Hype is proportional to the size of the barrier to achieving a new WR. People love barriers, for example 4 hours in 100% Oot or 1:40 in SM64. GE IGT provides these barriers, as a full second in an IL is a big leap.
These fireside chats are just so damned cosy. I don't even play the game anymore, let alone speedrun it. I just enjoy listening to Goose speak lovingly about gaming.
what if, maps like Dam, that may have a lowest time possible because of the in game timer, earn an "External timer" category. Competition for records can open up more, without causing a hassle like having to re-legitimize all old records, and without tarnishing old records.
Interesting thing happened the other day, a work colleague mentioned goldeneye speed running and asked if I had heard of you. I have watched you since before speedlore. Small world.
Thank you for making this video. This is one of the biggest slights of Goldeneye that I commonly see and yet I fully agree that IGT is a far better timing method for Goldeneye. Good vid, my friend.
I rarely like long answers to questions that can be simply explained, but I love these fireside chats diving deep into broad questions like this. A great, cozy, video my friend.
You don't have to worry about your cartridge's battery running out. Goldeneye, along with many other N64 games, uses an EEPROM to store saves. This has limited writes, but no battery to worry about.
Imagine how different goldeneye and perfect dark speedrunning would be if they did 2 decimal places after the seconds. Suddenly, tied records are a whole lot more rare.
Bro you could talk about anything and I'd still watch. Your tone of voice and the fucking fire place makes it a delight to listen to you. The fact that your content is great is just an added value.
Hey Goose, hope you read this: Thank you. Your videos are so incredibly informative and fascinating, not to mention charming since we get such a friendly personality to guide us. Not only is speed-running a niche thing to probably 99.9% of people, I think it's equally hard for people to understand why it exists and what makes it so appealing to those who participate. A well put-together explanation can go such a long way in showing outsiders why speed-running is what it is. As an example, I personally couldn't care about most team sports, but a documentary delving into the universal stories, dreams, obsessions, strategies, struggles, and hopes of team sports is instrumental in building respect and interest for them from people of all walks of life. I feel like your videos do a justice in bridging that gap and helping explain something that can *so* easily be misunderstood, dismissed, and thought of as a pointless waste of time. I first started watching speed-running because I couldn't believe people care so much about something that has arguably no impact on the world we live in. It's an easy initial response to have. That was the hook that got me started. But it wasn't long before I came to really appreciate and respect all that goes into it. So, again, thank you for all the entertaining and informative work you do - for us who love speed-running and for those who have yet to discover it! ~C
The one sad thing about the Fireside chats is knowing that as soon as you get a new one, the timer is reset on how long we have to wait for the next one. I guess basically what I mean is: more fireside chat videos, thanks.
Real time should only be used when the in-game timer is busted / not precise enough or when there's no timer at all. Each game community should decide what they want to use.
@@RedHairdo what do you mean... It's not lacking the seconds. It's precise enough. Super Metroid or pokemon with only minutes are the ones that aren't precise enough
km9103 the issue is how optimised goldeneye is. When dozens of people can tie a world record, you get to the point where you need more precision to differentiate skill on a finer level. Goldeneye shouldn’t necessarily change over because of what is already available, but real-time has a lot of advantages over IGT
The issue with tied WR is that a 30.0 and a 30.99 would still be classed together as a 30, despite almost a seconds difference. I don't actually know how the timer works exactly but it would have to have a 0.99 second range in which a tie could occur. A second in a game as optimized as Goldeneye is such a large amount that you have to at least consider the issues of in-game-time.
*In response to what you said at **10:23** I can verify that you're absolutely right, Goose.* I run ILs in Destiny and honestly the mods have been kind of apathetic about how the game is timed until recently. We had officially switched to RTA a while ago, but for many months, Speedrun.com still went by IGT. I DMed a moderator and got it switched to where it should be. After that, I timed numerous runs that I thought might have timer glitches due to death warps, loading zones, and mid-run cut-scenes, and it turns out the moderators have been arguably lazy in verifying RTA accurately. Destiny rounds up, and at the moment I'm hoping to help make clear rules for runners so they know how time RTA accurately. I think it's always good to have clear, established rules in speed games, so when to start, pause, resume, and finish is information that all runners have access to. The moral of the story is *fight for what's right!* Anyways, I love these fireside chats _so much,_ so please make a million. That's all. 💖
Say what you will about Destiny, but IMO Destiny 1 has the potential to become one of the best speedgames ever. The movement got me like "DUDE WHAT A RUSH" all the frickin time. :)
Okay so, I generally agree with you that currently in game time works nicely. But the comments of "Who are we to question how the console times things?" And "Real time timers can be flawed too, so there's no real difference" really bugged me. This mostly makes me think of Super Metroid which also has an in-game timer. It makes sense they switched to real time in Metroid, since it became common to do competitive side-by-side speedruns, and because the timer only counts in increments of 1 minute, and because the runs are long enough for real time strats to create serious time divergences. But since I haven't seen either of those become a big thing for Goldeneye, and because it doesn't seem to cause any serious community issues, I like your takeaway of keeping the in game timer.
I like to think real time optimization goes a lot deeper than game time. In-game time only makes sense to me on PC where load times depend on how much you spent on your hardware.
I always love these fireside chats. Good stories, cozy environment and as always, Goose has a voice you can listen to for hours. I never ran this game, no games actually. I just like listening to all the stories around speedrunning in general and Goose is really good at telling them. edit: Though the microphone seems a bit weird this time around.
Just to clarify on “however long cartridge batteries last”, goldeneye 007 uses an EEPROM chip to hold save data, which doesn’t use a battery. Those chips are good for decades of usage.
RWG THIS IS SO COMFYYYYYY AAAAAAAAAAAAAAAAAAAAA, just what i needed rn and the firesounds in the background ZOMG I could listen to you talk about a game i never played for ages , this is the best speedrun content on youtube (that isnt speedrun progression, sorry but summoning salt is a damn god) please never stop QQ
Any other RUclipsr would have used a TV or monitor with a fire-place video running on it, but not you, Goose. That’s a nice little touch, right there. I love these fire-side chats, with the crackling of the fire in the background. It’s relaxing, and I like it. :)
I got covid, im currently listening to your fireside videos over and over while i fall in and out of sleep. I got it kinda bad but its not much other then a bad flu so far
But there's still be quite a lot of other games that have switched from timing with in-game time to real time (e.g. Super Metroid, Pokemon Red/Blue), what is it about Goldeneye that makes it special? Also, when you use in-game time in Goldeneye - which measures time in increments of whole seconds - won't you inevitably have cases where two people simultaneously hold the world record for fastest in-game time, but where one would be faster than the other if the run was measured using real time? It could very just be ignorance on my part, but it just feels that when runs are optimised to the extent that Goldeneye is, where people are saving time in increments of just a few frames, it just makes sense to adopt the same methods that something like, say, the Super Mario Bros. speedrunning community uses, where they count the number of frames in a run to determine whether or not it is a world record.
4:00 Your increased emotion shows how special that is to you. I never thought much of it, but i like the idea of the game saving the record to the cartridge too. It's badass
I have a friend, my best even. He is 25 and I am 29. He is so unlike me, we only met as he shouted "who wants to plash Super Smash" at 4am outside a nightclub in 2014. He's musically talented and "cool"and I'm business and academically talented and a bit nerdy. But... despite how different I thought we were in background and taste one day we put RUclips on on his computer and I see RWhiteGoose in his continue watching section... I think my point is that a lot more people watch the videos than you would expect. Keep up the good content. I'm a relatively new follower; but an avid one. The cradle record rush was the first big Goldeneye story I saw break, thank you for reporting it and ensuring the community is recognised. Thank you for giving me and so many many other people a new* and exciting thing to enjoy. *New is always subjective if you like these videos you will like Pannenkoek as he is to Mario 64 as no one to Goldeneye or perhaps any game, fascinating.
Hello my friends. You know I was thinking yesterday I need me some Goose in my life and BAM when I wake up from a cold October slumber there it is a new Goose vid. Heck yeah, can't wate to see the next speedrun lore.
Hey goose. Very new and very casual to the speed running videos but the first i watched was your 2014 adgq goldeneye with the dual controllers with your buddy. Been a fan since and enjoying the lore. Thanks for the work
Years ago as a dumb 14 year old i cheated by doing that exact strategy. I realised i was 1 second off 2nd place so i sped up the timer to 102%. Its still on the leaderboards but its very low on the rankings, not even top 50, so i never bothered to remove it now
It's a good discussion indeed. There is plenty of games that dont have in game timers so there may not be any other way to actually time the runs unless you use real time. Then it's debatable for a group of people speedrunning a particular game to determine well where exactly do we begin actually timing the run itself and end it. An example would be well do we start timing the second you launch the game, start timing once you choose the level and loading it, start timing after it's already loaded and the instant you can start playing. Especially for games no one really speedruns at all. There may not be any standards at all so it's hard to really figure it out unless a bunch of people come together for that game to make that standard and plus without standards to go by or anything like that it could be easier to perhaps even cheat others out of their runs. Another problem with real time versus in game time is if using real time, those speedrunning certain games or games on emulators on computers, and if their hardware is better it may make loading things in game faster for them versus someone else with not as good hardware or on the actual console version of that game versus pc emulation which is unfair for comparing the time within runs. That could mainly be for non-segment runs perhaps as if you already have a level loaded you should just be able to play it as is. There could be more factors I'm sure a lot goes into this. I really wanna start speedrunning at some point there is these 2 ps1 games i really wanna do that almost no one speedruns. Would be nice to take it seriously and actually create a standard which we need as you've explained before in past videos if I recall correctly because it helps with people cheating and faking world records like we've seen exposed before
I love your videos,I’ve been playing goldeneye since it came out It is my all-time favorite video game growing up and as of now your videos just add to the nostalgia and also give the game new meaning in more life to me that I learned about speed running through you which according to your videos speed running has been going on forever and I have been living under a rock apparently LOL But without you archiving all these things I wouldn’t know that so big ups to you goose I’ve been doing a little speed running myself unfortunately I have no way in capturing the video right now but eventually I would love to join the community
Another good reason is because it makes it more fair with lag. For example, imagine when you are speedrunning a game(not necessarily Goldeneye), and one guard gets stuck in a wall, so he eats a lot of CPU, drops your framerate by half, and makes the game run twice as slow. This way, your walk speed gets twice as slow, and you can't play the game as fast as you could have if that guard didn't get stuck. The result is your real time being much longer, because you were crawling at half the speed all the time. That's what called bullshit, where your run gets ruined by something you were completely not in control of. However, in-game timer also lags together with the game. If that happens, the in-game timer would get twice as slow too. And you get the same time as if that guard didn't get stuck. Although, you could also argue that having the game run 2x slower and timer count 2x slower makes speedrunner's reflexes 2x faster(if counted by in-game time), which could also be considered unfair to other speedrunners who didn't get this bug so they had to play the game at full speed - but that would at best make a difference in a few seconds, compared to final time being twice as big.
True. Also, now that I think about it, that it could be a real strat in some game to purposefully drop the framerate to a crawl by doing something -stupid- really smart, to get a much bigger window to do a frame perfect trick, and effectively do a TAS-comparable run at that crawl speed with appropriate time.
Ok, what kind of game would get TWICE as slow, for a single guard getting stuck? That game probably has deeper internal issues that would ruin runs in other completely unpredictable ways. You imply that such a glitch would be rare, so it would fall under the same kind of risks that other games fall into, when putting the game in risk of crashing actually saves time. Part of speedrunning is to accept that bulshit can always occur. However if some rare glitch does slow down the game, you may not have a guarantee that the in game timer would slow down by the same amount. It might be the case that the in game timer relies on a completely separate process (so just as good as RT), it may be that the in game timer will get twice as slow despite the game only being 1.5 times as slow, in which case you now have an incentive to lag by somehow getting the guard stuck, and a situation where nobody can get the world record in that level without triggering that rare bug, which would be an undesiarable for the majority of players. It might be the case that you can save one second IG by spending an extra minute spamming IR the pause menu, who wants to see that shit? It might be that prolonging the load screen actually gives you time and so runners might actually seek to use glitches, to wait for hours on a load screen on purpose, to shave off what could amount to seconds in game. Account for this, for instance if you coluld choose between 50 and 60 hz framerate, you might think that speedrunners would want the higher framerate, since it has more frames it runs more smoothly. But let's say that the game was origfinally from Europe and the in game timer was tied with the frame count and was not adjusted when ported to America. You now have a situation where American runners get punished with lower in game times even though they can have runs that are up to 1/6 faster than their european counterparts. That means that streams would get 1/6 slower than they could be, to the inconvinience of viewers.
Well, _twice_ as slow was just an example worst case scenario - it's obviously very unlikely to happen in any real game - but something like this might get the game to slow down to some extent anyways. And, most of these issues, including a version made in a specific region being better for speedrunning, are already present for many games, and people make different categories for different versions of the game. For example, in Paper Mario, dialog boxes in US version take longer than in Japan version. I think people would not go as insane as to spam the pause screen to save up on ingame timer, since many, as you said, would not want to see that shit. Or, well people actually would, since it's still going faster, without caring about viewers. Obviously, both RT and IG timers have their own advantages and disadvantages. If we stick to realtime timer, we get these rare bugs destroy rounds that probably would have been world records. If we stick to ingame timer, we get these rare bugs not happen for people who otherwise would have gotten a world record. I think that it's best to chose on game to game basis. GoldenEye gets slower with more stuff happening, so we'd have watching people try to optimize the game first by killing as much as possible and only then doing the level, which, in my opinion, just adds an unnecessary complication and rerouting to already settled routes people made for these levels. _(p.s. wrote this while half-asleep _and_ in college dodging these teachers, so I probably wrote something stupid here too .-.)_
If only the devs had thought about timing it to 10th of a second. Cutting to a full second would still be a huge achievement, but it would make it so that great runs would cease to be WR runs. Drawing the world record would be much harder making WR times more impressive.
a while back super metroid speedrunning switched to using real time instead of its in game timer, if i remember correctly it was because the in game timer was affected by lag and paused the timer at common intervals then started again. i think door transitions was one of the things that stopped the timer for a moment, as were item text boxes. currently the top any% time as i write this on super metroid's speedrun.com page has a 13 minute difference between the real time and in game timer. also, if the times were ordered by in game time, the current 1st and 18th place rank on that leaderboard would be tied despite a 2 minute and 33 second difference between the two in real time. because goldeneye is ran as the individual levels and not the overall game all at once, then i think its actually pretty reasonable to use the in-game timer. it doesn't seem to have any sort of problems in the levels where something ends up stopping the in-game timer or slows it down, and if it does its relatively rare or small. if the overall game was ran at once by people as a single speedrun, then i think things would be different and a real time timer would be used. honestly, it depends on how good the in game timer is. if the timer has massive slow downs, or starts and stops at weird and common intervals, then real time is a possible better option. though in games like goldeneye were most levels are run in less than a minute and every second counts, someone starting a real time timer late or early could make a more important difference.
Sup Mixon. It's just because as far as I know there's never been a serious GoldenEye runner who's even suggested using real time over IGT. If the players don't want it then it's irrel, because it's just a tool to measure the players against each other and we know it's the one that works best and is most rewarding :)
i think it SHOULD be IGT, it keeps it consistent across the board, nobody can complain that someones time tracking device isnt calibrated correctly or that their tracking device shows a different outcome etc. the game tells you "this is how fast you were" and thats it and its going to be the same for everyones console/cart which to me seems the most fair.
That makes things a lot more viable, yeah. The problem about GoldenEye, though, is that its IGT doesn't show anything beyond the seconds. In a run, i.e. 0.9 seconds of difference is pretty big to ignore. Still, the appeal about using only the IGT is understandable, when used as a high score figure rather than a "true speedrunning" one. That's partially why I defend the idea of both IGT and RTA being used.
2007 the same year my 3 favorite movies came out, Avril Lavignes 3rd studio album release and being a third grader at the time, DAMN that really was a long time ago and you decide to bring this story up 11 years later😁.
For each game, every community should decide for themselves what kind of timer they use, and that I respect, but there will always be something legit and magical of using IGT, because you're playing inside the game environment and with its rules, not with something that's alien to it, even if it's something as tangible as real time.
I think that we should count the in-game frames for a run on the side, since Goldeneye’s game engine speed is linked to it’s frame-rate. You can see this very clearly on DF Retro’s video of this game: it aims for 30fps max speed but since it falls short so often, the game itself slows down with it’s frame rate.
This maybe makes sense for individual levels, however considering that as you said the in-game timer can be glitched to show lower times, I see no reason full game runs should not require real time. Also, the glitchy timers in gdq are not an argument against real-time scores as you seem to imply, they are merely an argument to always calibrate your timer. However the issues with in-game time cannot be solved unless one mods the game or uses some kind of emulator with debugging tools, they are inherent to it.
I understand the arguments, but they're still all just excuses to stay away from a system that would promote better times over a quicker overall period of time. Real time was mentioned as not being infallible, which of course sure you can't blindy accept all runs as legit and timed correctly, but other than that it's MUCH easier to verify authenticity of runs and times claimed. I've been watching many of the speedrun lore videos lately as they're consistently awesome. One thing I noticed is that world record progression tends to fall into pretty predictable patterns for this game unless someone comes in from outside the community and brings in creative ideas and improvements. Also, a huge portion of Goldeneye runners have been historically very against change in general when it comes to anything that threatens to alter their current concept of how the game should be ran. I can't speak for all communities, but as a Super Metroid runner this mindset is pretty rare to me, and something I've only seen once happen (at least to any reasonable degree) within the community. That was when the Phantoon-first route for any% was first showcased/released by Behemoth five years ago. It blew our MINDS! But there was plenty of talk about how stupid it was and many people talking mad trash and overall not being happy about it. But even with all that, after nearly a full five years, his 43:48 YT video that broke through a huge barrier to lower times in the game has 154 likes and only one single dislike. I mention this because the SM community has already gone through these struggles and used to defend gametime, but if that's your metric, then someone inevitably discovers that the most efficient way to lower this is to cheat it somehow. Eventually the best in-game strategies turn into a series of random crazy shit that lowers the timer, but increases the real-time. The wider this gap gets, the more apparent it becomes that game time and real time runs are two totally different things. Real-time is the world we live in and sticking to gametime for so long is surely one of those decisions where later on I guarantee people will be like "wtf why did they use this to limit themselves and try to limit others in such a naive way?" The more optimized it becomes, the more precision becomes necessary. With Super Metroid those limits were much more in your face early on since it was only counting minutes, plus it didn't count time spent in a pause menu or through door transitions and such, so clearly any one of those reasons on its own is already enough to justify the switch. But it actually never did switch. The answer isn't in forcing everyone to time in a specific way, but rather separating them into different runs and letting people run whatever they want. If someone has the best real-time completion of a level, that's very helpful and important to recognize. Not only does it give you a much better feedback system for which strategies save one frame, two frames, etc... it also ends up giving more insight into exactly how the timer works and how it may or may not be easy to manipulate. Jesus christ why did I make this post so long? I suppose it just seems like the Goldeneye community is really missing out and hasn't yet learned from its long history of continuously rejecting ideas before giving them a real chance. Sure, I get not wanting to even accept the possibility of change like this, but you're for sure alienating and discouraging more than you know by refusing to even acknowledge that the best real-time run is a feat that should be recognized. I'm also not a fan of wasting people's time for no real reason, and obviously realtime strives to waste as little of everyone's time as possible. As far as timing runs and verifying authenticity: If someone uses a messed up timer and/or the video itself is time-warped in some way then just normalize and time, and it's usually easy math at best, or slightly difficult math at worst. Either way, very consistent and reliable to verify compared to now when you could be running on an EverDrive and running an altered ROM that lowers gametime just slightly from what you'd expect. If done to even as small a degree as half a second, it could allow for plenty of untied world records that would be quite difficult to prove were falsified versus realtime where it's once again just a question of math and knowledge to prove any run to be true or false.
I just figured IGT was used because it's an integral part of the game's own progression - getting a good time on a level in GoldenEye or Perfect Dark doesn't just feel good, it's necessary to unlock everything.
I'm sorry but this is complete bullshit. The entire purpose of speedrunning is to beat a game as fast as possible. If you take 52 seconds to beat a level but the in-game timer says you took 51, then the in-game timer is wrong. In-game timers are also often very wrong, which is why the vast majority of speedrunning communities ignore them. The only exception I know of are the classic Sonic games, but the only reason why they use in-game timers is because of how the scoring system works. The faster you finish a level, the more points you get, but those extra points take extra time. As backwards as it is, it's often faster to waste time at the end of a level in order to avoid getting a low time bonus that would significantly increase the time it takes to go to the next level. You also have to take into account pausing. In most games, GoldenEye 007 included, pausing actually stops the in-game timer. The reason why some people have lower in-game times than reality is because of pausing. There's no such thing as pausing real life, so when you're pausing the game, you should be wasting time. This is why in my aforementioned example of classic Sonic games there are rules to prevent abusing the system by constantly pause buffering. A simple rule would be to ban pausing altogether, but unfortunately some glitches that allow you to skip large segments actually require pause buffering. For this reason, valid runs are only allowed a very limited number of pauses and total time paused. As for the no major glitches category, pausing is outright banned. But the most important reason as to why in-game timers, especially in the case of GoldenEye 007, are bad is accuracy. There's a reason why the Olympics use milliseconds when timing sprinters. It's completely nonsensical to only count the seconds. A full second is pretty long, it's actually common for multiple sprinters to finish within the same second. According to your flawed rules, they would have finished all at the same time, despite the fact that you can clearly see who finished faster than who without even having to check a slowed down replay footage. Let's say two GoldenEye 007 speedrunners meet at an event and race the game by starting at the exact same time. It's a really close race, but one clearly finishes several seconds before the other. Everyone cheers on the obvious winner until the loser also finishes and his in-game timer shows a faster time. Who won? Are you going to give the trophy to the loser because of your stupid rules?
I love this talk. I was never a speedrunner but the in depth analysis is what makes makes me come back. I played so much i actually burnt out my first copy of the game and had to buy another at walmart back in the 90s. Even tho i hate geese rwgoose the one who laid rhe golden egg. Cant wait till ur next vid!
Hype is proportional to the size of the barrier to achieving a new WR. People love barriers, for example 4 hours in 100% Oot or 1:40 in SM64. GE IGT provides these barriers, as a full second in an IL is a big leap.
that's another good way of looking at it. Grats on Dam 52 btw
Congrats again on that jungle 50 Karl, its trace(xK99) btw :) 🍆
Word.
thanks dude!
@@karljobst gratz on archive agent :15 as well, legendary stuff
These fireside chats are just so damned cosy. I don't even play the game anymore, let alone speedrun it. I just enjoy listening to Goose speak lovingly about gaming.
Here ye here ye
Same.
You are not alone
He knows his stuff.
I enjoy these little fireside chats, we should do this more often, my friends.
A+Start dude I didnt know you watch goose too! I love your channel and the "son of a glitch" series!!
I agree, being a more comfy/family storytelling, you listen and pay extra attention. It works very good. Storytelling is an awesome skill to have.
love to see you are also a fan
Hey Goose, any news on the Meet Of Meets. You mentioned previously that it was this weekend? Any updates? Cheers! Love from UK
what if, maps like Dam, that may have a lowest time possible because of the in game timer, earn an "External timer" category. Competition for records can open up more, without causing a hassle like having to re-legitimize all old records, and without tarnishing old records.
C O M F Y
@Yuki Taiyō Nice reference there!
'Dat C O M F Y A E S T H E TI C
Interesting thing happened the other day, a work colleague mentioned goldeneye speed running and asked if I had heard of you. I have watched you since before speedlore. Small world.
Why is there a computer mouse on a brick
So he can game
Its legit coz if he put it directly on the fire it would melt, but he can use it on the brick no problem.
It's a real mouse wym
'Cause it's a brick.. mouse! It's mighty mighty, just lettin' it lay around.
Thats a Canadian mousemat
Speedrunning Goldeneye is about optimizing the in-game timer. Ok, got it. Thanks.
I never met a man I'd rather be but Goose, you're pretty dang cool
Thank you for making this video. This is one of the biggest slights of Goldeneye that I commonly see and yet I fully agree that IGT is a far better timing method for Goldeneye.
Good vid, my friend.
I have never seen you commenting anywhere and now seeing you in the most unlikely of places is intresting
Hot damn, didn't know my boy Ashcorp was into speedrunning at all, let alone watches RWhiteGoose
So you like GE speedruns? Good
Oh my god I'm excited
Go back to your old videos
I rarely like long answers to questions that can be simply explained, but I love these fireside chats diving deep into broad questions like this. A great, cozy, video my friend.
Years later I come back to these fireside chats just to relax while I start my own wood stove. Cheers Friends
Am I the only person who thinks Goose looks like a young Orson Welles in the thumbnail and video?
Just as eloquent and masterful a storyteller as Orson was!
You don't have to worry about your cartridge's battery running out. Goldeneye, along with many other N64 games, uses an EEPROM to store saves. This has limited writes, but no battery to worry about.
You are easily my favorite youtuber. Your videos feel like sitting down and chatting with a buddy
Imagine how different goldeneye and perfect dark speedrunning would be if they did 2 decimal places after the seconds. Suddenly, tied records are a whole lot more rare.
4:45 That was an extremely beautiful gesticulation.
Dude, big fan. Good to see other Canadian content creators out there.
Bro you could talk about anything and I'd still watch. Your tone of voice and the fucking fire place makes it a delight to listen to you. The fact that your content is great is just an added value.
Hey Goose, hope you read this:
Thank you. Your videos are so incredibly informative and fascinating, not to mention charming since we get such a friendly personality to guide us. Not only is speed-running a niche thing to probably 99.9% of people, I think it's equally hard for people to understand why it exists and what makes it so appealing to those who participate. A well put-together explanation can go such a long way in showing outsiders why speed-running is what it is. As an example, I personally couldn't care about most team sports, but a documentary delving into the universal stories, dreams, obsessions, strategies, struggles, and hopes of team sports is instrumental in building respect and interest for them from people of all walks of life. I feel like your videos do a justice in bridging that gap and helping explain something that can *so* easily be misunderstood, dismissed, and thought of as a pointless waste of time. I first started watching speed-running because I couldn't believe people care so much about something that has arguably no impact on the world we live in. It's an easy initial response to have. That was the hook that got me started. But it wasn't long before I came to really appreciate and respect all that goes into it.
So, again, thank you for all the entertaining and informative work you do - for us who love speed-running and for those who have yet to discover it!
~C
The one sad thing about the Fireside chats is knowing that as soon as you get a new one, the timer is reset on how long we have to wait for the next one. I guess basically what I mean is: more fireside chat videos, thanks.
We can reduce lag to make the timer run faster
@@Bad-Sir
God doesn't like it when you mess with earth.exe settings.
Real time should only be used when the in-game timer is busted / not precise enough or when there's no timer at all.
Each game community should decide what they want to use.
GoldenEye's is indeed not precise enough, lacking the seconds. Both should be used.
@@RedHairdo what do you mean... It's not lacking the seconds. It's precise enough. Super Metroid or pokemon with only minutes are the ones that aren't precise enough
km9103 the issue is how optimised goldeneye is. When dozens of people can tie a world record, you get to the point where you need more precision to differentiate skill on a finer level. Goldeneye shouldn’t necessarily change over because of what is already available, but real-time has a lot of advantages over IGT
@@voidedifbroken3953 what's the problem with tied record ? Real time is good when no loading or lag can impact.
The issue with tied WR is that a 30.0 and a 30.99 would still be classed together as a 30, despite almost a seconds difference. I don't actually know how the timer works exactly but it would have to have a 0.99 second range in which a tie could occur. A second in a game as optimized as Goldeneye is such a large amount that you have to at least consider the issues of in-game-time.
*In response to what you said at **10:23** I can verify that you're absolutely right, Goose.*
I run ILs in Destiny and honestly the mods have been kind of apathetic about how the game is timed until recently. We had officially switched to RTA a while ago, but for many months, Speedrun.com still went by IGT.
I DMed a moderator and got it switched to where it should be. After that, I timed numerous runs that I thought might have timer glitches due to death warps, loading zones, and mid-run cut-scenes, and it turns out the moderators have been arguably lazy in verifying RTA accurately.
Destiny rounds up, and at the moment I'm hoping to help make clear rules for runners so they know how time RTA accurately. I think it's always good to have clear, established rules in speed games, so when to start, pause, resume, and finish is information that all runners have access to. The moral of the story is *fight for what's right!*
Anyways, I love these fireside chats _so much,_ so please make a million. That's all. 💖
dEsTiNy OMEGALUL
Say what you will about Destiny, but IMO Destiny 1 has the potential to become one of the best speedgames ever. The movement got me like "DUDE WHAT A RUSH" all the frickin time. :)
The comparison between externally measuring time and externally measuring distance was brilliant.
One dislike already. Marc Rutzou was quick.
He speedruns everything, just not cleaning his apartment like the degenerate he is.
seanissomething he should speedrun his dishes
how can even a single person dislike this?....goose is literally the word of god
+seanissomething One quick one. He already knew he was getting there on the perfect line.
I doubt Rutzou would care. The dislike ratio altogether is probably more due to political tribes - cheer for your team, 'boo' the other team.
Okay so, I generally agree with you that currently in game time works nicely.
But the comments of "Who are we to question how the console times things?" And "Real time timers can be flawed too, so there's no real difference" really bugged me.
This mostly makes me think of Super Metroid which also has an in-game timer. It makes sense they switched to real time in Metroid, since it became common to do competitive side-by-side speedruns, and because the timer only counts in increments of 1 minute, and because the runs are long enough for real time strats to create serious time divergences. But since I haven't seen either of those become a big thing for Goldeneye, and because it doesn't seem to cause any serious community issues, I like your takeaway of keeping the in game timer.
I like to think real time optimization goes a lot deeper than game time. In-game time only makes sense to me on PC where load times depend on how much you spent on your hardware.
I've honestly never played goldeneye but I love watching these
The 1080 avalanche community was just debating IGT vs RTA this week. I have to agree IGT just feels that much better. Really good video man!
I always love these fireside chats. Good stories, cozy environment and as always, Goose has a voice you can listen to for hours. I never ran this game, no games actually. I just like listening to all the stories around speedrunning in general and Goose is really good at telling them.
edit: Though the microphone seems a bit weird this time around.
Just to clarify on “however long cartridge batteries last”, goldeneye 007 uses an EEPROM chip to hold save data, which doesn’t use a battery. Those chips are good for decades of usage.
RWG THIS IS SO COMFYYYYYY AAAAAAAAAAAAAAAAAAAAA, just what i needed rn and the firesounds in the background ZOMG
I could listen to you talk about a game i never played for ages , this is the best speedrun content on youtube (that isnt speedrun progression, sorry but summoning salt is a damn god) please never stop QQ
I always imagine gooses parents throw him out for playing too much goldeneye so he heads to the cabin to talk about goldeneye.
Amazing video structure!!! The lighting, editing, and the way you made it was so good
Any other RUclipsr would have used a TV or monitor with a fire-place video running on it, but not you, Goose.
That’s a nice little touch, right there. I love these fire-side chats, with the crackling of the fire in the background.
It’s relaxing, and I like it. :)
I mean, he did use fake sounds...
'If you do the thing, and you do it right, it just works.'
These videos always seem very welcoming
I really enjoy your videos and insider knowledge into speedrunning. Thank you for putting the time into this :)
I got covid, im currently listening to your fireside videos over and over while i fall in and out of sleep. I got it kinda bad but its not much other then a bad flu so far
@@GamerFolklore thanks man!
How are you feeling now bro
@@Frilleon all good! Still not tasting my good well but thats okay
You absolutely need to host a show. Your cadence and tone is seriously really nice to listen to
M Y F R I E N D S
Wait wtf? he didn't say it ;(
He does at 1:44
cri
thumbs up if you're always expecting "myfriends" at a begining of a video... like when i hear "myfriends" i feel a relief and breathe in deeply
But there's still be quite a lot of other games that have switched from timing with in-game time to real time (e.g. Super Metroid, Pokemon Red/Blue), what is it about Goldeneye that makes it special?
Also, when you use in-game time in Goldeneye - which measures time in increments of whole seconds - won't you inevitably have cases where two people simultaneously hold the world record for fastest in-game time, but where one would be faster than the other if the run was measured using real time? It could very just be ignorance on my part, but it just feels that when runs are optimised to the extent that Goldeneye is, where people are saving time in increments of just a few frames, it just makes sense to adopt the same methods that something like, say, the Super Mario Bros. speedrunning community uses, where they count the number of frames in a run to determine whether or not it is a world record.
I've never clicked faster on a video before. Love your fireside videos, Goose!
4:00 Your increased emotion shows how special that is to you. I never thought much of it, but i like the idea of the game saving the record to the cartridge too. It's badass
Thanks I always wondered how legit it would be to compare external times vs in game time and you nailed all questions I had.
I dont speedrun or play goldeneye, but you're quite the storyteller, I always enjoy your fireside chats.
I have a friend, my best even. He is 25 and I am 29. He is so unlike me, we only met as he shouted "who wants to plash Super Smash" at 4am outside a nightclub in 2014. He's musically talented and "cool"and I'm business and academically talented and a bit nerdy.
But... despite how different I thought we were in background and taste one day we put RUclips on on his computer and I see RWhiteGoose in his continue watching section...
I think my point is that a lot more people watch the videos than you would expect.
Keep up the good content.
I'm a relatively new follower; but an avid one. The cradle record rush was the first big Goldeneye story I saw break, thank you for reporting it and ensuring the community is recognised.
Thank you for giving me and so many many other people a new* and exciting thing to enjoy.
*New is always subjective
if you like these videos you will like Pannenkoek as he is to Mario 64 as no one to Goldeneye or perhaps any game, fascinating.
Pannenkoek goes more into the technical side of things than Goose, but still great to watch.
Hello my friends. You know I was thinking yesterday I need me some Goose in my life and BAM when I wake up from a cold October slumber there it is a new Goose vid. Heck yeah, can't wate to see the next speedrun lore.
Damn that cabin looks cozy and comfy as hell! :D
Sometimes I like to get comfy on my bed or couch when watching a Fireside Chat so I can imagine myself in the room and Goose is just talking to me.
Hey goose. Very new and very casual to the speed running videos but the first i watched was your 2014 adgq goldeneye with the dual controllers with your buddy. Been a fan since and enjoying the lore. Thanks for the work
Just woke up and saw this on my feed. The day is already great
i was just watching another fireside chat! love these goose
Years ago as a dumb 14 year old i cheated by doing that exact strategy. I realised i was 1 second off 2nd place so i sped up the timer to 102%. Its still on the leaderboards but its very low on the rankings, not even top 50, so i never bothered to remove it now
It's a good discussion indeed. There is plenty of games that dont have in game timers so there may not be any other way to actually time the runs unless you use real time. Then it's debatable for a group of people speedrunning a particular game to determine well where exactly do we begin actually timing the run itself and end it. An example would be well do we start timing the second you launch the game, start timing once you choose the level and loading it, start timing after it's already loaded and the instant you can start playing. Especially for games no one really speedruns at all. There may not be any standards at all so it's hard to really figure it out unless a bunch of people come together for that game to make that standard and plus without standards to go by or anything like that it could be easier to perhaps even cheat others out of their runs. Another problem with real time versus in game time is if using real time, those speedrunning certain games or games on emulators on computers, and if their hardware is better it may make loading things in game faster for them versus someone else with not as good hardware or on the actual console version of that game versus pc emulation which is unfair for comparing the time within runs. That could mainly be for non-segment runs perhaps as if you already have a level loaded you should just be able to play it as is. There could be more factors I'm sure a lot goes into this. I really wanna start speedrunning at some point there is these 2 ps1 games i really wanna do that almost no one speedruns. Would be nice to take it seriously and actually create a standard which we need as you've explained before in past videos if I recall correctly because it helps with people cheating and faking world records like we've seen exposed before
I find it cool that goose pronounces lag as "leg"
Informative, thoughtful, interesting and well spoken.
Nice! I agree pretty much completely with the IGT reasoning there, it's an interesting subject and definitely worth summarizing.
You cheeky canuck, the presentation of this actually blew my mind. BTW your cameo on Nirvana the Band the Show fucking rocked.
Great stuff as always, love the fireside chats.
I'm not even that into speedrunning, it just snowed this morning so I'm mainly here for the warmth of the fire.
very informative as ever.look forward to the next speed lore.take it easy
Best way to start a long weekend. Happy Thanksgiving Goose.
This is what I needed to finish this week.
I love your videos,I’ve been playing goldeneye since it came out It is my all-time favorite video game growing up and as of now your videos just add to the nostalgia and also give the game new meaning in more life to me that I learned about speed running through you which according to your videos speed running has been going on forever and I have been living under a rock apparently LOL But without you archiving all these things I wouldn’t know that so big ups to you goose I’ve been doing a little speed running myself unfortunately I have no way in capturing the video right now but eventually I would love to join the community
You gave me a heart attack there. For a while, I thought we weren't friends anymore.
Another good reason is because it makes it more fair with lag. For example, imagine when you are speedrunning a game(not necessarily Goldeneye), and one guard gets stuck in a wall, so he eats a lot of CPU, drops your framerate by half, and makes the game run twice as slow.
This way, your walk speed gets twice as slow, and you can't play the game as fast as you could have if that guard didn't get stuck. The result is your real time being much longer, because you were crawling at half the speed all the time. That's what called bullshit, where your run gets ruined by something you were completely not in control of.
However, in-game timer also lags together with the game. If that happens, the in-game timer would get twice as slow too. And you get the same time as if that guard didn't get stuck.
Although, you could also argue that having the game run 2x slower and timer count 2x slower makes speedrunner's reflexes 2x faster(if counted by in-game time), which could also be considered unfair to other speedrunners who didn't get this bug so they had to play the game at full speed - but that would at best make a difference in a few seconds, compared to final time being twice as big.
True.
Also, now that I think about it, that it could be a real strat in some game to purposefully drop the framerate to a crawl by doing something -stupid- really smart, to get a much bigger window to do a frame perfect trick, and effectively do a TAS-comparable run at that crawl speed with appropriate time.
Ok, what kind of game would get TWICE as slow, for a single guard getting stuck? That game probably has deeper internal issues that would ruin runs in other completely unpredictable ways. You imply that such a glitch would be rare, so it would fall under the same kind of risks that other games fall into, when putting the game in risk of crashing actually saves time. Part of speedrunning is to accept that bulshit can always occur.
However if some rare glitch does slow down the game, you may not have a guarantee that the in game timer would slow down by the same amount. It might be the case that the in game timer relies on a completely separate process (so just as good as RT), it may be that the in game timer will get twice as slow despite the game only being 1.5 times as slow, in which case you now have an incentive to lag by somehow getting the guard stuck, and a situation where nobody can get the world record in that level without triggering that rare bug, which would be an undesiarable for the majority of players. It might be the case that you can save one second IG by spending an extra minute spamming IR the pause menu, who wants to see that shit? It might be that prolonging the load screen actually gives you time and so runners might actually seek to use glitches, to wait for hours on a load screen on purpose, to shave off what could amount to seconds in game.
Account for this, for instance if you coluld choose between 50 and 60 hz framerate, you might think that speedrunners would want the higher framerate, since it has more frames it runs more smoothly. But let's say that the game was origfinally from Europe and the in game timer was tied with the frame count and was not adjusted when ported to America. You now have a situation where American runners get punished with lower in game times even though they can have runs that are up to 1/6 faster than their european counterparts. That means that streams would get 1/6 slower than they could be, to the inconvinience of viewers.
Well, _twice_ as slow was just an example worst case scenario - it's obviously very unlikely to happen in any real game - but something like this might get the game to slow down to some extent anyways.
And, most of these issues, including a version made in a specific region being better for speedrunning, are already present for many games, and people make different categories for different versions of the game. For example, in Paper Mario, dialog boxes in US version take longer than in Japan version.
I think people would not go as insane as to spam the pause screen to save up on ingame timer, since many, as you said, would not want to see that shit. Or, well people actually would, since it's still going faster, without caring about viewers.
Obviously, both RT and IG timers have their own advantages and disadvantages. If we stick to realtime timer, we get these rare bugs destroy rounds that probably would have been world records. If we stick to ingame timer, we get these rare bugs not happen for people who otherwise would have gotten a world record.
I think that it's best to chose on game to game basis. GoldenEye gets slower with more stuff happening, so we'd have watching people try to optimize the game first by killing as much as possible and only then doing the level, which, in my opinion, just adds an unnecessary complication and rerouting to already settled routes people made for these levels.
_(p.s. wrote this while half-asleep _and_ in college dodging these teachers, so I probably wrote something stupid here too .-.)_
If only the devs had thought about timing it to 10th of a second. Cutting to a full second would still be a huge achievement, but it would make it so that great runs would cease to be WR runs. Drawing the world record would be much harder making WR times more impressive.
I couldnt believe it, but goose actually turned up the comfy aesthetic
You sure do know how to make a person feel all cosy and stuff. Great work Goose
Goose + Fire = Sleepy times
I watch these to fall asleep. So relaxing
a while back super metroid speedrunning switched to using real time instead of its in game timer, if i remember correctly it was because the in game timer was affected by lag and paused the timer at common intervals then started again. i think door transitions was one of the things that stopped the timer for a moment, as were item text boxes. currently the top any% time as i write this on super metroid's speedrun.com page has a 13 minute difference between the real time and in game timer. also, if the times were ordered by in game time, the current 1st and 18th place rank on that leaderboard would be tied despite a 2 minute and 33 second difference between the two in real time.
because goldeneye is ran as the individual levels and not the overall game all at once, then i think its actually pretty reasonable to use the in-game timer. it doesn't seem to have any sort of problems in the levels where something ends up stopping the in-game timer or slows it down, and if it does its relatively rare or small. if the overall game was ran at once by people as a single speedrun, then i think things would be different and a real time timer would be used.
honestly, it depends on how good the in game timer is. if the timer has massive slow downs, or starts and stops at weird and common intervals, then real time is a possible better option. though in games like goldeneye were most levels are run in less than a minute and every second counts, someone starting a real time timer late or early could make a more important difference.
I had no idea people questioned the timing of the game. It always felt so concrete I didn't know there was room for debate.
Sup Mixon. It's just because as far as I know there's never been a serious GoldenEye runner who's even suggested using real time over IGT. If the players don't want it then it's irrel, because it's just a tool to measure the players against each other and we know it's the one that works best and is most rewarding :)
For real, and no one can really argue that reward you get.
i think it SHOULD be IGT, it keeps it consistent across the board, nobody can complain that someones time tracking device isnt calibrated correctly or that their tracking device shows a different outcome etc. the game tells you "this is how fast you were" and thats it and its going to be the same for everyones console/cart which to me seems the most fair.
That makes things a lot more viable, yeah. The problem about GoldenEye, though, is that its IGT doesn't show anything beyond the seconds. In a run, i.e. 0.9 seconds of difference is pretty big to ignore.
Still, the appeal about using only the IGT is understandable, when used as a high score figure rather than a "true speedrunning" one. That's partially why I defend the idea of both IGT and RTA being used.
2007 the same year my 3 favorite movies came out, Avril Lavignes 3rd studio album release and being a third grader at the time, DAMN that really was a long time ago and you decide to bring this story up 11 years later😁.
I love these videos. So comfy.
these fireside chats are always great!
Most important point made right at the end, the fact it fosters a healthy, competitive community means it's good enough :)
This is a great video format
For each game, every community should decide for themselves what kind of timer they use, and that I respect, but there will always be something legit and magical of using IGT, because you're playing inside the game environment and with its rules, not with something that's alien to it, even if it's something as tangible as real time.
Maaan I've missed this crispy cabin atmosphere :D
that house looks like a time matching that throw u back to the 90'
So interesting. Love your work.
I love your videos! You inspired me to try my own! Thank you!
I think that we should count the in-game frames for a run on the side, since Goldeneye’s game engine speed is linked to it’s frame-rate. You can see this very clearly on DF Retro’s video of this game: it aims for 30fps max speed but since it falls short so often, the game itself slows down with it’s frame rate.
I run Celeste ILs, and that uses IGT. The timer has a couple of quirks, but it's consistent and it works great.
time for another late night fireside chat with Goose
When the video starts and he doesn't say F R I E N D S =[
When he finally says F R I E N D S =D
loving this fireside chat. makes me fuzzy
This maybe makes sense for individual levels, however considering that as you said the in-game timer can be glitched to show lower times, I see no reason full game runs should not require real time. Also, the glitchy timers in gdq are not an argument against real-time scores as you seem to imply, they are merely an argument to always calibrate your timer. However the issues with in-game time cannot be solved unless one mods the game or uses some kind of emulator with debugging tools, they are inherent to it.
I understand the arguments, but they're still all just excuses to stay away from a system that would promote better times over a quicker overall period of time. Real time was mentioned as not being infallible, which of course sure you can't blindy accept all runs as legit and timed correctly, but other than that it's MUCH easier to verify authenticity of runs and times claimed.
I've been watching many of the speedrun lore videos lately as they're consistently awesome. One thing I noticed is that world record progression tends to fall into pretty predictable patterns for this game unless someone comes in from outside the community and brings in creative ideas and improvements. Also, a huge portion of Goldeneye runners have been historically very against change in general when it comes to anything that threatens to alter their current concept of how the game should be ran.
I can't speak for all communities, but as a Super Metroid runner this mindset is pretty rare to me, and something I've only seen once happen (at least to any reasonable degree) within the community. That was when the Phantoon-first route for any% was first showcased/released by Behemoth five years ago. It blew our MINDS! But there was plenty of talk about how stupid it was and many people talking mad trash and overall not being happy about it. But even with all that, after nearly a full five years, his 43:48 YT video that broke through a huge barrier to lower times in the game has 154 likes and only one single dislike.
I mention this because the SM community has already gone through these struggles and used to defend gametime, but if that's your metric, then someone inevitably discovers that the most efficient way to lower this is to cheat it somehow. Eventually the best in-game strategies turn into a series of random crazy shit that lowers the timer, but increases the real-time. The wider this gap gets, the more apparent it becomes that game time and real time runs are two totally different things.
Real-time is the world we live in and sticking to gametime for so long is surely one of those decisions where later on I guarantee people will be like "wtf why did they use this to limit themselves and try to limit others in such a naive way?" The more optimized it becomes, the more precision becomes necessary. With Super Metroid those limits were much more in your face early on since it was only counting minutes, plus it didn't count time spent in a pause menu or through door transitions and such, so clearly any one of those reasons on its own is already enough to justify the switch. But it actually never did switch.
The answer isn't in forcing everyone to time in a specific way, but rather separating them into different runs and letting people run whatever they want. If someone has the best real-time completion of a level, that's very helpful and important to recognize. Not only does it give you a much better feedback system for which strategies save one frame, two frames, etc... it also ends up giving more insight into exactly how the timer works and how it may or may not be easy to manipulate.
Jesus christ why did I make this post so long? I suppose it just seems like the Goldeneye community is really missing out and hasn't yet learned from its long history of continuously rejecting ideas before giving them a real chance. Sure, I get not wanting to even accept the possibility of change like this, but you're for sure alienating and discouraging more than you know by refusing to even acknowledge that the best real-time run is a feat that should be recognized. I'm also not a fan of wasting people's time for no real reason, and obviously realtime strives to waste as little of everyone's time as possible.
As far as timing runs and verifying authenticity: If someone uses a messed up timer and/or the video itself is time-warped in some way then just normalize and time, and it's usually easy math at best, or slightly difficult math at worst. Either way, very consistent and reliable to verify compared to now when you could be running on an EverDrive and running an altered ROM that lowers gametime just slightly from what you'd expect. If done to even as small a degree as half a second, it could allow for plenty of untied world records that would be quite difficult to prove were falsified versus realtime where it's once again just a question of math and knowledge to prove any run to be true or false.
sweetnumb I appreciated your long reply. Thankyou
Great video🔥🔥can u make some more fireside stories please
Honestly the greatest type of video format known to man.
I just figured IGT was used because it's an integral part of the game's own progression - getting a good time on a level in GoldenEye or Perfect Dark doesn't just feel good, it's necessary to unlock everything.
I never played Goldeneye yet i watch all of Ryan's videos talking about it because he's so damn good at talking :D
i love these vids, so cozy
I'm sorry but this is complete bullshit. The entire purpose of speedrunning is to beat a game as fast as possible. If you take 52 seconds to beat a level but the in-game timer says you took 51, then the in-game timer is wrong. In-game timers are also often very wrong, which is why the vast majority of speedrunning communities ignore them. The only exception I know of are the classic Sonic games, but the only reason why they use in-game timers is because of how the scoring system works. The faster you finish a level, the more points you get, but those extra points take extra time. As backwards as it is, it's often faster to waste time at the end of a level in order to avoid getting a low time bonus that would significantly increase the time it takes to go to the next level.
You also have to take into account pausing. In most games, GoldenEye 007 included, pausing actually stops the in-game timer. The reason why some people have lower in-game times than reality is because of pausing. There's no such thing as pausing real life, so when you're pausing the game, you should be wasting time. This is why in my aforementioned example of classic Sonic games there are rules to prevent abusing the system by constantly pause buffering. A simple rule would be to ban pausing altogether, but unfortunately some glitches that allow you to skip large segments actually require pause buffering. For this reason, valid runs are only allowed a very limited number of pauses and total time paused. As for the no major glitches category, pausing is outright banned.
But the most important reason as to why in-game timers, especially in the case of GoldenEye 007, are bad is accuracy. There's a reason why the Olympics use milliseconds when timing sprinters. It's completely nonsensical to only count the seconds. A full second is pretty long, it's actually common for multiple sprinters to finish within the same second. According to your flawed rules, they would have finished all at the same time, despite the fact that you can clearly see who finished faster than who without even having to check a slowed down replay footage. Let's say two GoldenEye 007 speedrunners meet at an event and race the game by starting at the exact same time. It's a really close race, but one clearly finishes several seconds before the other. Everyone cheers on the obvious winner until the loser also finishes and his in-game timer shows a faster time. Who won? Are you going to give the trophy to the loser because of your stupid rules?
Oh boy. Long day at University. Come home. Get a big plate of Food. Goose uploads. Bliss. Love the simple things in life
I love this talk. I was never a speedrunner but the in depth analysis is what makes makes me come back. I played so much i actually burnt out my first copy of the game and had to buy another at walmart back in the 90s. Even tho i hate geese rwgoose the one who laid rhe golden egg. Cant wait till ur next vid!
This fireside setting is so cozy.
@RWhiteGoose Awesome job man as always. :D ~ Travis
Love these platonic fireside chats we have.