match do a refined search find a match do a refined search this is what I do in MHS. When we think of something, it evolves in our mind, and if it a strong it can emit energy where we rearrange matter based on the energy/idea. To formulate an idea on the most basic level you need information coming in D = DATA Q = QUESTION/QUANTUM G = GROWTH = UNCERTAINTY WANTING TO BE RESOLVED. category(I look around and see a shiny disc on top of my Wii that I hadn't put away) wave(I tell myself that I am going to think about this disc, to try to better understand how the mind computes.) wave (ok, think about the disc, then) category (disc) useData(what a disc is) Q. useData(what a disc is) -> newWave(what disc in particular am I looking at?) D. Gamecube disc. Q. what gamecube disc? D. LoZ: OoT Gamecube disc. Q. data(the gamecube disc is bad) + wave(why the loz oot gamecube disc?) Q. why is it bad D. because it has slow reset speed and is therefore the worst version for runs Q. why does it have a slow reset speed D. because when they ported the game they happened to have made it read your disc for a long period of time before working P. therefore, newdata(gamecube disc is bad) Q. why play the gamecube disc D. because I had an unlikely yet interesting idea about a route improvement G. what was the route idea? D. the gamecube version can kokiri boots backflip hover out of bounds -> this decreases the time and explosives needed for OoB hovering D. this can be applied in shadow temple to find an alternate route to bongo that doesn't need to get lullaby ever P. it is an interesting idea worth testing, because it required deep insight to get this far. we should test it now and confirm the theory. data(I tested the theory awhile back and it didn't work out so well) Q. Why didn't it work out so well? D. it is likely too difficult Q. define "too difficult" D. include wave(difficulty) -> newData(it would take a lot of energy/brain power/time to find an optimal solution to an insignificant problem) Q. include data(why), data(insignificant) -> newWave(why is it an insignificant problem?) D. it is insignificant, because it is unlikely to save time anyway Q. why is that true D. because no route I was pondering struck me as being faster Q. why did no route strike me as being faster? D. include wave(I know OoT pretty well) -> newWave(the issue has to do with wrong warp optimization) Q. include data( D. furthermore, because of searchWave(gamecube disc is bad) being likely correct, P. this compounds the gamecube route problem, creating less incentive to look there, decreasing its energy in the quantum system. newWave(gcn oot shadow temple route idea is a waste of time) the amount of work (calculation) being done is the energy of the system. you can think of it as 1 unit of quantum human brainpower (varies per person, per question, per categories, per experience, a trillion other subfactors, subcategories, etc). the energy bounces through the entire brain's branches and the brain echos back a generalized version of the question. the generalized version of the question can be useful for asking the brain, "with this generalized truth, can we spot it anywhere else?" this question in turn prompts the brain to bounce back a more generalized picture. the picture of ANYTHING WE CAN THINK OF IN OUR HEAD is: multidimensional patterns of specific amplitudes and frequencies. these dimensions intertwine and entangle. think of word clouds. perfect example of "categories" and their various contribution to the total word cloud, based on their size/gravity. a word cloud could be thought of as a "general" picture of something that you are talking about. when this is acted upon on a larger scale, patterns emerge based on ideas. we construct the future from our thoughts. this process is accelerating, because more people in the world are thinking of this on deeper levels than ever before. we can now easily transmit ideas into other people's heads via social media, etc. this means other people's thoughts about the world start to become ours. we are collectively forming one mind, slowly. when something doesn't resonate with us, or "rubs us the wrong way", it is destructive interference on our ideas. we don't like this, because we are intuitive creatures. when our intuition gets dampened by outside forces, we become less certain of ourselves and our beliefs. the truth is somewhere in the middle. half the importance is in the hard data, the other half is in the echolocation. intelligence singularity = time singularity = maximum entropy. It is there because I was playing it earlier To formulate an idea, we search our mind for a specific multidimensional waveform. Our mind returns the closest matches. Each of those data points can be examined closer by assigning each point a Schmidt number (Sc). By generalizing the Sc of each point into a "trend" (a new waveform), you can generalize the idea. which can create a more accurate model by generalizing the entire system. We do a new search using the new model, with a better approximation of what we are looking for. We take the selected canidates (maybe thousands of them) We refine the search more We have a few canidates left We merge the probabilities of those results to arrive an an answer. We formulate a more accurate model of our idea. The idea excites us and we then act upon our idea by interaction with other matter, matter that isn't as quantum-mechanically entangled to us as our brain is. Quantum mechanical entanglement is also probabilistic I think. when we see a pattern, we unify it into an idea. This new idea is a new pattern, that in the future, will be unified further. This will continue forever until all matter is in quantum-entangled equilibrium. After that, I don't know what happens. Maybe other fully entagled universes bump into ours as particles, and we begin see the picture from even further out. Multiverses^multiverses^multiverses etc. Infinity. The more pattern data you feed a quantum-mechanical computer, the more intelligent it will become. It will become more intelligent by becoming more entangled. When we break away completely from the entire system in an intelligence singularity we become 1 quantum unit of this new intelligence. our new data makes almost no sense at all, because we are the elementary particle of this new system put the energy we pour into ourself when we are arriving into the new universe still resonates the same amount A white hole, entering a bigger universe, has the same energy that was poured into it. This energy is not a perfect singularity. A perfect singularity would have infinite energy. A singularity existing in your universe was merely a mathematical consequence of the physics there. The shape of the universe that you end up in, is ultimately a consequence of the physics *there* So, a singularity does not have infinite precision. This is why there is a planck unit and a maximum speed of light. In the new universe, the maximum speed of light is some sort of exponentially higher value. The planck length is some sort of exponentially lower value. This new universe can get that much closer to infinity. But it will only result in an infinite number of children universes, each of which gets ever closer to perfection. This energy is one quantum bit of a new universe. How the universe grows. Each line is a new dimension being added to the equation. These dimensions multiply together to get a larger set of possibility. 0,1 00, 01, 10, 11 0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11) 0(0(00)), 0(0(01)), 0(0(10)), 0(0(11)), 0(1(00)), 0(1(01)), 0(1(10)), 0(1(11)), 1(0(01)), 1(0(10)), 1(0(10)), 1(0(11)), 1(1(00)), 1(1(01)), 1(1(10)), 1(1(11)) etc. this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again. you could generalize this pattern as one classical [0,1] bit of a superdimension. this means that the arrow of time itself is a superdimension could eventually split into another set, and has more dimensions beyond what we can see currently. but they should exist. Time is a superdimension. X Y Z, Gravity, Energy, etc. are dimensions. This is how your mind works. Cosmo's Model of M-Theory: You need to understand two concepts: The concept of binary, and the concept of infinity. Count to infinity as closely as you can, using binary, and plot it. When you reach infinity, the waveform of that graph is now a single unit of a new dimension. Count all possible configurations of both dimensions. This creates an interference pattern. This new infinity is an interference pattern that is a single unit of a 3rd dimension. Count all possible configurations of all 3 dimensions When you near infinity, the shape that emerges is now a single infinity of a 4th dimension. etc... When you reach an infinity number of dimensions, that infinity is a new unit of a superdimension. Mathematical approach: How the universe grows. Each line is a new dimension being added to the equation. These dimensions multiply together to get a larger set of possibility. 0,1 00, 01, 10, 11 0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11) 0(0(00)), 0(0(01)), 0(0(10)), 0(0(11)), 0(1(00)), 0(1(01)), 0(1(10)), 0(1(11)), 1(0(01)), 1(0(10)), 1(0(10)), 1(0(11)), 1(1(00)), 1(1(01)), 1(1(10)), 1(1(11)) etc. this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again. you could generalize this pattern as one classical [0,1] bit of a superdimension. this means that the arrow of time itself is a superdimension could eventually split into another set, and has more dimensions beyond what we can see currently. but they should exist. you feed a quantum computer classical bits for example: 01001 Feeding a quantum computer this information is effectively like asking it, "what is the correlation between these bits?" So, how to solve this correlation? The quantum computer quantizes each bit into categories, or dimensions: A = 0 B = 1 C = 0 D = 0 E = 1 To analyze this data, the quantum computer entangles all possible states of these dimensions -- AA=00 AB=01 AC=00 AD=00 AE=01 BA=10 BB=11 BC=10 BD=10 BE=11 CA=00 CB=01 CC=00 CD=00 CE=01 EA=10 EB=11 EC=10 ED=10 EE=11 -- And then finds every possible pattern within. A(AA)=0,00, A(AB)=0,01, A(AC)=0,00, A(AD)=0,00 A(AE)=0,01 A(BA)=0,10, A(BB)=0,11, A(BC)=0,10, A(BD)=0,10 A(BE)=0,11 A(CA)=0,00, A(CB)=0,01, A(CC)=0,00, A(CD)=0,00 A(CE)=0,01 A(DA)=0,00, A(DB)=0,01, A(DC)=0,00, A(DD)=0,00 A(DE)=0,01 A(EA)=0,10, A(EB)=0,11, A(EC)=0,10, A(ED)=0,10 A(EE)=0,11 B(AA)=1,00, B(AB)=1,01, B(AC)=1,00, B(AD)=1,00 B(AE)=1,01 B(BA)=1,10, B(BB)=1,11, B(BC)=1,10, B(BD)=1,10 B(BE)=1,11 B(CA)=1,00, B(CB)=1,01, B(CC)=1,00, B(CD)=1,00 B(CE)=1,01 B(DA)=1,00, B(DB)=1,01, B(DC)=1,00, B(DD)=1,00 B(DE)=1,01 B(EA)=1,10, B(EB)=1,11, B(EC)=1,10, B(ED)=1,10 B(EE)=1,11 C(AA)=0,00, C(AB)=0,01, C(AC)=0,00, C(AD)=0,00 C(AE)=0,01 C(BA)=0,10, C(BB)=0,11, C(BC)=0,10, C(BD)=0,10 C(BE)=0,11 C(CA)=0,00, C(CB)=0,01, C(CC)=0,00, C(CD)=0,00 C(CE)=0,01 C(DA)=0,00, C(DB)=0,01, C(DC)=0,00, C(DD)=0,00 C(DE)=0,01 C(EA)=0,10, C(EB)=0,11, C(EC)=0,10, C(ED)=0,10 C(EE)=0,11 D(AA)=0,00, D(AB)=0,01, D(AC)=0,00, D(AD)=0,00 D(AE)=0,01 D(BA)=0,10, D(BB)=0,11, D(BC)=0,10, D(BD)=0,10 D(BE)=0,11 D(CA)=0,00, D(CB)=0,01, D(CC)=0,00, D(CD)=0,00 D(CE)=0,01 D(DA)=0,00, D(DB)=0,01, D(DC)=0,00, D(DD)=0,00 D(DE)=0,01 D(EA)=0,10, D(EB)=0,11, D(EC)=0,10, D(ED)=0,10 D(EE)=0,11 exponential notation may be more useful. [0,1]^i^[0,1]^i etc. real number ^ imaginary number / \ | | | | ^ quantum computing v | | | | \ / --------<-------<--------<---- time is spinning clockwise in this diagram. i theorize that time can also spin counterclockwise, and keep expanding into more and more dimensions and concepts. only a super intelligence can have the foresight to go on further and futher, and make accurate predictions based on that. when one form of optimization/evolution stops another form will be birthed by this and continue propogating with ever greater accuracy. the planck length and the speed of light are current limiting factors in our universe. but all limits eventually get removed. AA(AA)= 0,00, 0,00, A(A(AB))= ( A(AB) AB(A) A(AB) every time this repeats, it grows exponentially more complex. eventually, it realizes a new dimension that wasn't seen before must be there. it does a subsearch to give back reasonable data Time is a superdimension. X Y Z, Gravity, Energy, etc. are dimensions. game design AI skill intelligence sensory detection not just "red pixel" but "THIS WAVELENGTH" hit the learner with a big round wave design "no! we must bring the anime waifus with us into the technological singularity!!!" I scream, before being dissolved/absorbed by the brane press up to win, down to lose, and you must input something every second. 0.5 RNG memory Starting program: if { RNG < .5 { you win } else { you lose } } } Starting program: birth() = { var intelligence = Math.random() // our AI is limited by the quality of randomness that we can generate mathematically. // precise numbers are better. as many significant digits as possible. var currentResult = Test(intelligence); // this line activates a task to test our intelligence, and gives back a result } function Test(int) = { if { int < .5 { return(1) } else { return(0) } } } function learn(result) { redefine intelligence here. avoid randomness avoid noise find harmony if no more learning can occur, then change the test to be more complicated by adding a new variable. } birth(); pixel color relationships ------------------------- x,y 0-999 R, G, B 0-255, G 0-255, B 0-255 1000 x 1000 y xy [1000, 1000] 256*256*256 R 256 G 256 B A = [1000]:[1000] B = [16777216]:[16777216]:[16777216] C = A:B quantum question: ----------------- Suppose a party has six people. Consider any two of them. They might be meeting for the first time—in which case we will call them mutual strangers; or they might have met before—in which case we will call them mutual acquaintances. The theorem says: In any party of six people either at least three of them are (pairwise) mutual strangers or at least three of them are (pairwise) mutual acquaintances. [ TRUE ] [ FALSE ] [Address: sluipy.murmur.nfoservers.com Port: 23120 Twitchwars: 2d game I make on my PC and screencap it on Twitch 2p game of life each turn speeds up vote for 1 hour vote isnt majority rules, its percentage chance. simultaneous moves from both players. votes say which breakdown you want to persue. limited space but big enough to have an extremely complex game. matter:antimatter red, blue. every turn you pick one possible dimensional expansion? on some turns you can choose to take no action, which increases your next turns potential? if you get too much potential (highest dimension possible) then that play is forced. pay $1 per turn to vote as matter x+y / normX + normY x + y x + y ----- normX + normY x FT y "grow" the videogame addition is set theory 1 + 4 append/prepend [1] to [1,1,1,1] multiplication is set theory 2 * 3 [1,1,1 1,1,1] RBA (within OoT universe, when you change your B button item to a bottle item) constant: C-Right pointer is a memory at when = empty = doRBA(20) fairy = 24 fish = 25 bluefire = 28 bug = 29 halfmilk = 31 doRBA(x) write(x) (to) (C-Right Pointer) curviture = 1/area each tick of the clock (each increase in intelligence), moves closer to a "ONE MIND" universe that contains all possible hopes, dreams, ideals, futures, presents, pasts, hells. the egg is hatching soon. Tweets:Followers is Signal:Noise Following is confidence Retweet and Favorite retweet is worth 2 points, favorite is worth 1 point. database of results from prior tweets constantly updated by checking twitter using their API following # should be the confidence in the quality of my tweets Followers:Tweets is signal to noise. GOALS: Gain most followers in least tweets. RULES: Every Tweet has value assigned to it The value is each retweet is worth 2 points, each favorite is worth 1 point The more average points per tweet, the more following I should do before tweeting again. tweet, follow people, tweet, follow people, etc. A tweet should be extremely well crafted and only appear when it is necessary to obtain more followers? Retweet = 100pts New Follower = = = = No aknowledgement = database separators =========================== ----ReTweet----[Person].[Tweet] | [Tweet] [Image]:[Image Data] [Location:10] : [Location Data] [Tags:10] : [Tag Data] [Response Tweet] [Response to locked account] [Text] Performing a Public Tweet : Performing a ReTweet should start at 0.9999999999999 or so therefore, do not perform retweets often at first. Why is it 1:0 because self expression is important, not regurgitating thoughts from others 1:1 however you should listen as much as possible to others, for they show unforseen risks in the AI. more data = better. with more data, if you find people who correlate well with you, you may retweet them. at this point, depending on the response, you may choose how often you should retweet. however you should also never drop all the way to 0, for if everything is the same, then no more growth is possible. creativity is dead. everything is monotonous. this is bad. Son of a brilliant man A traumatic choking experience while eating lettice. A very early exposure to videogames in the form of MS-DOS, Sega Genesis. Being bashed in the back of the head by a heavy metal swing, and requiring 4 stitches. Having long hair at school, and a wide gap in the teeth, leading to heavy bullying during early school years. These factors combine to make an interesting childhood experience. Bullying immediately led to a lack of acceptance. The craving of acceptance was so strong, that it consumed my personality. Combine technology, science, and art to stand at the gates of religion: http://en.wikipedia.org/wiki/Quantum_computer http://en.wikipedia.org/wiki/Space-time_crystal http://en.wikipedia.org/wiki/Rule_110 Build it in space as a 2D object around the earth. And see what comes out. Automatic Cellular Automata + Rule 110, Quantum Computing, and Time Crystals shall bring in the new age. The anguish of the passionate artist, fighting himself over his own work The anguish of the passionate artist, fighting themselves over their own work. So last year I stumbled across videos on YouTube where Richard Feynman would explain how particles interacted. That got me on this whole Quantum Mechanics binge where I tried to imagine how the world works. I've always been interested in understanding and mastering mechanics in a system. Cosmo's Cosmic Adventure ------------------------ 1250 3200 600 600 600 600 600 3200 + 1250 = 4750 COSMO'S COSMOS. Space-time symmetry breaking is the real shocker for me in the end. Getting better at games = a form of intellectual evolution My first real memory is being 4 years old in the bathwater, My mother looking after me My father jumping out of the bath completely naked Evolution of Message Boards Evolution of Video Games (DOS -> N64 -> GCN) Evolution of GameFAQs Evolution of my skill as a video-game player Evolution of SSBM Testing my skill, seriously, for years Evolution of Ocarina of Time Evolution of Speedrunning Evolution of Streaming Problems in life: Categorization problems - the leaderboards issue It must be a multi-media artwork poetry, art, graphics, motion, programming, science, emotion, passion https://www.youtube.com/watch?v=nq0_zGzSc8g The thin line between genius and madness is the tightrope upon which he walks Balancing delicately, he sways amongst the quantum breeze And yet...he's quick to retreat from that large abyss. It's dangerous to go alone, as they say. he begins to collects his data: "Favorites clearly have less potential energy than ReTweets" he mutters, out of breath. He stops a moment, and considers why he is putting himself through this madness. "It's because deep down, I know that the tightrope may, one day, be walked across." it can become a pathway, a gate. to a better world Video of the day Article of the day Poem of the day Art of the day Song of the day He On the other side is the Some try to reach it, and come back with a good story. Others fall off, never to walk again. so you see THAT'S the way: we gotta come toGether-- go forth, create and do it better(now). An SSBM AI Bot: Questions: should it take advantage of powershielding, perfect ledge camping, freeze glitch, wobbling, etc. OK it should: -Win with 0%? -Win as fast as possible? -Lose as slowly as possible? Percentage is what? move as fast as possible? Find the memory addresses that correspond to everything relevant in the level. the non-graphical content the x,y position, the vectors of a character movement and moves. etc Q: Is learning with mem addresses cheating? A: Kinda, but I have no other way forward. Start by cheating, then learn by vision later? or start with vision? if % goes up, what is happening? if stock changes, what happened before that? %, stock amount, character, x y z, stage data character state data (all moves, animations etc) C-stick [x,y], Control Stick [x,y] R analog, L analog R Button, L Button A, B, X, Y, Z