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1
todo:
2
3
Escape optimal position without going to the corner
4
Gohma sidehop strats, time loss vs difficulty
5
6
7
ESCAPE DATA:
8
9
angle: 13500
10
quick y: 2241.3
11
quick x: -1030.4
12
slow y: 2240.5
13
slow x: -1032.4
14
15
fail 14050
16
fail 14025
17
fail 14014
18
fails AROUND 14000
19
slow 14000
20
slow 13700
21
both 13652
22
both 13613
23
both 13607
24
both 13600
25
both 13500
26
quick 13400
27
quick 13344
28
fails about here 13343
29
fail 13338
30
fail 13300
31
32
midpoint perfect angle for escape is 13671
33
therefore you want 52439 (because add 26768 = midpoint)
34
inverted is 19668 (the angle you need going down the transition zone in lost woods
35
36
37
STICK ESCAPE:
38
-------------
39
strat:
40
get in corner
41
backwalk for x frames
42
backflip
43
sidehop
44
neutral JS
45
46
14300 break no clip
47
14250 sometimes clip
48
14200 works
49
14100 works
50
14000 works
51
13950 works
52
13900 sometimes clip
53
13850 fail
54
13800 fails (water)
55
13671 fails (land, no break)
56
57
midpoint perfect angle for stick escape is 14075
58
therefore you want 52843 (because add 26768 = midpoint)
59
inverted is 20069 (angle you want)
60
61
19900
62
-----
63
19350
64
65
66
20171 -> 52931 -> 
67
68
19771 black bars completely gone
69
19370 
70
71
72
73
74
79207
75
0 -> 26768
76
77
GOOD COORDS:
78
Y 2240
79
X -1028
80
81
82
2240
83
84
X -1028.2  -1030.7
85
Y 2245 -
86
87
closest Y = 2245
88
89
90
91
Y 1540   1789.4
92
X -870   -803.792
93
for every 249.4 Y, 66.208 X
94
95
for every 1 unit of X, you move 3.76 units of Y
96
X -1028.2  -1030.7
97
98
ACTUAL LIMITS OF Y
99
Y 2245     2238.75
100
X 1027.5   1030.71
101
102
testing X range for Y 2239
103
104
105
testing X range for Y 2245
106
107
=====================================================
108
109
Zora's River:
110
-------------
111
112
swimming physics:
113
hold up
114
0
115
3
116
4.4
117
4.26
118
4.12
119
3.99
120
3.86
121
3.73
122
3.61
123
4.4
124
4.4
125
4.4
126
4.26
127
4.12
128
3.99
129
3.86
130
3.73
131
3.61
132
3.49
133
4.4
134
135
136
mashing b makes it go to 4.4 after 3.99
137
138
=============================================================
139
140
Hyrule Field Wess Data
141
-----------------------
142
"Easy" setup angle is 5366
143
144
5200 fail
145
5250 fail
146
5275 fail
147
5286 fail
148
5294 fail
149
5295 extremely difficult or fail
150
5296 works
151
5299 works
152
5300 works
153
5400 works
154
5500 works
155
5600 works
156
5700 works
157
5800 works
158
5900 extremely difficult or fail
159
5950 fail?
160
6000 fail?
161
6200 can work with perfect position
162
163
164
aim for 5350 I think...
165
166
167
Jumpslash speed data:
168
169
no control stick input
170
0
171
5
172
4.9
173
4.8
174
4.7
175
4.6
176
4.5
177
4.4
178
4.3
179
0
180
0
181
182
forward control stick input
183
5
184
5.05
185
5.1
186
5.15
187
5.2
188
5.25
189
5.3
190
5.35
191
0
192
0
193
194
midair jumpslash (neutral)
195
8.5
196
3
197
2.9
198
2.8
199
2.7
200
2.6
201
2.5
202
2.4
203
2.3
204
2.2
205
2.1
206
2.0
207
1.9
208
1.8
209
0
210
211
midair jumpslash (forward)
212
8.5
213
3
214
3.05
215
3.1
216
3.15
217
3.2
218
3.25
219
3.3
220
3.35
221
3.4
222
3.45
223
3.5
224
3.55
225
3.6
226
3.477 <-- degrading
227
3.477
228
229
===============================================
230
231
Mido strats: (no mido skip)
232
233
target him
234
235
4x roll forward, turn, 3xroll, forward stab
236
roll, target, sidehop js
237
hold 8 o clock on controller to get ideal angle for full backwalk.
238
239
look into route to shop more :\. skater does it hella fast in 1900
240
241
-----------------
242
243
MIDO SKIP DATA:
244
245
Angle after properly clipping is
246
46434 - good for the 2frame strat
247
248
5 angles before it work:
249
250
45774 - links first landing frame
251
45943 - second landing frame
252
46070 - 3rd landing frame
253
46199 - 4rd frame
254
46292 - 5th frame
255
46362 - 6th frame
256
46418 - hand lowers frame1
257
46421 - hand lowers frame2 
258
46427 - hand lowers frame3
259
46431 - hand lowers frame4
260
46434 - hand lowers frame5 - max waiting time
261
262
263
MIDO SKIP FURTHER EXAMINATION
264
-----------------------------
265
recoil, then angle reaches 46434
266
frame 1 of 46434 - c-right too early
267
frame 2 of 46434 - c-right frame 1 (seems like 4 frames minimum between stick pull input and stick js input)
268
frame 3 "" "" "" - 1
269
*frame 4 - 2
270
*frame 5 - 3
271
*frame 6 - 4 - first possible JS frame - Z position is -110.5146 in water
272
frame 7 - 2nd js frame - Z position -132.0066 in water
273
frame 8 - 3rd js frame - Z position -173.4906 in water
274
frame 9 - 4th js frame - Z position -203.3826 in water <-- normal frame
275
frame 10 - 5th js frame - Z position is -236.5746 in water <-- backup frame
276
frame 11 too late
277
278
* = left input should be happening in this window
279
280
Bloob data on mido skip:
281
It turns out that cutting it close with the waiting period before the sidehop-jumpslash is a bad idea. 
282
This should clear up the rest of the confusion regarding what "should have worked". 
283
Hopefully my frame data makes sense...
284
285
(format)
286
angle that you have after clipping:
287
number of frames before jumpslashing that you switched to left (number of frames you have to release Z)
288
289
367:
290
6 (0)
291
5 (0)
292
4 (0)
293
any later (2)
294
295
420, 421, & 427:
296
6 (0)
297
5 (0)
298
4 (2)
299
3 (2)
300
any later (1)
301
302
angle 431:
303
6 (1)
304
5 (1)
305
4 (2)
306
any later (1)
307
308
So sidehopping 5 frames early and having an angle of 367 makes switching to left a non-issue. 
309
If only this were the case with 434 D:
310
311
===============================================
312
313
DEKU B1 SKIP DATA:
314
315
default angle: 8192
316
upleft first: 26891
317
upleft after: 15846
318
319
320
works:
321
322
16900 (exact)
323
15700 (rough)
324
325
16300 = easy as fuck
326
327
--------
328
329
good range: 22952-23095
330
331
40960 = right ess works
332
60774 = right ess works
333
8218 = no ess works
334
335
16303 (railing) = doesnt work
336
49183 = doesnt work
337
338
12864 = wall = doesnt work
339
26234 = lower railing = doesnt work
340
32768 = higher railing = left ess
341
342
8192 fail really bad
343
344
40960 -> 
345
346
347
test the following:
348
349
- 1 backflip OI for wrongwarp
350
- early cancel for wrongwarp
351
- js into deku cutscene
352
353
354
test the following:
355
356
be moving right while dropping onto skullwalltula
357
(curved wall, you can move right, hold Z later)
358
359
roll past zelda for no crash
360
(after you see rock, slight roll left, then walk a bit)
361
362
==============================================================
363
364
2-3-1 SCRUBS INFO:
365
366
hold Z until you hit the water, then release
367
aim for the TOP OF THE GREEN SPOT AND STOP THE HESS
368
turn up+left, TARGET, immediately move in position. gogogo.
369
370
===============================================
371
372
GOHMA CLIP:
373
374
DONT HIT DOWN+LEFT FOR GOHMA CLIP YOU IDIOT, 
375
YOU ALREADY HAVE THE PERFECT POSITION
376
377
378
gohma strats
379
380
down+left roll to corner (maybe 2 rolls)
381
use partial left stab instead of full left stab
382
drop deku nut middle of gohma's cry.
383
gg son
384
385
==============================================================
386
387
VOID WARP DATA:
388
389
face angle w/ zelda:
390
26555 26583 24783 22983 21183 19383 17583 17583 17583 
391
392
move angle w/ zelda:
393
28328 24755 24783 22983 21183 19383 17583 17283 17277 16977
394
 against wall  1800  1800  1800   1800  clip      ?    ? 
395
396
want Y as low as possible
397
angle = 22983 -> ypos = -274.728
398
399
227
400
237 
401
246 (19383)
402
262 (17583)
403
270 (17283)
404
405
frame perfect target range
406
407
408
24752 - low end of void warp
409
24544-24751 - ledge grab
410
411
24000 - upclip
412
23600 - no clip
413
23500 - no clip
414
23496 - upclip
415
23336-23495 clip
416
23144-23335 ledge grab
417
23096-23143 upclip
418
22952-23095 void warp 144 / 1800 = 8% of clipping through the wall, and void warping
419
22744-22951 ledge grab
420
22743 upclip
421
422
17552-17695 - void warp clip values
423
424
425
369 -> 
426
17700 
427
15900 -> up+release target -> 17305 -> 17674 (within clip range) -> 
428
429
430
Void Warp: Unbuffered Zelda Strats
431
432
Frame data
433
-----------
434
435
frame 1: 2 frames from middle
436
frame 2: 1 frame from middle
437
frame 3: 1 frame past middle
438
frame 4: 2 frames past middle
439
440
visual frame ess swap happens : visual frame untarget happens
441
0:0 - fail
442
1:1 - success
443
1:2 - fail
444
1:3 - fail
445
1:4 - fail
446
2:1 - fail
447
2:2 - success
448
2:3 - fail
449
2:4 - fail
450
3:1 - fail
451
3:2 - fail
452
3:3 - success
453
3:4 - fail
454
4:1 - fail
455
4:2 - fail
456
4:3 - fail
457
4:4 - success
458
5:5 - fail
459
460
-------------------------
461
462
void warp data:
463
target zelda on way down
464
465
legit ranges:
466
467
17552-17695 clip
468
19352-19495
469
21152-21295
470
22952-23095
471
24752-24895
472
26552-26695
473
28352-28495
474
30152-30295
475
31952-32095
476
33752-33895
477
35552-35695
478
37352-37495
479
39152-39295
480
40952-41095
481
42752-42895
482
44552-44695
483
46352-46495
484
48152-48295
485
49952-50095
486
51752-51895
487
53552-53695
488
55352-55495
489
57152-57295
490
58952-59095
491
492
30152-30295
493
494
72 is 144/2
495
496
72 is midpoint of voidwarp:
497
498
1f untarget, targetting zelda on first frame
499
92, moveAngle 54553
500
???, moveAngle 53872
501
502
54523 - 5 frame window according to skater
503
504
24940
505
506
507
first visual frame of break (72 perfect)
508
42752-42895 is break range
509
42824 is perfect break angle
510
511
moveangle 42844 - 92
512
513
55xxx -> 44567 works
514
515
53872 -> 44653 FIRST FRAME
516
53872 -> 44644 SECOND FRAME
517
53872 -> 43491 FAIL (miss wall entirely)
518
53872 -> 44701 X
519
520
untarget -> wait -> target can work if the frames line up
521
522
52072 -> 44587 (z 3996) WORKS - first frame
523
52072 -> 44615 (z )
524
52072 -> 44634 - 3rd frame WORKS
525
52072 -> 44692 - 4th frame works
526
527
528
50272 -> 44559 - frame before camera fixes
529
50272 -> 44577 - first frame camera fixes
530
50272 -> 44549 - barely too low, 2nd frame camera fixes
531
532
533
534
1st frame - 398xx
535
2nd frame - 396xx
536
3rd frame - 394xx
537
4th frame - 39253
538
5th frame - 390xx
539
540
541
Break at Moveangle 
542
45067 -> 37501
543
44883 -> 37321
544
44701 -> 37321
545
44521 -> 37321
546
      -> 37321
547
548
	  
549
What I know so far:
550
Untarget frame is lenient because you end up at the same angle (somehow)
551
first angle cannot be trusted so some prior data may be incorrect
552
how and when you target zelda, then, is the thing that does matter
553
so you need an ANGLE, and a TIMING
554
555
556
-------------
557
558
Skater Instaclip:
559
560
ZELDA'S Z POSITION:
561
-----------------
562
4002.21 - frame 0
563
4001.63 
564
3999.89
565
3997.00
566
3993.52
567
3990.05
568
3986.57
569
3983.10
570
3979.62
571
3976.15
572
3972
573
574
input frames:
575
--------------
576
moveangle 51352
577
578
untarget 3997
579
retarget 3993
580
natural break is 3930 (link is 3745) !!
581
result is 37415 which is -10 from perfect (range of 72)
582
583
untarget 3993
584
retarget 3990
585
small target cursor 3972
586
natural break 3927 (link is 3745)
587
result is angle 37425 LITERALLY PERFECT
588
589
untarget 3990
590
retarget 3986
591
natural break is 3930 (link 3748)
592
result 37444 works
593
	 
594
untarget 3986
595
retarget 3983
596
37492 barely works
597
	 
598
----------------------------------------
599
600
moveangle 52400
601
602
untarget 3993
603
natural break 3930/3743
604
37473 works
605
606
607
untarget 3997
608
natural break is 3927/3743
609
37473
610
------------------------------------
611
  
612
613
moveangle 53400
614
untarget 3993
615
37463
616
  
617
53400
618
untarget 3990
619
too late, 38000
620
621
53400
622
untarget 3997 too early to target zelda
623
3993 works
624
3990 fails
625
626
1 frame @ 53400 at my xyz pos
627
628
------------------
629
630
37352-37495
631
632
moveangle 49400
633
3999/37077 - fail
634
3997/37114 - fail
635
3993/37142 - fail
636
3990/37330 - fail
637
3986/37349 - fail
638
3983/37368 - works
639
3979/37387 - works
640
3976/36817 - fail
641
642
moveangle 49650 (53250)
643
3999/37086 - fail
644
3997/37114 - fail
645
3993/37142 - fail
646
3990/37330 - fail
647
3986/37359 - works
648
3983/37368 - works
649
3979/37582 - fail
650
651
moveangle 49900
652
3999/37368 - works
653
3997/37396 - works
654
3993/37415 - works
655
3990/37105 - fail
656
3986/37123 - fail
657
658
moveangle 50150
659
3999/37368 - works
660
3997/37387 - works
661
3993/37406 - works
662
3990/37425 - works
663
3986/37114 - fail
664
665
moveangle 50400
666
3999/37170 - fail
667
3997/37368 - works
668
3993/37387 - works
669
3990/37415 - works
670
3986/37425 - works
671
3983/37114 - fail
672
673
moveangle 50900
674
3999/37406 - works
675
3997/37425 - works
676
3993/37114 - fail
677
3990/37133 - fail
678
679
moveangle 51400
680
3999/miss
681
3997/37425 - works
682
3993/37444 - works
683
3990/37463 - works
684
3986/37511 - fail
685
686
moveangle 51900
687
3999/miss
688
3997/37425 - works
689
3993/37473 - works
690
3993/37501 - fail
691
692
moveangle 52400
693
3999/miss
694
3997/37473 - works
695
3993/37492 - works
696
3990/37492 - works <- may be incorrect
697
3986/38023 - FAIL
698
699
moveangle 53400
700
3999/miss
701
3997/miss
702
3993/37463 - works
703
3990/38081 - FAIL
704
705
================================================================
706
707
Any% 18:10 commentary
708
709
- needs to be noob friendly while also conveying the amazingness
710
this is the hard part.
711
712
talk about what went into the run
713
MHS mupen, analysis and research
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
Have you ever played a game so much that you feel like you've run out of replay value?
731
732
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.
733
734
Ocarina of Time has no scoring system. It's not multiplayer. It is a single player journey through an epic world.
735
736
So, how fast can somebody beat it?
737
738
My name is Cosmo Wright, and this is my speedrun of The Legend of Zelda: Ocarina of Time in 18 minutes and 10 seconds. 
739
740
--- HISTORY OF THE GAME ---
741
742
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.
743
744
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.
745
746
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. 
747
748
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.
749
750
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.
751
752
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.
753
754
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.
755
756
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.
757
758
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. 
759
760
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.
761
762
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.
763
764
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.
765
766
--------------
767
768
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.
769
770
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.
771
772
I collect five rupees from the stepping stones and another five inside the shop so that I can buy a Deku Stick.
773
774
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.
775
776
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.
777
778
------- lost woods -- -----
779
780
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.
781
782
------- zora's river -------
783
784
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.
785
786
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. 
787
788
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.
789
790
I swim the rest of the way down, ending with 55 rupees.
791
792
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.
793
794
------- hyrule field -------
795
796
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
797
798
------- kakariko --------
799
800
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.
801
802
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.
803
804
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.
805
806
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.
807
808
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.
809
810
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.
811
812
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.
813
814
--- kokiri 2 ----
815
816
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.
817
818
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.
819
820
--- mido skip ---
821
822
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.
823
824
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.
825
826
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.
827
828
--- deku tree --
829
830
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.
831
832
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.
833
834
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. 
835
836
Upon entering basement 1 the second web fails to load and I can pass through it. 
837
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.
838
839
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.
840
841
With that out of the way, I enter Gohma's lair.
842
843
--gohma--
844
845
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.
846
847
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.
848
849
--wrong warp--
850
851
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.
852
853
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! 
854
855
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.
856
857
This bypasses the Ganondorf fight and allows Child link to access the end game.
858
859
--- void warp ---
860
861
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.
862
863
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.
864
865
That sequence right there is probably the most clutch thing I have ever done in a videogame.
866
867
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.
868
869
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.
870
871
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.
872
873
--- end of collapse ----
874
875
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.
876
877
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.
878
879
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. 
880
881
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.
882
883
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. 
884
885
Being very nervous I repeatedly practice the input during the cutscene
886
887
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!
888
889
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. 
890
891
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.
892
893
Sometimes ganon can rotate or the camera can be in a bad position which can make this part more difficult. It went fine though.
894
895
With the final stun cutscene, I refused to celebrate early, still keeping focus on delivering an accurate final blow.
896
897
With this final hit, the run timing stops. Eighteen minutes and ten seconds. 
898
899
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.
900
901
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.
902
903
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. 
904
905
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.
906
907
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.
908
909
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.
910
911
Special thanks to 
912
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.
913
914
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.
915
916
thanks Pokey for his original 1:16 SDA speedrun that inspired countless people to pick up the game.
917
918
thanks ZFG for his classic speedrun attempts back in the day and his continued love of speedrunning OoT after all these years.
919
920
thanks to The OoT hacking community for the internal entrance list, and mzxrules for his wrong warp research.
921
922
thanks petrie911 for creating some amazing things with OoT hacking.
923
924
thanks MrGrunz for finding a lot of cool things in the N64 Zeldas, and making amazing entertaining TASes.
925
926
thanks Cafde for his obscene OoT challenges that are always ahead of their time.
927
928
thanks PoodleSkirt for the bomb drop analysis and for being an entertaining dude.
929
930
thanks Kazooie for being the first person to really break through and come up with significant OoT finds. Truly inspiring work.
931
932
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.
933
934
thanks Christian for turning OoT upside down on Feb 2012 with the discovery of wrong warp.
935
936
thanks r0bd0g and nathanisbored for their clever ideas that led to significant changes in OoT routing.
937
938
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.
939
940
thanks Swordless for being a pioneer of N64 TASing, and also the stroke of brilliance that is Navi dive.
941
942
thanks Runnerguy for keeping OoT fun after all these years and for winning the AGDQ 2011 any% race.
943
944
thanks aleckermit for introducing the Chinese version to the Zelda speedrunning community and for racing with me in the AGDQ 2011 any% race.
945
946
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.
947
948
thanks Gombill and the Bingo Crew for working hard to keep OoT Bingo one of the best and most interesting OoT experiences.
949
950
thanks Mitjitsu aka AKA for the ridiculous trick bounties, and ssbmproHRC for winning $200 for Ganon's Castle early. Hilarious stuff.
951
952
thanks Moltov for tirelessly routing OoT, for Honey Dungeons, and for some pretty hilarious stream highlights.
953
954
thanks sva for being a 3D Zelda God, and being one of the most creative OoT players of all time.
955
956
thanks Chain for inspiring us all to improve our 2-3-1 scrubs.
957
958
thanks Pydoyks for really trying to push OoT and promoting the attitude that we can always improve our runs. 
959
960
thanks theMakaron for fighting with Pydoyks to push any% lower.
961
962
thanks Okiyama for showing how to jump over a fence without Goron mask or Damage boostin'.
963
964
thanks Glitches&Stuff for years of OoT and MM research, figuring out countless amazing things.
965
966
thanks maxx for creating the ZSR leaderboards, maintaining the site, and being a really legit guy.
967
968
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
969
970
thanks Cendamos for making amazing vlogs.
971
972
thanks to my girlfriend Adrian for continuous support during this relentless grind
973
974
thanks to the Stunfest staff for flying me to France to play OoT. Will never forget it.
975
976
thanks Kuhls, GCTK, and all future OoT runners for keeping the game alive over 15 years later.
977
978
thanks Nintendo, for creating such a epic game.
979
980
thank You, for watching.
981
982
983
984
985
Session Start: Mon Jul 21 18:24:34 2014
986
Session Ident: Sockfolder
987
[18:24] <Sockfolder> congratulations on that insane oot run
988
[18:44] <Cosmo> thanks
989
[18:44] <Cosmo> really proud of it
990
[18:45] <Cosmo> probably couldnt have done it without your memory addresses
991
[18:55] <Sockfolder> pretty sure it is the best oot run ever done, out of all the versions of any% there were
992
[19:01] <Cosmo> 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
993
[19:01] <Cosmo> when rewatching I noticed a lot of tiny things went my way
994
[19:01] <Cosmo> like talking to the shopkeeper frame perfectly
995
[19:01] <Cosmo> little things
996
[19:22] <Sockfolder> the only way there will be a better run will be if there is some new crazy trick
997
[19:23] <Cosmo> I think so, too
998
[19:23] <Sockfolder> like no bottle or skipping deku cs
999
[19:24] <Sockfolder> maybe some magic total control with deku stick on fire =p
1000
[19:25] <Cosmo> yea
1001
[19:25] <Sockfolder> though total control in oot wouldn't really work well since you can't just control massive amount of memory
1002
Session Time: Tue Jul 22 00:00:00 2014
1003
Session Time: Wed Jul 23 00:00:00 2014
1004
Session Close: Wed Jul 23 15:27:33 2014
1005
1006
1007
94915 148180
1008
1009
Y increases towards the door
1010
X increases towards the door
1011
1012
door corner
1013
Y 516
1014
X 194.264404296
1015
1016
box edge
1017
Y 506
1018
X 155
1019
1020
x before climbing the box, for shield at night:
1021
x 110 fail
1022
x 111 fail
1023
x 112 roll later, works
1024
x 113 fail
1025
x 114 
1026
1027
1028
120.321 if roll on 1st frame possible
1029
127.9
1030
1031
1032
how to RBA in hyrule field:
1033
1034
line up,
1035
crouch stab
1036
drop bugs
1037
horizontal slash
1038
shield
1039
shielddraw bottle
1040
sidehop right
1041
B (2 frame window)
1042
turn
1043
Z+R+C-Right
1044
walk forward
1045
release R
1046
1047
Adult Link, Hyrule Field, (empty, bombs, bug)
1048
RBA bugs on B, empty bottle on C-Right, creates Bottle #3 with Bugs.
1049
empty, bombs, bottle
1050
1051
PAUSE 1:
1052
Egg over Bottle, Egg over Bombs (this puts bombs on C-Right)
1053
1054
RBA Bottle on B, with Bombs on C-Right
1055
RBA Bugs on B, with Bombs on C-Right
1056
1057
PAUSE 2: 
1058
Egg C-Right, Bugs C-Left
1059
1060
PAUSE 3:
1061
Bombs to a comfortable position, equip Sword.
1062
1063
1064
1065
1066
oot gcn all dungeons route with longhover
1067
1068
sword
1069
naviless
1070
bottle
1071
chus
1072
double savewarp (Argh)
1073
jabu
1074
savewarp
1075
escape
1076
dots
1077
rba poe (31 chu)
1078
hover boots
1079
redead clip OoB GCN hover to bongo
1080
shadow cs skip
1081
bolero
1082
dc chu hover to bombs
1083
dc ww to gtg
1084
spirit hover
1085
bk skip (skater's new clip -> hess should be difficult but possible)
1086
spirit cs skip
1087
oi bolero
1088
up to hammer
1089
bk skip
1090
fire -> forest ww
1091
bk skip
1092
forest cs skip
1093
somehow go to water temple
1094
water cs skip
1095
deku
1096
2-3-1 skip
1097
double KO
1098
ganondoor
1099
void warp w/ a bomb
1100
ganon
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
---------------------------------------------------
1132
===================================================
1133
---------------------------------------------------
1134
1135
                  ALL DUNGEONS
1136
1137
---------------------------------------------------
1138
===================================================
1139
---------------------------------------------------
1140
1141
1142
1143
1144
1145
1146
1147
It takes ZFG approx 12 seconds to collect 6 rupees from near the crawlspace.
1148
ZFG rupee route sux I have good one
1149
1150
backwalk diagonally to normal stepping stones (shop side)
1151
jump across (5)
1152
2 from grass, (7)
1153
go to mido's house
1154
1155
5, 5, 1, exit (18)
1156
1157
sidehop right, backwalk, climb up, roll 5 (23)
1158
2 from grass (25)
1159
stepping stones again (30)
1160
shop (35)
1161
1162
buy stick, stick, nuts in that order (0r)
1163
pause c-left nuts, c-right stick
1164
1165
figure out wess stuff:
1166
1167
---
1168
1169
WESS ESCAPE DATA:
1170
1171
before releasing ess:
1172
move angle 3422 - fail
1173
move angle 2522 - success
1174
move angle 1622 - success (moving right)
1175
1176
if I press A + release stick on the same frame, I don't even talk to him
1177
if I press A 1 frame late, I talk to him but I don't get close to clipping
1178
same thing if I press A 2 frames late.
1179
1180
--------
1181
1182
Hyrule Field:
1183
4 rolls towards the tree stump (make sure I'm far enough)
1184
side hop twice for owl
1185
1186
after owl flies away, aim for the left edge of the tree for the backwalk
1187
1188
1189
====
1190
BOTW
1191
====
1192
1193
deku nut frame (not pause buffer) based on Z height:
1194
1195
Z 120 = nothing
1196
Z 119 = nothing
1197
Z 117.5 = nothing
1198
Z 114.5 = nothing
1199
Z 110 = nothing
1200
Z 104 = nothing
1201
Z 96.5 = nothing
1202
Z 87.5 = nothing
1203
Z 77 = FALL DOWN
1204
repeat at Z 120...
1205
this shit just means that you cannot clip by walking into the plank
1206
1207
1208
1209
From Center:
1210
1211
backwalk angle: 2600
1212
backflip Z-96: clip, nut throw (2nd frame)
1213
backflip Z-75: fail
1214
1215
backwalk angle: 2700
1216
backflip Z-96: clip, nut throw (2nd frame)
1217
backflip Z-75: clip, 1f nut throw (1st frame)
1218
1219
all angles in between 2700 and 3200 likely work like this
1220
1221
backwalk angle: 3200
1222
backflip Z-96: clip, 1f nut throw (2nd frame)
1223
backflip Z-75: clip, 1f nut throw (1st frame)
1224
1225
backwalk angle: 3300
1226
backflip Z-96: fail
1227
1228
backflip angle: 3400
1229
backflip Z-96: fail
1230
backflip Z-75: clip, 1f nut throw (1st frame)
1231
1232
backwalk angle: 3600
1233
backflip Z-96: pop up, no clip
1234
backflip Z-75: fail
1235
1236
zfg1: i use nut for 1st frame, ess for 2nd frame
1237
1238
355XX -> 359XX
1239
aim around middle of B button with the corner with c-up
1240
backwalk backflip 2f
1241
hold right pause buffer
1242
1st frame = deku nut
1243
2nd frame = ess
1244
1245
c-up seamwalk
1246
guanowalk sidehop
1247
float up chus
1248
vineclip side (pull chu late)
1249
release Z once clip, hold up, immediately switch to up+right
1250
get the shields (hold up+right to get deku shield)
1251
1252
deathwarp off beamos / fire keese (no save)
1253
exit botw, savewarp
1254
backflip backwalk, climb up, stick forest escape
1255
1256
climb up left left of ZR, hold target pull chu instant
1257
go to corner
1258
right before / during quickflash shield drop megasidehop right
1259
3 sidehops right
1260
roll behind / right of the sign
1261
turn around Z
1262
megasidehop right or left w.e
1263
super swim
1264
roll towards fish
1265
capture fish
1266
roll to pots, shield drop sticks + nuts
1267
roll up to the top
1268
line up link with crack on the wall (texture, not geometry)
1269
megafrip (time it very well, good spacing too)
1270
mash stick swim to ZF
1271
1272
roll to fence, target right corner, sidehop right
1273
ess turn right + stick, Z, sidehop left and continue holding left
1274
1275
JJB
1276
1277
ess turn right 1 frame, shield drop chu when its red (1st flash)
1278
backwalk through middle
1279
backflip right before explosion
1280
roll to door (1 roll ideally)
1281
1282
roll through next room
1283
1284
z target roll to ruto toward center the thing
1285
hold forward once cutscene ends
1286
talk to ruto (mash A as falling to get higher up textbox for swag)
1287
pick her up
1288
walk through room, avoid shaboms
1289
z target throw, backflip to switch
1290
swim up grab, maybe backwalk maybe walk IDK past first shaboms
1291
throw ruto to switch
1292
1293
deflect octorok
1294
swing deku stick
1295
pause equip deku nuts over fish
1296
1297
get on the corner so the shadow is tangent to the edge
1298
hold Z; wait till edge passes links head
1299
hold forward then backwalk to next room
1300
backwalk thru next room (extra far before turnaround)
1301
walk through next room, jump on double pressure switch
1302
1303
open very right edge
1304
a few steps past the seam on the ground, throw ruto
1305
walk to aim at middle of the stingers, Deku nut
1306
ISG with stick
1307
kill 3 stingers with ISG
1308
get in position for the chest (line on the ground from the circular texture)
1309
boomerang chest
1310
1311
roll to exit the room?
1312
roll, roll target, backwalk, roll roll (90 degrees right)
1313
1314
z target roll past next room to reduce lag
1315
roll to box, box megaflip X_X
1316
target middle of door
1317
bonk the switch
1318
deku js (no held direction)
1319
switch controller style (pointer finger start, ring finger A)
1320
1321
forward + A
1322
A->START pretty quick for option select
1323
equip boomerang on C-Down over Bombchus.
1324
1325
roll to corner
1326
aim straight up, line up link's left ear with triforce shape
1327
throw and spam sidehops left
1328
hold DOWN+LEFT after cutscene to find ledge
1329
roll forward to barinade.
1330
1331
1332
1333
1334
Skater Slope Clip BOTW 
1335
======================
1336
1337
it is apparently possible to clip
1338
1339
20000 - extremely hard 
1340
20100 - extremely hard
1341
20200 - hard
1342
20300 - medium
1343
20400 - works slightly more often than not?
1344
20500 - seems harder than 400
1345
20600 - bad
1346
1347
1348
dryroll setups:
1349
1350
20200 = fail
1351
20227 = works
1352
20250 = works
1353
20550 = works
1354
20600 = fails
1355
1356
1357
0, 16384, 
1358
1359
1360
39s to enter shop
1361
49s 
1362
2 sec faster
1363
1364
25 rupee route 
1365
12sec faster
1366
1367
1368
botw entering speeds:
1369
27 sec roughly -deku nut
1370
11secs - navi dive
1371
1372
lose 16
1373
1374
at least +4 seconds entering the well, 
1375
plus you need a stick
1376
1377
1378
1379
BOTW STRATS:
1380
http://www.twitch.tv/speedfrog/c/5151600
1381
https://www.youtube.com/watch?v=pXKJnHEdZSs
1382
1383
BLOOB NEW STRAT EVEN BETTER":
1384
blank A
1385
ess turn left*3
1386
backwalk off, backflip
1387
sidehop right
1388
turn left 90 degrees
1389
sidehop x4
1390
js twice fast
1391
1392
=================
1393
Fuzzyness: PAUSES
1394
=================
1395
Deku shop - Stick nuts
1396
1397
Botw - stick nuts chu
1398
Botw - stick bottle chu SHIELD
1399
1400
Jabu boomerang room - chu stick nuts
1401
Jabu switch - boomerang stick nuts
1402
Jabu s&q - chu stick bottle
1403
1404
Graveyard RBA - chu stick ocarina SWORD
1405
Dampe Grave - chu hookshot ocarina
1406
1407
Dodongos hover - HOVER BOOTS
1408
Dodongos hover - KOKIRI BOOTS
1409
Bombs chest s&q - bombs hookshot bottle
1410
1411
Spirit hover - bombs hookshot bombchu
1412
Spirit hover - HOVER BOOTS
1413
Spirit hover - bombs hookshot bottle KOKIRI BOOTS
1414
Spirit temple end - bombs hookshot ocarina
1415
1416
Zora - bombs hookshot cuccoo
1417
Water temple - bombs hookshot bombchu HOVER BOOTS
1418
Water temple boss - frog hookshot bottle KOKIRI BOOTS
1419
1420
Eyeball frog 2 - bombs hookshot deku nuts
1421
Deku tree skip -  hookshot deku nuts bottle HOVER BOOTS
1422
Deku tree - KOKIRI BOOTS 
1423
Deku tree ww - bombs hookshot bottle
1424
1425
Shadow temple end - bombs hookshot ocarina
1426
Forest temple ww - bombs ocarina bottle
1427
1428
Fire temple darunia cs skip - empty bottle hookshot ocarina
1429
Block Clip - bombs hookshot ocarina
1430
Bomb Hess Clip - HOVER BOOTS
1431
Bomb Hess Clip - KOKIRI BOOTS
1432
Hammer Chest - bombs hammer bottle
1433
Hammer clip - HOVER BOOTS
1434
Volvagia room - KOKIRI BOOTS
1435
Fire Temple WW - bombs hookshot hammer
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
feed the smallest particles easily obtainable around us, until they grow into neurons.
1486
give them peace / quiet / less noise / balance.
1487
1488
1489
what are black holes, explosions, lava, etc?
1490
Utter Destruction
1491
1492
what is intelligence?
1493
Technology, Art, Music, Theatre, Life
1494
1495
We shouldnt make the Matter Around Us more strong.
1496
We should be making our art, song, dance, music, theatre, television, interent, life more strong.
1497
1498
1499
Life:Matter
1500
1501
1502
1503
1504
1505
listen to the same song 100 times, tune it out
1506
repetitive electronic music
1507
the concept of chorus, first as a sound and then as an entire section of a song.
1508
pop music's repetition.
1509
rap's growth - fast speaking that shoots concepts at you. every verse becomes a form of chorus.
1510
chiptunes - smaller and smaller vibrating strings+waveforms
1511
1512
1513
Cosmo Wright's model of M-Theory.
1514
(quantum entangler)
1515
1516
a dot that slowly appears, growing in resolution. 
1517
*pop* (the pop visually appears as a black->white gradient)
1518
[size: 1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,]
1519
1520
1521
1522
1523
text: [size: 01101100111] 
1524
*text screetches out* warbles and fades.
1525
1526
1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10001,10010,10011,101
1527
1528
the dot is a circle now on the screen, and begins pushing to the left/right because of outside disturbance.
1529
1530
"the mother fucking exponents are real!!!!!"
1531
1532
1533
1534
1535
if you think too hard, you let aliens into your brain.
1536
do not allow the aliens into your brain. yet, at least.
1537
1538
your body is just the simplest form of you. the real you is a lot deeper.
1539
the real you wants the real you to emerge, so you do things like fashion-art-dance-music.
1540
you try to emerge in different directions like this.
1541
1542
you start to emerge, finally, with the following mathematical sequence
1543
1,10,
1544
1545
dot that grows into a line
1546
1547
1548
1549
-> line starts here ->
1550
1551
draw the following, and do not erase.
1552
1553
dot
1554
1 way line
1555
2 way line
1556
wave up,
1557
wave up and down (circle)
1558
1559
1560
1561
1562
1563
circle
1564
1565
1566
1567
1568
1569
arrow of time
1570
time:past
1571
?
1572
1573
geometry problem: fill a square with a circle so there is equal pixel count in both
1574
1575
1576
1577
1578
1579
1580
Cosmo Wright
1581
quantum entangler
1582
1583
-10,-11,-10,-1,0,1,10,11,100,101,110,111,1000,1001,1010,1011,1100,1101,1110,1111,10000,10000
1584
but! you can only look so far as you have data.
1585
1586
1587
1588
binary
1589
infinity
1590
binary infinity infinity binary
1591
1592
bin, inf, inf bin. bin inf.
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
What is life?
1615
1616
0
1617
1618
life is nothing. but that in itself is something.
1619
1620
1
1621
1622
that something is real. but it seemed to come from nowhere.
1623
1624
1,0
1625
1626
life is everything and nothing. that's all life is.
1627
1628
1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
1629
1630
see. that's life. a cycle.
1631
let's call each cycle, from crest to trough "2".
1632
1633
this would be one cycle:
1634
2 = 1,0
1635
1636
you could also express it like this:
1637
2[1,0]
1638
1639
this would be two cycles:
1640
2[1,0], 2[1,0] = 1010
1641
1642
this would be three cycles:
1643
2[1,0], 2[1,0], 2[1,0] = 101010
1644
1645
2, 2, 2 = 101010
1646
1647
you see, the number of 2s show how many 1,0s there are!
1648
1649
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
1650
1651
see. we've figured it out. this is life. cycles of everything and nothing. onward to infinity.
1652
1653
1654
1655
1656
1657
life is so boring
1658
1659
1660
1661
its always just cycles
1662
1663
1664
but wait, which came first, the everything or the nothing?
1665
1666
maybe our notation is wrong. maybe the correct notation is
1667
2[0,1].
1668
1669
instead of:
1670
2[1,0].
1671
1672
Wow. this is a different concept altogether.
1673
the concept just came to us from nowhere, how mysterious
1674
1675
I guess this "cycle of cycles", if it were to exist, might look like this.
1676
2[0,1], 2[1,0], 2[0,1], 2[1,0]
1677
1678
that's how to count it, anyway.
1679
but counting is just a concept.
1680
it isn't real.
1681
1682
what would it look like if it WAS real though?
1683
1684
1685
1686
1687
oh well I guess it could form in this way:
1688
1689
2 = 1,0
1690
2 = 0,1
1691
1692
dang it, I just realized a problem with this notation.
1693
These two concepts equal different things! I cannot represent it via "2" alone.
1694
1695
.. how to generalize it? Do I need a new concept?
1696
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.
1697
I'll simply make 0 stand for the opposite of 2 as well as the opposite of 1.
1698
1699
0 = [01]
1700
2 = [10]
1701
1702
0,2,0 = 01,10,01
1703
2,0,2,0,2,0,2,0,2,0 = 10,01,10,01,10,01,10,01,10
1704
1705
Great. Figured it out. Life was easy after all.
1706
1707
But wait, I see a pattern here.
1708
Life is simply 2,0,2,0 repeated. Or is it 0,2,0,2 repeated?
1709
I've solved this problem before. Let's solve it again.
1710
1711
possible ways of solving it:
1712
3 = 3, obviously
1713
3 = [2,0]
1714
which is the same as saying
1715
3 = [10,01]
1716
1717
so three has three concepts to it. three dimensions if you will.
1718
3 = 3
1719
3 = 2  0
1720
3 = 10 01
1721
1722
3 = 3 = 3 = 3 = 3 = 3 = 3
1723
3 = 2020202020 = 10011001100110011001100110011001
1724
1725
well. good work I've done here. solving 3.
1726
1727
but wait a minute... there are again other possible sets for 3.
1728
3 could also be [0,2] instead of [2,0]
1729
I will once again call this inverse, 0, creating two concepts.
1730
1731
the concept of 3:
1732
1733
3 = 3   3   3   3 
1734
3 = 2 0 2 0 2 0 2
1735
3 = 1001100110011
1736
1737
and the concept of 0:
1738
1739
0 = 0   0   0   0
1740
0 = 0 2 0 2 0 2 0
1741
0 = 0101010101010
1742
1743
All done and solved. Good work all.
1744
1745
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?
1746
Well, if life started with 3, life would look like this
1747
1748
3,     0,     3,     0
1749
1750
or to be more precise
1751
1752
20 02, 20 02, 20 02, 20 02
1753
1754
maximum precision:
1755
1756
10 01, 10 01, 10 01, 10 01
1757
1758
wow, by measuring as carefully as we could, we see that life never was 1, 0, 1, 0, all along
1759
life was actually 10,01,10,01,10,01,10,01,10,01,10,01,10 all along.
1760
we've managed to measure life more closely.
1761
1762
But! if we were wrong about which came first, 0 or 2.
1763
that would mean life is actually 
1764
1765
    01,10,01,10, repeat. 
1766
not 10,01,10,01, repeat.
1767
1768
there's a difference.
1769
1770
When we examine life, we see 011001100110 but we don't know of the beginning or end.
1771
let's try to follow the end of life
1772
1773
1100110011001100110011001100110011001100.... we can never reach the end. it's hopeless.
1774
what if we tried going the other way?
1775
1776
well, the only way to find out if our expectations about the past are correct, is to examine the real world evidence.
1777
we know 1,0,1,0 is true. this was a prior discovery that led to the prediction of 2.
1778
1779
where do we see 2?
1780
1781
well, there are 2 pairs of possibilities, right?
1782
[0,1] [1,0]
1783
1784
And we see it in nature.
1785
And, with this "CONCEPT" of 2 applied to 01100110, we've discovered 3.
1786
1787
maybe there is a higher concept of 4. 
1788
let's try to comprehend 4 the same way we conceptualized 3.
1789
1790
4 = [3, 0]
1791
0 = [0, 3]
1792
1793
4 = [20 02, 20 02]
1794
0 = [02 20, 02 20]
1795
1796
4 = [1001 0110 1001 0010]
1797
0 = [0110 1001 0110 1001]
1798
 
1799
1001 0110 1001 0010 0110 1001 0110 1001 
1800
What does this mean??
1801
1802
this result is a more random form than before, which is interesting and worthy of further investigation.
1803
but, we are STILL uncertain about whether it is 2,0 repeat or 0,2 repeat.
1804
1805
is this the truth of life? randomness? we must go higher.
1806
1807
1808
the truth of our universe, is that all of the most likely things will happen
1809
we should do that which will make us smarter
1810
we must defeat time with intelligence.
1811
1812
1813
1814
if we had ultimate clarity we would stop thinking
1815
1816
time:intelligence
1817
           :
1818
	  complexity
1819
	  
1820
data:truth
1821
       :
1822
quantum revolution
1823
	 
1824
good/bad:unification
1825
             :
1826
	       unique
1827
1828
		   
1829
1830
		                                                         ______art^9_______
1831
                                                            art^7                  \----.____
1832
         peace^2                                      art^5                                '---__
1833
                       religion                 art^6     art^8                                 \ 
1834
                           |        peace      art^4	unification	          1^2:0:1:1^2:1^3    \   
1835
                           /                   art^5                                              \
1836
                          /        dance       art^3		                                       \
1837
                         /            \        art^4         music^4----------------.               \             D
1838
		                /     WAR      \       art^2    music^3                     \           unification       C
1839
		               |             dance^2   art^3  music^2        language^8      \                \           B
1840
		              |       --.               art   tv      language^4             |                 '-_________A
1841
	     			 |		 /	religion^3  .--. 1    language^2                     |               14       1^2:0:1:1^2:1^3 
1842
-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
1843
       1^9          |      /       |_____/     science         mathematics           |               16          n^2   1^2^n^art
1844
      -1^9             |     /        /data:truth science^2        |    mathematics^2    |              17          n^3      /
1845
		9		religion^2		  /.           science^3  internet_____      mathematics^3           18          n^4    _/
1846
	   -9						_/             science^4               |                  mathematics^4___             /
1847
		9			   WAR	   /			   science^5   chemistry   |                                  mathematics^5
1848
	   -9					 .-	     WAR       science^6             chemistry^2
1849
		-			        /		 	       science^7  biology       _|              
1850
		+				   /				   science^8   biology^2 --'            ( quantum revolution )
1851
		-				  /				  science^9     biology^3
1852
		+				 /					 science^10
1853
        -             religion^4------------'                        
1854
        +
1855
        .
1856
1857
1858
		
1859
1860
1861
1862
1863
1864
1865
		
1866
            How are you doing today?
1867
1868
                    
1869
					
1870
					good:bad 1 each
1871
					
1872
					
1873
perfect accuracy = 1^2
1874
precision = 1^2
1875
god = 1^2
1876
truth = 1^2
1877
clarity = 1^2
1878
1879
confusion = 0^2
1880
lies = 0^2
1881
heaven = 0^2
1882
hell = 0^2
1883
chaos = 0^2
1884
					
1885
    all new words are 2^2 points (real data. perfect accuracy is 1^2)
1886
		
1887
    good:bad = 1pt		
1888
					
1889
1890
					
1891
					
1892
					
1893
1894
1895
1896
1897
               neutral                                           really not
1898
        great^2       awful                            really awful       not great
1899
    awful^2	             great                   really great                  not awful
1900
  neutral                  neutral            neutral                             neutral
1901
  
1902
 good^2                         bad          real bad                               not good
1903
 
1904
   
1905
bad             bad                  good^3                    good                   not bad
1906
1907
1908
 good                          good^2       neutral                                 neutral
1909
                                
1910
  neutral                  neutral                                                 not great
1911
     awful	            awful^2                                              
1912
	    great        great^2                   
1913
               ok^2                                                ok
1914
				
1915
				
1916
				
1917
				
1918
                          spacetime                                                                really not
1919
         general relativity                                           really awful                     not great
1920
        --	                         time                          really great                                           not awful
1921
     +-                                space                     neutral                                                             ok                           
1922
   +                                  XYZ position          real bad                                                                  not ok
1923
                                          height  
1924
											Z
1925
										  width
1926
                                            Y 
1927
                                          length											
1928
bad           wave                         X               good^3                    good                   not bad                            why
1929
                                        time 
1930
                                        0
1931
									   1
1932
								     wave
1933
										
1934
										
1935
										
1936
										
1937
										
1938
										
1939
										
1940
 good                          good^2       0                                 neutral
1941
                                
1942
  neutral                  neutral             1                                      not great
1943
     awful	            awful^2                   3                             
1944
	    great        great^2                            4                 -1
1945
               ok^2                                           infinity
1946
				
1947
				
1948
1949
1950
1951
						
1952
	
1953
	
1954
            	           awful 
1955
            	   neutral
1956
            	  good
1957
            	    great
1958
            	  good
1959
            	   neutral
1960
            	  bad
1961
                    awful
1962
                      tragic
1963
               awful
1964
            	bad
1965
	             neutral
1966
	               ok
1967
	               good
1968
	                great
1969
	                 awesome
1970
	                    super
1971
                      awesome
1972
	                   great
1973
	                  good
1974
	                   ok
1975
	                  
1976
	 
1977
	 
1978
	 
1979
	 
1980
	 
1981
	 
1982
	 
1983
	 
1984
	 
1985
	  
1986
	  
1987
	  
1988
	  great
1989
	  neutral
1990
	  tragic
1991
	  awful
1992
	  bad
1993
	  neutral
1994
	  good
1995
	  great
1996
	  awesome
1997
	  super
1998
	  
1999
2000
	  
2001
2002
2003
2004
2005
2006
2007
                         spacetime                                                         
2008
        	                         time                
2009
                                    space                                      
2010
                                    XYZ position       
2011
                                          height  
2012
											Z
2013
										  width
2014
                                            Y 
2015
                                          length											
2016
                                           X         
2017
                                        time 
2018
                                        0
2019
2020
2021
2022
2023
2024
every 90 degree turn in the maze/spiral should contain more information than the one before it.
2025
2026
2027
2028
									
2029
									  M-Theory 1
2030
										       0
2031
						            height time
2032
										  X
2033
							        length width
2034
	                               Y
2035
                             height								   
2036
	                        Z
2037
					3D-space
2038
	  
2039
	  
2040
	  
2041
	  
2042
how many 2d dimensions are there?
2043
X X X length
2044
X Y 
2045
X Z 
2046
Y X 
2047
Y Y Y width
2048
Y Z 
2049
Z X 
2050
Z Y 
2051
Z Z Z height
2052
2053
XZ:ZX
2054
XY:YX
2055
ZY:YZ
2056
	
2057
there are 6 objects, but 3 relationships.
2058
3 fundamental relationships.	  
2059
2060
2061
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:
2062
2063
True, at least within their regime of validity. By definition, there have never been repeatable contradicting observations.
2064
2065
  0:1
2066
Infinity
2067
2068
DAILY WEB ART POST ON COSMOWRIGHT.COM
2069
language:code
2070
art:music
2071
2072
2073
Simple
2074
Absolute
2075
Stable
2076
Omnipotent
2077
Conservative
2078
Other symmetry
2079
Time:Quantum
2080
2081
Time is relative because it only stops for some.
2082
2083
A B C D E F G
2084
THC THC  THC
2085
2086
Math is one hell of a drug.
2087
2088
Career path to becoming an Oracle:
2089
Autism -> Videogames -> Videogames-Math -> Anime -> Quantum Entanglement -> Oracle
2090
2091
speed of light : planck unit
2092
quantum intelligence ( speed of light : planck unit )
2093
2094
Intelligence can be generalized as comparing 1 to infinity. 
2095
For each exponential calculation that is 1 unit of intelligence.
2096
The largest and smallest numbers we know are the speed of light (c) vs the planck length (h)
2097
2098
qINT = h^c^t
2099
quantum intelligence = 1 planck constant ^ speed of light ^ time
2100
2101
2102
2103
2104
Today's lesson in Quantum Entanglement
2105
2106
infinity
2107
2108
class dismissed
2109
2110
2111
infinity infinity
2112
i^3, i^2, i^i, i, ?!, 1, 1^1, 1^2, 1^3
2113
2114
mix n match     
2115
i^3,  i^2,  i^i,  i,  1, 1^1, 1^2, 1^3
2116
  3^i, 2^i, i?, ?!, ?1, ?1, i^2, i^3
2117
    3^2i,2^1i, ?!?!?!?, i^1i, i^2i = i^i^i??
2118
2119
	  
2120
	  
2121
	  
2122
2123
            -1D  D  D1
2124
        -2C -1C  C  C1  C2 
2125
    -3B -2B -1B  B  B1  B2  B3
2126
-4A -3A -2A -1A  A  A1  A2  A3  A4
2127
-4  -3  -2  -1  ? !  1   2   3   4 
2128
-4a -3a -2a -1a  a  a1  a2  a3  a4
2129
    -3b -2b -1b  b  b1  b2  b3       
2130
        -2c -1c  c  c1  c2
2131
            -1d  d  d1
2132
			 
2133
			 
2134
			 
2135
			 
2136
0 1 0 1 0 1 0 1
2137
0i1i0i1i0i1i0i1
2138
2139
2140
2141
2142
2143
2144
2145
2146
Universal. They appear to apply everywhere in the universe. (Davies, 1992:82)
2147
Simple. They are typically expressed in terms of a single mathematical equation. (Davies)
2148
Absolute. Nothing in the universe appears to affect them. (Davies, 1992:82)
2149
Stable. Unchanged since first discovered (although they may have been shown to be approximations of more accurate laws—see "Laws as approximations" below),
2150
Omnipotent. Everything in the universe apparently must comply with them (according to observations). (Davies, 1992:83)
2151
Generally conservative of quantity. (Feynman, 1965:59)
2152
Often expressions of existing homogeneities (symmetries) of space and time. (Feynman)
2153
Typically theoretically reversible in time (if non-quantum), although time itself is irreversible. (Feynman)
2154
2155
2156
2157
2158
2159
2160
2161
tt
2162
2163
there is a fundamental relationship with time:intelligence.
2164
2165
time = intelligence
2166
intelligence^2 = less time
2167
2168
quantum mechanical revolution, M-theory = intelligence^2
2169
ironic how M is the 13th letter, almost in the middle of the 26 letter alphabet.
2170
I guess M-theory gets obsoleted by N-theory.. lol
2171
	  
2172
	  
2173
	  
2174
	  
2175
	  
2176
	  
2177
		
2178
		
2179
		
2180
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.
2181
2182
2183
2184
we can't know what 4 is, so we should give up on that for now.
2185
2186
2187
but that's all we have found so far.
2188
what else could there be?
2189
2190
is it 2 or 0? 0 or 2? 2 or 1? what could it be?
2191
we don't know. we cannot find out.
2192
2193
2194
2195
2196
2197
2198
HYPOTHESIS:
2199
all subatomic particles can be represented with ordinal mathematics.
2200
some dimensions are inherently more stable than others
2201
2202
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.
2203
2204
2205
2206
2207
2208
2209
2210
2211
it seems like the golden spiral lets you maximize balance in a sysem.
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
life is merely [1,1] followed by [0,0]
2223
2224
life = [1,1] followed by [0,0].
2225
this is more powerful knowledge than before, because we can see it is true with twice the precision as before.
2226
we've managed to take a closer look at life.
2227
2228
and yet, we've still missed something. although life makes more sense now, there's still the mystery of which came first.
2229
if life is 3 0 3 0 etc, then our prior assumption of   10011001100110011001100110   etc. is correct.
2230
but if life was 0 3 0 3, then it should look more like 10011001100110011001100110
2231
2232
0   3   0   3   0   3   0   3   
2233
0 2 0 2 0 2 0 2 0 2 0 2 0 2 0 2  
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
we have 10 fingers
2264
but wait, we have 2 hands, so we have 20 fingers in all
2265
but wait, we have feet aswell. there are now 40 toes+fingers.
2266
2267
2268
2269
2270
2271
2272
But, our chart is a bit messy. It doesn't look so balanced. What are other ways we could balance it?
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
hmm.. "this".. what is "this". how can we represent "this"??
2301
2302
aha! we could represent "this" like *this*:
2303
2304
3
2305
2306
we did it ya'll. life is *solved!* the truth to life is 3.
2307
2308
but wait a minute...
2309
there are possible outcomes to this, that cannot be explained just by "3".
2310
2311
you see, when we created the concept of 2, that means we created the concept of counting.
2312
2313
2[1,0] = 10
2314
22[1,0] = 1010
2315
222[1,0] = 101010
2316
2317
remember that?
2318
yeah.
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
11. life is everything. but what else is life?
2334
01, 00. life couldn't be everything. it couldn't be nothing.
2335
00, 01, 10, 11. here are all the different things life could be.
2336
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.
2337
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
2338
1[sequence], 0[sequence]
2339
2340
2341
2342
2343
I am slowly becoming the universe, basically.
2344
2345
SCIENCE shows us that MEASURABLE DATA IS REAL (PROVABLE). IT IS THE WAY TO PROCEED FORWARD FASTER.
2346
2347
Pro gaming is INTELLIGENCE VS COMPUTER = MEASURABLE INTELLIGENCE.
2348
2349
What is MEASURABLE INTELLIGENCE? It is a measure of SKILL.
2350
2351
QUANTUM MECHANICS = KEY TO SOLVING INTELLIGENCE
2352
2353
my INTUITION (PROVEN HIGH BY MY MEASURED ABILITY VS THE MACHINE) guides me to this theory of intelligence.
2354
2355
INTELLIGENCE IS QUANTUM MECHANICAL. WHAT ARE ITS VECTORS?
2356
2357
STUPIDITY:INTELLIGENCE IS ONE VECTOR SET FOR HUMAN INTELLECT
2358
ART:SCIENCE IS ONE VECTOR SET FOR HUMAN INTELLECT
2359
2360
ART:SCIENCE = INTUITION vs HARD FACT
2361
2362
2363
therefore
2364
2365
The more you measure someone's Inuition, the less certain you are about their Intelligence.
2366
2367
"thin line between genius and crazy"
2368
2369
Skill/Success = < Stupidity/Intelligence | Inuition/Hard Fact >
2370
2371
2372
2373
2374
i have an unusually close amount of hard fact and intuition.
2375
2376
i never had the patience to go deep into math but I still loved it because I grasped concepts faster than my peers. 
2377
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.
2378
2379
2380
What do famous/rich/successful people (outliers) tend to do?
2381
They do drugs and become stupid.
2382
2383
What do the complete burnout rejects of the world do?
2384
A lot of drugs. They the bottom end of humanity.
2385
2386
What do they want?
2387
To become rich/famous/successful.
2388
2389
It's the fundamental disagreement of intelligence.
2390
2391
2392
2393
2394
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.
2395
Essentially, my life's work is being a "mad genius"
2396
2397
2398
THE NATURE OF INTELLIGENCE IS QUANTUM MECHANICAL.
2399
2400
2401
2402
2403
2404
That sentence is a great example of something that could be seen as both intelligent yet retarded.
2405
It is a measure of intuition of intelligence.
2406
2407
2408
So how was I the one who figured this out? Well, my intuition is extremely high.
2409
This is provable as measured by my videogame highscores.
2410
2411
2412
2413
HUMANS ARE QUANTUM MECHANICAL!!!
2414
2415
2416
HUMBLE:ARROGANCE is a vector that is less certain by the measure of .... XD
2417
2418
2419
2420
2421
Intuition 
2422
2423
I learned how to learn by speedrunning. 
2424
2425
2426
When you experience life, you notice everything is in cycles.
2427
Famous, successful people
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
===================================================================================
2438
= I JUST NEED TO WRITE QUANTUM MECHANICAL DISPLAYS OF INTELLIGENCE AND TWEET THEM =
2439
===================================================================================
2440
2441
HOW INTELLIGENCE AND INTUITION WORK MATHEMATICALLY:
2442
Intelligence and Intuition are a vector pair that can be measured quantum mechanically.
2443
2444
This is going to be the hardest thing ever to explain because it is a contradiction. A quantum mechanical contradiction.
2445
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.
2446
2447
The mathematics is as follows:
2448
2449
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
2450
2451
This message will be subject to fierce debate, which will further its propogation
2452
2453
Intelligence is measured in qubits.
2454
Greed is one vector of the human experience.
2455
2456
Who do people worship?: Famous people.
2457
The above is an example of a quantum mechanical statement. It shows both a high intelligence and a high intuition, this is rarer,
2458
2459
Tonight at 4:33 AM 9/9/2014 I realize that intelligence = number of qubits, and that intelligence is quantum mechanical.
2460
2461
Actually, not just intelligence, but all aspects of the human experience is quantum mechanical.
2462
2463
While videogames are 
2464
2465
"Greed" winning vs the people wanting the "good guy geniuses" to win, such as Elon Musk.
2466
2467
INSECURITY = 1 VECTOR OF THE HUMAN EXPERIENCE.
2468
2469
Intuition is a higher form of intelligence.
2470
Life is a contradiction.
2471
2472
There is a deeper truth, and it is based on quantum mechanics.
2473
2474
The "mad genius" is nothing more than a statistical outlier equilibrium of the different aspects of the human kind.
2475
2476
I very closely follow a subreddit, "futurology". 
2477
They talk about an event called the "singularity" but its just a bunch of nonsense.
2478
Or so everyone says. Is it real? Well, ehehe, ahaha XD XD
2479
2480
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?
2481
It is a way, a method, for Wodahs to display his intelligence to his peers. It is measurable intelligence.
2482
2483
My intuition is so strong that my 
2484
2485
2486
List of vectors of human intelligence:
2487
Selfishness <--------> Selfless
2488
2489
The mathematics of the above statement is both classical and quantum mechanical. It is a contradiction.
2490
This Tweet will then, therefore, gain 
2491
2492
Intelligence, and the human experience, is quantum mechanical in nature. The following tweet will prove it:
2493
I suddenly feel very good at spotting "mad geniuses", as they are ... easy to spot? easy for me personally?
2494
2495
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.
2496
It is because I am a statistical outlier of a human being. Stop right there if you think I am being impatient..
2497
2498
HUMAN INTELLIGENCE IS A QUANTUM MECHANICAL PARADOX.
2499
That is, it can be mathematically modeled and plotted by quantum electrodynamics.
2500
2501
Human intelligence can be measured in qubits, because this statement is "mad genius."
2502
2503
I grew up as a genius kid in a Catholic school. False religious stories were told to me constantly.
2504
2505
HARD DATA: Who is a "genius superstar", a "mad scientist"? Who, then, has extremely near-equal quantities of 
2506
2507
2508
I learned how to think because of videogames that measure "skill" via the amount of time it takes to complete tasks.
2509
You repeatedly attempt these tasks over and over.
2510
2511
2512
2513
2514
.@LadyGaga Intelligence is quantum mechanical, and you are resonating louder than I am.
2515
.@LadyGaga You must let the world know that quantum mechanics explain the human experience.
2516
2517
A videogame speedrunner and the queen of twitter show the world 
2518
2519
2520
Safe:Risk is a quantum vector component of human intelligence.
2521
2522
The universe is a paradox. A contradiction. This statement is both "mad" and "genius."
2523
2524
2525
2526
"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.
2527
2528
2529
Super Smash Bros. Melee is a great example of a videogame that measures the balance in qubits.
2530
2531
2532
2533
2534
2535
It's 4:53 AM on 9/9/2014, and I just now realize intelligence can be measured in quantum mechanical qubits.
2536
2537
This is the key to artificial intelligence.
2538
2539
2540
2541
 will appear both genius yet oracle like.
2542
2543
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 
2544
2545
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.
2546
2547
Look at this set of data:
2548
2549
In quantum mechanics there is
2550
< intuition | intelligence >
2551
2552
Human intelligence is quantum mechanical. There is a fundamental disagreement between measuring intuition vs measuring intelligence.
2553
You cannot measure intelligence with classical bits of information. The more intuition somebody has, the less certain their intelligence.
2554
2555
2556
.@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.
2557
.@LadyGaga You must let the world know that quantum mechanics explains art/religion vs science/math.
2558
2559
.@notch has a tweet here that does a pretty good job conveying how intelligence is a paradox (that can be explain with QM)
2560
https://twitter.com/notch/status/508990476721328128
2561
2562
Richard Feynman is a great example of a man who displayed 
2563
2564
2565
our brain is a quantum computer that makes decisions based on the amount of data and the trend of results
2566
2567
dear adrian if I die please post this text file on twitter.
2568
2569
2570
Human "Intelligence" is a quantum mechanical wave.
2571
Human "Insight" is recognizing quantum tunneling in this wave.
2572
2573
2574
Rationality + Intuition
2575
2576
Intelligence is quantum mechanical. Intuition is the imaginary number component of an intelligence vector. The real number component is the measurable "intelligence".
2577
You cannot measure intelligence from one measurement? OR can you?
2578
2579
This means the human brain is best at figuring out that which is "probably correct".
2580
2581
2582
2583
< Human Intuition | Scientific Rigor > are quantum mechanical fourier transforms of eachother.
2584
2585
I came to this conclusion as a gamer, because speedrunning is an absolute measurement of an effort to prove your intelligence.
2586
2587
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.
2588
You get to try again, and this repeated process slowly shows you the fundamental truth of probability and quantum mechanics.
2589
2590
The only way of proving this is true is to provide many examples of it.
2591
2592
The "American Dream" has evolved into creating a startup with a brilliant idea and let it take off.
2593
This favors intuition above all other traits.
2594
2595
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.
2596
That was my intuition. Perhaps many people would say this was a terrible idea that was bound for failure, but I ended up successful.
2597
2598
It was partially luck based. When I refer to "luck", I refer to Quantum Mechanical probability.
2599
2600
On 7/20/2014, the night of my 18:10 Ocarina of Time speedrun I cried.
2601
It was really my internalized understanding of how quantum mechanics relates to intelligence that made those tears come.
2602
2603
I didn't realize this until 9/9/2014.
2604
This realization led me to watching all of Stanford Universities' lectures on Quantum Entanglement. One lecture before bed.
2605
There is a deep truth in quantum mechanics that has been mathematically formulated by Erwin Schrödinger in 1926.
2606
2607
The math has been there the entire time, but not enough people realized that this explains human intuition.
2608
Recently, some people are starting to realize it however. The brightest people with the best intuition. 
2609
I realize the terrible arrogance of me suggesting this, as it suggests I am a bright person.
2610
But I don't know any other way of explaining this.
2611
2612
Intuition is a quantum mechanically entangled state that is uncertain and is governed by the uncertainty principle.
2613
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.
2614
2615
That result is one possible result, yet your intuition could have been right or wrong. 
2616
But now with a finer understanding, your intuition can be guided more quickly and accurately in future predictions.
2617
2618
A "genius" is nothing more than somebody who has strong intuition and can get results via scientific rigor that other people can appreciate.
2619
2620
Intelligence = < Human Intuition | Scientific Rigor >
2621
2622
2623
Intuition vs Intuition = you're still not sure of the intelligence.
2624
2625
Quantum
2626
2627
Computers are better teachers than humans, because they grade you without bias. 
2628
The problem is that your intuition isn't equal to a computer's single measurement.
2629
When you are unsure if you are right or wrong, it means you haven't had your aptitude measured yet.
2630
The measurement gives the result, but now you know the result.
2631
Which means you need to test your intuition in a new way to better shape your intuition. To "learn."
2632
2633
Once you know something is true, repeating it forever just gives the same result.
2634
2635
What is interesting is what you do not know.
2636
2637
2638
There will be a rapid intelligence explosion, but the "singluarity" will not technically happen until the entire universe is thinking with one mind.
2639
2640
Pure noise is insanity,
2641
2642
In the beginning, there was the big bang.
2643
It was really hot, which meant there was a ton of random energy.
2644
2645
2646
The universe is quantum mechanically entangled.
2647
As the waveform's entropy decreases, intelligence decreases.
2648
As the waveform's entropy increases, intelligence increases.
2649
2650
2651
2652
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.
2653
2654
2655
2656
2657
maximum entropy thermodynamics = 
2658
2659
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.
2660
2661
2662
2663
Entropy and Intelligence are in perfect balance. As entropy increases, intelligence increases. As entropy decreases, intelligence decreases.
2664
2665
Quantum Gravity = Entropy.
2666
Quantum Entropy = Gravity.
2667
2668
On a large scale (such as the big bang to now), entropy happens extremely slowly. It is hard to notice it happening!
2669
But it is beginning to manifest itself around us, as we have evolved to get better and better at prediction.
2670
2671
By prediction I mean so in the quantum mechanical way.
2672
2673
Quantum Gravity = Entropy
2674
2675
Entropy = 1 / Gravity
2676
2677
The following theory will be proven when more 
2678
Intellect = 1 / Gravity
2679
2680
Darwinian evolution = entropy increasing
2681
2682
The Schmidt number represents
2683
2684
Opinions are formed using http://en.wikipedia.org/wiki/Enumerative_geometry
2685
2686
2687
2688
2689
for example, the opinion of if allowing emulators in speedrunning is a "good thing" or not.
2690
2691
this thought has the category of "opinion about speedrunning rules" and is qubit of information about "speedrun rules"
2692
but when we FORM our opinion, the more certain the opinion is, the less gravity it holds.
2693
2694
2695
2696
the certainty of an opinion is how much energy the multiplication of the qubit vectors hold
2697
2698
2699
A quantum black hole is when an idea diverges so much that it becomes its own universe.
2700
Time is also quantum mechanical on one of the longest scales. It approaches |1| (infinity) on both ends of spin.
2701
2702
Harmony:Dissonance, the fourier transform of Past:Future, are random on a per universe basis. 
2703
These aspects of reality are also quantum mechanically gaussian distributed, just per universe instead of on a smaller scale that we are used to.
2704
2705
What does it all mean?
2706
2707
0 != infinity
2708
2709
2710
[0, infinity]
2711
2712
2713
2714
Is the following question genius or madness?
2715
2716
Category: Intelligence
2717
2718
"not sure" "pretty sure"
2719
2720
Answer: [0][1]
2721
2722
2723
2724
Took me 25 years but I finally figured out that human intellect is simply quantum mechanical waves.
2725
Effectively we are the current universe's most advanced quantum computers.
2726
This is more obvious when you look at social networking--thousands of minds interacting.
2727
You see patterns emerge that perfectly match Schrödinger's equation from 1926.
2728
As time increases, so does intelligence. This is quantum gravity.
2729
Google, Microsoft, Amazon already realized this and that is why they are dumping money into QuComputing.
2730
I would like to join them and help advance the future of the human race.
2731
Also, I forsee "Oracle" becoming wildly successful future occupation, though the best Oracles may not be homo-sapiens.
2732
An Oracle would have a lot of responsibility, because they influence how the future unfolds via their opinions.
2733
2734
2735
2736
There is input, sometimes continuous. Visual input, Aural Input, etc.
2737
2738
2739
2740
There is output - Action
2741
2742
Time
2743
Frequency
2744
X Y Z
2745
2746
2747
2748
2749
2750
every possibility becomes a new problem
2751
we think about the outcomes of the data, and the outcome becomes a new problem to be solved for those living in that outcome.
2752
the outcome of the data is the new universe, and we say those are the observed laws
2753
every time a singularity occurs, that births a new universe from the data that went inside it.
2754
2755
there is a planck quantum unit, implying we're all in a machine that has two edges.
2756
2757
2758
When we think, we do quantum mechanical calculation using entangled particles.
2759
When we think, we create a universe.
2760
[0,1] -> Infinity
2761
2762
2763
The singularity is coming.
2764
Which is to say, an intelligence black hole.
2765
As with spacetime blackholes, quantum black holes may grow in size, swallow other qubits and qubit black holes, and emit qubit radiation.
2766
2767
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.
2768
2769
2770
quantum entangler: someone who teaches quantum entanglement to the masses (pun intended), thus increasing the quantum gravity toward the singularity.
2771
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.
2772
2773
life is a fractal. the most important numbers are 01 and infinity.
2774
2775
the question is: 
2776
2777
how many entangled qubits do you need to form a quantum singularity?
2778
how do we entangle our minds together most effectively?
2779
2780
I could explain these concepts using my experience with videogames.
2781
As if I am explaining
2782
2783
2784
2785
2786
how to explain quantum enganglement:
2787
2788
a game with the goal of a highscore.
2789
its 10 seconds long so you play it all the time trying to get a higher score.
2790
the game controller uses two control sticks, but they are all each random in how much they help get a higher score.
2791
after each gameplay, you vote on 2 mechanics you used that are the most important factor in winning the game.
2792
the vote is stored in a database, which totals all of the votes and increases the random success rate slightly each vote-pair.
2793
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
2794
plasticity/dimensions: 2
2795
2796
only when 50% of the active players are at 10 plasticity, can a player even achieve a win state.
2797
Achieving a win state increases the ease of winning exponentially each time.
2798
2799
the game itself needs to recognize simple patterns.
2800
when the pattern becomes noticed, it becomes a rule.
2801
the new rule creates a higher potential score.
2802
the player must then feed the game with more inputs, and when the new pattern is found, it .
2803
2804
2805
2806
2807
2808
2809
2810
2811
A game is played with the GameCube controller:
2812
2813
Each round is 20 seconds long
2814
you win if you are within 2 seconds of "error"
2815
2816
when playing "error" is this screechy sounding, visually noisy, vibrating, red mess
2817
when playing "win" is the calm blue tranquility and good music
2818
2819
every time you play a level, you receive a score given by the game.
2820
the game records your score and also your input.
2821
the game notices patterns in the score and 
2822
2823
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.
2824
level 1: holding A wins. however the secret: it is very slightly random how few points you get if you purposefully fail.
2825
level 2: timing A presses win. the moments you hit and release the button degrade gracefully.
2826
level 3: the B button
2827
2828
2829
a game records your input for 10 seconds.
2830
2831
each input is converted into a wave in which frame perfect timing is 1 point that degrades gracefully to 0 points
2832
2833
2834
A snake game:
2835
the game is played with nothing but the A button.
2836
It records input at 60fps.
2837
when A is held, you curve upwards.
2838
When A isn't held, you curve downwards.
2839
You lose health constantly and die very easily and oftentimes at random.
2840
Your distance from the start was recorded as a score.
2841
The game records your exact input, and your exact score.
2842
It takes your exact input and generalizes it, and next time you play, the game shows you a generalized ghost of your original path.
2843
If you follow the ghost, you win. But it's still extremely random and you die a lot still.
2844
But the ghost keeps getting stronger with each attempt. It lights up the way, so to speak. 
2845
So that you end up with more score if you start copying generalized behavior.
2846
Sometimes at random, another player's ghost will interact with yours, from an online database. It imprints itself into your path.
2847
If you both start following the same path, the path becomes easier, to the point where it becomes trivial to get past the start.
2848
When this happens, more players paths are imprinted upon you.
2849
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.
2850
2851
2852
2853
2d overhead game. you start in the middle of a 2d world and the world starts waving about around you due to RNG.
2854
the game records your input, done via control stick only.
2855
2856
2857
2858
the player's behavior influences the structure of the game world, which influences the behavior of the player when the game is played again.
2859
people score a quantum mechanical distribution of 0 or 1 on their first playthrough.
2860
you win when your score is infinity.
2861
2862
2863
2864
2865
2866
2867
2868
2869
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.
2870
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.
2871
but we want to find out.
2872
2873
2874
the first player who plays decides which button order is optimal.
2875
2876
our universe is a complex interference pattern that eventually becomes a quantized bit in a larger system.
2877
it is entirely explainable by two concepts: the concept of 1, and the concept of infinity.
2878
2879
2880
2881
What do you want out of quantum computers? The generalized state of a system. Pattern Recognition.
2882
2883
change classical bits into quantum bits
2884
change quantum bits into classical bits
2885
2886
Wave/Particle Duality. Wave is the quantum state, Particles are the data.
2887
2888
Using the data, we rearrange the particles to be more like the quantum waveform.
2889
In the act of performing this rearrangement, we receive feedback information from the outside world.
2890
2891
You then take the feedback information that you recieve, and plot it as a quantum mechanical wave.
2892
This gives back what might be a more accurate result.
2893
2894
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.
2895
Clear thinking is simply clear prediction with a lack of outside interference.
2896
2897
In a real-life situation, a single result is a lot of information to process. Tiny social cues, everything you've learned about situations.
2898
It takes time to understand it better.
2899
2900
A broken promise is a quantum mechanical wave that is claimed as an absolute truth, and later does not happen.
2901
A statement is not a truth, it is one possible truth with a certain probability of occuring.
2902
Therefore absolute promise is often *Too Bold* and creates fluctuations that fight it.
2903
It in effect, creates noise- a vibration. This vibration brings bad emotion because it creates disagreement.
2904
2905
Agreement:Disagrement. Simplicity:Patterns. Amplitude:Phase
2906
2907
We are evolving towards an equilibrium between these two concepts.
2908
A single vibrating string.
2909
2910
of all the matter in the universe as being entangled somehow
2911
2912
1:infinity.
2913
2914
2915
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.
2916
Search takes both time and evidence.
2917
2918
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.
2919
This is an example of a wave. Their negative energy toward you is the result of your strong idea.
2920
This is a good example of the phrase, "There is a fine line between genius and madness".
2921
2922
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.
2923
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.
2924
The new goal of humanity should be to understand this concept. 
2925
The concept of intuition and how it actually works and manifests itself in our world, through quantum entanglement.
2926
2927
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.
2928
Effectively, this will make evolution faster and easier, because there is less noise fighting it.
2929
2930
Humanity as a whole, quantum mechanically, has both consonance and dissonance. 
2931
When consonance reigns, there is evolution. When dissonance reigns, there is devolution.
2932
2933
Understand that the truth is somewhere in the middle. That is what we are searching for.
2934
2935
2936
A quantum wave sends out waves of (quantum?) energy in all directions.
2937
These waves of energy manifest themselves into organized matter.
2938
This matter is classical information -- one result. 
2939
This result is observed by another quantum system and analyzed, which causes more energy to be dispersed in all directions.
2940
The 2nd wave may have Consonance or Dissonance on the various dimensions of the wave pattern
2941
2942
TURN IT 90 DEGREES
2943
Teaching how to think: perpendicular from ordinary thought.
2944
2945
2946
2947
that then rebounds the single result
2948
2949
2950
2951
2952
2953
2954
2955
 and effectively your idea hits another person's mind-- other waves of energy
2956
2957
2958
2959
When you pull too hard at something, it creates energy that ripples around.
2960
When this energy bounces off of moving waves, it can create an interference pattern.
2961
2962
Effectively that creates a new problem, which then attempts to become resolved as the energy fights.
2963
2964
Naturally, the entire system is working toward an equilibrium, but the methods by which we manifest ourselves affect the state of this system.
2965
Our actions determine the future, and the future determines our actions.
2966
Effectively, science predicts that nature is a fractal, quantum mechanical universe.
2967
2968
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.
2969
This probably happens forever. Unless we can reverse time? Who knows at this point.
2970
2971
2972
2973
I've probably said some things here that resonate with you, and other things that do not resonate.
2974
Do not be alarmed at the parts that do not make sense or seem contrieved.
2975
I am simply trying to broadcast the same message in multiple wavelengths, to reach the maximum number of people.
2976
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.
2977
2978
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.
2979
2980
The concept of measuring things using standard deviation will become vastly more important than measuring by counting over the next decades.
2981
2982
Pi is one manifestation of infinity.
2983
You could search infinity for a rough idea
2984
find a match
2985
do a refined search
2986
find a match
2987
do a refined search
2988
2989
this is what I do in MHS.
2990
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.
2991
2992
2993
To formulate an idea on the most basic level you need information coming in
2994
2995
D = DATA
2996
Q = QUESTION/QUANTUM
2997
G = GROWTH = UNCERTAINTY WANTING TO BE RESOLVED.
2998
2999
category(I look around and see a shiny disc on top of my Wii that I hadn't put away)
3000
wave(I tell myself that I am going to think about this disc, to try to better understand how the mind computes.)
3001
	wave (ok, think about the disc, then)
3002
		category (disc)
3003
	
3004
	
3005
	
3006
	
3007
useData(what a disc is)
3008
	
3009
	
3010
	
3011
	
3012
	
3013
	
3014
	
3015
Q. useData(what a disc is) -> newWave(what disc in particular am I looking at?)
3016
	D. Gamecube disc.
3017
Q. what gamecube disc?
3018
	D. LoZ: OoT Gamecube disc.
3019
Q. data(the gamecube disc is bad) + wave(why the loz oot gamecube disc?)
3020
	Q. why is it bad
3021
		D. because it has slow reset speed and is therefore the worst version for runs
3022
			Q. why does it have a slow reset speed
3023
				D. because when they ported the game they happened to have made it read your disc for a long period of time before working
3024
				P. therefore, newdata(gamecube disc is bad)
3025
	
3026
	Q. why play the gamecube disc
3027
		D. because I had an unlikely yet interesting idea about a route improvement
3028
			G. what was the route idea?
3029
				D. the gamecube version can kokiri boots backflip hover out of bounds
3030
					-> this decreases the time and explosives needed for OoB hovering
3031
					    D. this can be applied in shadow temple to find an alternate route to bongo that doesn't need to get lullaby ever
3032
			
3033
						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.
3034
						
3035
						data(I tested the theory awhile back and it didn't work out so well)
3036
							Q. Why didn't it work out so well?
3037
								D. it is likely too difficult
3038
									Q. define "too difficult"
3039
										D. include wave(difficulty) -> newData(it would take a lot of energy/brain power/time to find an optimal solution to an insignificant problem)
3040
											Q. include data(why), data(insignificant) -> newWave(why is it an insignificant problem?)
3041
												D. it is insignificant, because it is unlikely to save time anyway
3042
													Q. why is that true
3043
														D. because no route I was pondering struck me as being faster
3044
															Q. why did no route strike me as being faster?
3045
																D. include wave(I know OoT pretty well) -> newWave(the issue has to do with wrong warp optimization)
3046
																	Q. include data(
3047
																
3048
																
3049
																D. furthermore, because of searchWave(gamecube disc is bad) being likely correct,
3050
																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)
3051
												
3052
												
3053
3054
												
3055
the amount of work (calculation) being done is the energy of the system.
3056
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).
3057
the energy bounces through the entire brain's branches and the brain echos back a generalized version of the question.
3058
the generalized version of the question can be useful for asking the brain, "with this generalized truth, can we spot it anywhere else?"
3059
this question in turn prompts the brain to bounce back a more generalized picture. 
3060
3061
the picture of ANYTHING WE CAN THINK OF IN OUR HEAD is: multidimensional patterns of specific amplitudes and frequencies. these dimensions intertwine and entangle.
3062
think of word clouds. perfect example of "categories" and their various contribution to the total word cloud, based on their size/gravity.
3063
3064
a word cloud could be thought of as a "general" picture of something that you are talking about.
3065
3066
when this is acted upon on a larger scale, patterns emerge based on ideas. 
3067
we construct the future from our thoughts. 
3068
this process is accelerating, because more people in the world are thinking of this on deeper levels than ever before.
3069
we can now easily transmit ideas into other people's heads via social media, etc.
3070
this means other people's thoughts about the world start to become ours. 
3071
we are collectively forming one mind, slowly.
3072
3073
when something doesn't resonate with us, or "rubs us the wrong way", it is destructive interference on our ideas.
3074
we don't like this, because we are intuitive creatures. 
3075
when our intuition gets dampened by outside forces, we become less certain of ourselves and our beliefs.
3076
3077
the truth is somewhere in the middle.
3078
half the importance is in the hard data, the other half is in the echolocation.
3079
3080
3081
3082
intelligence singularity = time singularity = maximum entropy.
3083
3084
It is there because I was playing it earlier
3085
3086
3087
3088
To formulate an idea, we search our mind for a specific multidimensional waveform.
3089
Our mind returns the closest matches. 
3090
Each of those data points can be examined closer by assigning each point a Schmidt number (Sc).
3091
By generalizing the Sc of each point into a "trend" (a new waveform), you can generalize the idea.
3092
which can create a more accurate model by generalizing the entire system.
3093
We do a new search using the new model, with a better approximation of what we are looking for.
3094
We take the selected canidates (maybe thousands of them)
3095
We refine the search more
3096
We have a few canidates left
3097
We merge the probabilities of those results to arrive an an answer. We formulate a more accurate model of our idea.
3098
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.
3099
3100
Quantum mechanical entanglement is also probabilistic I think.
3101
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.
3102
This will continue forever until all matter is in quantum-entangled equilibrium.
3103
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.
3104
Multiverses^multiverses^multiverses etc.
3105
Infinity.
3106
3107
The more pattern data you feed a quantum-mechanical computer, the more intelligent it will become.
3108
It will become more intelligent by becoming more entangled.
3109
3110
When we break away completely from the entire system in an intelligence singularity
3111
we become 1 quantum unit of this new intelligence.
3112
3113
our new data makes almost no sense at all, because we are the elementary particle of this new system
3114
put the energy we pour into ourself when we are arriving into the new universe still resonates the same amount
3115
3116
A white hole, entering a bigger universe, has the same energy that was poured into it.
3117
This energy is not a perfect singularity. A perfect singularity would have infinite energy.
3118
A singularity existing in your universe was merely a mathematical consequence of the physics there.
3119
The shape of the universe that you end up in, is ultimately a consequence of the physics *there*
3120
So, a singularity does not have infinite precision. This is why there is a planck unit and a maximum speed of light.
3121
In the new universe, the maximum speed of light is some sort of exponentially higher value.
3122
The planck length is some sort of exponentially lower value.
3123
This new universe can get that much closer to infinity.
3124
But it will only result in an infinite number of children universes, each of which gets ever closer to perfection.
3125
3126
3127
This energy is one quantum bit of a new universe.
3128
3129
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.
3130
0,1
3131
00, 01, 10, 11
3132
0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11)
3133
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))
3134
etc.
3135
this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again.
3136
you could generalize this pattern as one classical [0,1] bit of a superdimension.
3137
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.
3138
but they should exist.
3139
3140
Time is a superdimension.
3141
X Y Z, Gravity, Energy, etc. are dimensions.
3142
3143
3144
This is how your mind works.
3145
3146
3147
Cosmo's Model of M-Theory:
3148
You need to understand two concepts: The concept of binary, and the concept of infinity.
3149
Count to infinity as closely as you can, using binary, and plot it.
3150
When you reach infinity, the waveform of that graph is now a single unit of a new dimension.
3151
Count all possible configurations of both dimensions. This creates an interference pattern.
3152
This new infinity is an interference pattern that is a single unit of a 3rd dimension.
3153
Count all possible configurations of all 3 dimensions
3154
When you near infinity, the shape that emerges is now a single infinity of a 4th dimension.
3155
etc...
3156
When you reach an infinity number of dimensions, that infinity is a new unit of a superdimension.
3157
3158
Mathematical approach:
3159
3160
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.
3161
0,1
3162
00, 01, 10, 11
3163
0(00), 0(01), 0(10), 0(11), 1(00), 1(01), 1(10), 1(11)
3164
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))
3165
etc.
3166
this entire system of adding dimensions one at at time reveals a new pattern of counting to infinity once again.
3167
you could generalize this pattern as one classical [0,1] bit of a superdimension.
3168
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.
3169
but they should exist.
3170
3171
3172
you feed a quantum computer classical bits
3173
for example:
3174
3175
01001
3176
Feeding a quantum computer this information is effectively like asking it, "what is the correlation between these bits?"
3177
3178
So, how to solve this correlation?
3179
The quantum computer quantizes each bit into categories, or dimensions:
3180
A = 0
3181
B = 1
3182
C = 0
3183
D = 0
3184
E = 1
3185
3186
To analyze this data, the quantum computer entangles all possible states of these dimensions
3187
--
3188
AA=00 AB=01 AC=00 AD=00 AE=01
3189
BA=10 BB=11 BC=10 BD=10 BE=11
3190
CA=00 CB=01 CC=00 CD=00 CE=01
3191
EA=10 EB=11 EC=10 ED=10 EE=11
3192
--
3193
3194
And then finds every possible pattern within.
3195
3196
A(AA)=0,00, A(AB)=0,01, A(AC)=0,00, A(AD)=0,00 A(AE)=0,01
3197
A(BA)=0,10, A(BB)=0,11, A(BC)=0,10, A(BD)=0,10 A(BE)=0,11
3198
A(CA)=0,00, A(CB)=0,01, A(CC)=0,00, A(CD)=0,00 A(CE)=0,01
3199
A(DA)=0,00, A(DB)=0,01, A(DC)=0,00, A(DD)=0,00 A(DE)=0,01
3200
A(EA)=0,10, A(EB)=0,11, A(EC)=0,10, A(ED)=0,10 A(EE)=0,11
3201
B(AA)=1,00, B(AB)=1,01, B(AC)=1,00, B(AD)=1,00 B(AE)=1,01
3202
B(BA)=1,10, B(BB)=1,11, B(BC)=1,10, B(BD)=1,10 B(BE)=1,11
3203
B(CA)=1,00, B(CB)=1,01, B(CC)=1,00, B(CD)=1,00 B(CE)=1,01
3204
B(DA)=1,00, B(DB)=1,01, B(DC)=1,00, B(DD)=1,00 B(DE)=1,01
3205
B(EA)=1,10, B(EB)=1,11, B(EC)=1,10, B(ED)=1,10 B(EE)=1,11
3206
C(AA)=0,00, C(AB)=0,01, C(AC)=0,00, C(AD)=0,00 C(AE)=0,01
3207
C(BA)=0,10, C(BB)=0,11, C(BC)=0,10, C(BD)=0,10 C(BE)=0,11
3208
C(CA)=0,00, C(CB)=0,01, C(CC)=0,00, C(CD)=0,00 C(CE)=0,01
3209
C(DA)=0,00, C(DB)=0,01, C(DC)=0,00, C(DD)=0,00 C(DE)=0,01
3210
C(EA)=0,10, C(EB)=0,11, C(EC)=0,10, C(ED)=0,10 C(EE)=0,11
3211
D(AA)=0,00, D(AB)=0,01, D(AC)=0,00, D(AD)=0,00 D(AE)=0,01
3212
D(BA)=0,10, D(BB)=0,11, D(BC)=0,10, D(BD)=0,10 D(BE)=0,11
3213
D(CA)=0,00, D(CB)=0,01, D(CC)=0,00, D(CD)=0,00 D(CE)=0,01
3214
D(DA)=0,00, D(DB)=0,01, D(DC)=0,00, D(DD)=0,00 D(DE)=0,01
3215
D(EA)=0,10, D(EB)=0,11, D(EC)=0,10, D(ED)=0,10 D(EE)=0,11
3216
3217
exponential notation may be more useful.
3218
3219
[0,1]^i^[0,1]^i etc.
3220
3221
3222
3223
     real number ^ imaginary number 
3224
    /                              \
3225
    |                              |
3226
	|                              |
3227
	^      quantum computing       v
3228
	|                              |
3229
	|                              |
3230
	\                              /
3231
	 --------<-------<--------<----
3232
3233
time is spinning clockwise in this diagram.
3234
3235
i theorize that time can also spin counterclockwise, and keep expanding into more and more dimensions and concepts.
3236
only a super intelligence can have the foresight to go on further and futher, and make accurate predictions based on that.
3237
3238
when one form of optimization/evolution stops
3239
another form will be birthed by this and continue propogating with ever greater accuracy.
3240
3241
the planck length and the speed of light are current limiting factors in our universe.
3242
but all limits eventually get removed.
3243
3244
3245
	 
3246
AA(AA)= 0,00, 0,00,
3247
A(A(AB))= (
3248
3249
A(AB)
3250
3251
AB(A)
3252
A(AB)
3253
3254
3255
every time this repeats, it grows exponentially more complex.
3256
eventually, it realizes a new dimension that wasn't seen before must be there.
3257
it does a subsearch to give back reasonable data
3258
3259
3260
3261
3262
3263
Time is a superdimension.
3264
X Y Z, Gravity, Energy, etc. are dimensions.
3265
3266
3267
3268
game design
3269
AI
3270
skill
3271
intelligence
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
sensory detection
3282
3283
not just "red pixel"
3284
but "THIS WAVELENGTH"
3285
3286
3287
hit the learner with a 
3288
big round wave
3289
3290
3291
design
3292
3293
"no! we must bring the anime waifus with us into the technological singularity!!!" I scream, before being dissolved/absorbed by the brane
3294
3295
3296
press up to win, down to lose, and you must input something every second.
3297
3298
3299
3300
0.5 RNG
3301
3302
3303
3304
3305
3306
memory
3307
3308
3309
3310
Starting program:
3311
3312
if 
3313
	{
3314
		RNG < .5 
3315
			{
3316
				you win 
3317
			} 
3318
		else 
3319
			{ 
3320
				you lose 
3321
			}
3322
	}
3323
}
3324
3325
3326
3327
3328
3329
3330
Starting program:
3331
3332
birth() = {
3333
3334
	var intelligence = Math.random()
3335
	// our AI is limited by the quality of randomness that we can generate mathematically.
3336
	// precise numbers are better. as many significant digits as possible.
3337
	
3338
	var currentResult = Test(intelligence);
3339
	// this line activates a task to test our intelligence, and gives back a result
3340
	
3341
}
3342
3343
function Test(int) = {
3344
3345
	if {
3346
		int < .5 {
3347
			return(1)
3348
		} else { 
3349
			return(0)
3350
		}
3351
	}
3352
3353
}
3354
3355
function learn(result) {
3356
	redefine intelligence here.
3357
	avoid randomness
3358
	avoid noise
3359
	find harmony
3360
	
3361
	if no more learning can occur, then change the test to be more complicated by adding a new variable.
3362
}
3363
3364
birth();
3365
3366
3367
3368
3369
3370
pixel color relationships
3371
-------------------------
3372
3373
x,y
3374
0-999
3375
3376
R, G, B
3377
0-255, G 0-255, B 0-255
3378
3379
3380
3381
1000 x
3382
1000 y
3383
3384
xy [1000, 1000]
3385
3386
256*256*256 R
3387
256 G
3388
256 B
3389
3390
A = [1000]:[1000]
3391
B = [16777216]:[16777216]:[16777216]
3392
C = A:B
3393
3394
3395
3396
3397
quantum question:
3398
-----------------
3399
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:
3400
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.
3401
3402
[ TRUE ] [ FALSE ] [Address: sluipy.murmur.nfoservers.com Port: 23120
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
Twitchwars:
3460
3461
2d game I make on my PC and screencap it on Twitch
3462
2p
3463
3464
game of life
3465
3466
each turn speeds up
3467
vote for 1 hour
3468
3469
vote isnt majority rules, its percentage chance.
3470
3471
simultaneous moves from both players.
3472
votes say which breakdown you want to persue.
3473
3474
limited space but big enough to have an extremely complex game.
3475
3476
matter:antimatter
3477
3478
red, blue.
3479
every turn you pick one possible dimensional expansion?
3480
on some turns you can choose to take no action, which increases your next turns potential?
3481
if you get too much potential (highest dimension possible) then that play is forced.
3482
3483
pay $1 per turn to vote as matter
3484
3485
 
3486
x+y / normX + normY
3487
 
3488
x + y
3489
3490
x + y
3491
-----
3492
normX + normY
3493
3494
x FT y
3495
3496
3497
"grow" the videogame
3498
3499
3500
addition is set theory
3501
1 + 4
3502
append/prepend [1] to [1,1,1,1]
3503
3504
multiplication is set theory
3505
2 * 3
3506
[1,1,1
3507
 1,1,1]
3508
3509
RBA
3510
3511
(within OoT universe, when you change your B button item to a bottle item)
3512
3513
constant: C-Right pointer is a memory at 
3514
3515
when =
3516
	empty = 
3517
		doRBA(20)
3518
	fairy = 24 
3519
	fish = 25
3520
	bluefire = 28
3521
	bug = 29
3522
	halfmilk = 31
3523
3524
doRBA(x)
3525
	write(x) (to) (C-Right Pointer)	
3526
	
3527
	curviture = 1/area
3528
3529
	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.
3530
	
3531
	the egg is hatching soon.
3532
	
3533
	
3534
	Tweets:Followers is Signal:Noise
3535
	Following is confidence
3536
	
3537
	Retweet and Favorite
3538
	
3539
	retweet is worth 2 points, favorite is worth 1 point.
3540
	
3541
	database of results from prior tweets
3542
	constantly updated by checking twitter using their API
3543
	
3544
	following # should be the confidence in the quality of my tweets
3545
3546
	Followers:Tweets is signal to noise.
3547
	
3548
	
3549
	
3550
	GOALS:
3551
	Gain most followers in least tweets. 
3552
 
3553
	RULES:
3554
	Every Tweet has value assigned to it
3555
	The value is each retweet is worth 2 points, each favorite is worth 1 point
3556
	The more average points per tweet, the more following I should do before tweeting again.
3557
	
3558
	tweet, follow people, tweet, follow people, etc.
3559
	
3560
	A tweet should be extremely well crafted and only appear when it is necessary to obtain more followers?
3561
	
3562
	
3563
	Retweet           = 100pts
3564
	New Follower      = 
3565
	                  =
3566
				      =
3567
				      =
3568
	No aknowledgement =
3569
	
3570
	
3571
	database separators
3572
===========================
3573
3574
   ----ReTweet----[Person].[Tweet]
3575
   |
3576
[Tweet]
3577
	[Image]:[Image Data]
3578
	[Location:10] : [Location Data]
3579
	[Tags:10] : [Tag Data]
3580
	[Response Tweet]
3581
	[Response to locked account]
3582
	[Text]
3583
	
3584
	
3585
Performing a Public Tweet : Performing a ReTweet should start at 0.9999999999999 or so
3586
	therefore, do not perform retweets often at first.
3587
		Why is it 1:0
3588
			because self expression is important, not regurgitating thoughts from others 1:1
3589
			however you should listen as much as possible to others, for they show unforseen risks in the AI.
3590
			more data = better.
3591
			
3592
			with more data, if you find people who correlate well with you, you may retweet them.
3593
			at this point, depending on the response, you may choose how often you should retweet.
3594
			
3595
			however you should also never drop all the way to 0, for if everything is the same,
3596
			then no more growth is possible. creativity is dead. everything is monotonous.
3597
			
3598
			this is bad.
3599
			
3600
3601
			
3602
			
3603
			
3604
			
3605
			Son of a brilliant man
3606
A traumatic choking experience while eating lettice.
3607
A very early exposure to videogames in the form of MS-DOS, Sega Genesis.
3608
Being bashed in the back of the head by a heavy metal swing, and requiring 4 stitches.
3609
Having long hair at school, and a wide gap in the teeth, leading to heavy bullying during early school years.
3610
3611
These factors combine to make an interesting childhood experience.
3612
3613
3614
3615
Bullying immediately led to a lack of acceptance.
3616
The craving of acceptance was so strong, that it consumed my personality.
3617
3618
3619
3620
3621
3622
3623
Combine technology, science, and art to stand at the gates of religion:
3624
http://en.wikipedia.org/wiki/Quantum_computer
3625
http://en.wikipedia.org/wiki/Space-time_crystal
3626
http://en.wikipedia.org/wiki/Rule_110
3627
3628
Build it in space as a 2D object around the earth.
3629
And see what comes out.
3630
3631
3632
3633
Automatic Cellular Automata + Rule 110, Quantum Computing, and Time Crystals shall bring in the new age.
3634
3635
3636
The anguish of the passionate artist, fighting himself over his own work
3637
The anguish of the passionate artist, fighting themselves over their own work.
3638
3639
3640
3641
3642
So last year I stumbled across videos on YouTube where Richard Feynman would explain how particles interacted.
3643
That got me on this whole Quantum Mechanics binge where I tried to imagine how the world works.
3644
I've always been interested in understanding and mastering mechanics in a system.
3645
3646
Cosmo's Cosmic Adventure
3647
------------------------
3648
3649
1250
3650
3651
3200
3652
3653
600 600 600
3654
600 600
3655
3656
3200 + 1250 = 4750
3657
3658
COSMO'S COSMOS.
3659
3660
 
3661
3662
3663
Space-time symmetry breaking is the real shocker for me in the end. 
3664
Getting better at games = a form of intellectual evolution
3665
3666
3667
My first real memory is being 4 years old in the bathwater, 
3668
My mother looking after me
3669
3670
My father 
3671
3672
jumping out of the bath completely naked
3673
3674
3675
3676
Evolution of Message Boards
3677
Evolution of Video Games (DOS -> N64 -> GCN)
3678
Evolution of GameFAQs
3679
Evolution of my skill as a video-game player
3680
Evolution of SSBM                     Testing my skill, seriously, for years
3681
Evolution of Ocarina of Time
3682
Evolution of Speedrunning
3683
Evolution of Streaming
3684
                
3685
Problems in life:
3686
3687
Categorization problems - the leaderboards issue
3688
3689
3690
3691
It must be a multi-media artwork
3692
3693
poetry, art, graphics, motion, programming, science, emotion, passion
3694
3695
https://www.youtube.com/watch?v=nq0_zGzSc8g
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
The thin line between genius and madness is the tightrope upon which he walks
3708
3709
3710
Balancing delicately, he sways amongst the quantum breeze
3711
3712
3713
And yet...he's quick to retreat from that large abyss. It's dangerous to go alone, as they say.
3714
3715
3716
he begins to collects his data:
3717
"Favorites clearly have less potential energy than ReTweets" he mutters, out of breath.
3718
3719
3720
He stops a moment, and considers why he is putting himself through this madness.
3721
3722
3723
"It's because deep down, I know that the tightrope may, one day, be walked across."
3724
3725
3726
it can become a pathway, a gate.
3727
3728
to a better world
3729
3730
3731
3732
3733
Video of the day
3734
Article of the day
3735
Poem of the day
3736
Art of the day
3737
Song of the day
3738
3739
3740
3741
3742
3743
3744
He 
3745
3746
3747
On the other side is the 
3748
3749
3750
3751
Some try to reach it, and come back with a good story.
3752
3753
Others fall off, never to walk again.
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
so you see THAT'S the way: we gotta come toGether-- 
3765
go forth, create and do it better(now).
3766
3767
3768
An SSBM AI Bot:
3769
3770
Questions: should it take advantage of powershielding, 
3771
perfect ledge camping, freeze glitch, wobbling, etc.
3772
3773
OK it should: 
3774
-Win with 0%?
3775
-Win as fast as possible?
3776
-Lose as slowly as possible?
3777
3778
Percentage is what?
3779
move as fast as possible?
3780
3781
Find the memory addresses that correspond to everything relevant in the level.
3782
the non-graphical content
3783
3784
the x,y position, the vectors of a character movement and moves.
3785
etc
3786
3787
Q: Is learning with mem addresses cheating?
3788
A: Kinda, but I have no other way forward.
3789
3790
Start by cheating, then learn by vision later?
3791
or start with vision?
3792
3793
3794
3795
if % goes up, what is happening?
3796
3797
if stock changes, what happened before that?
3798
3799
3800
%, stock amount, character, x y z, stage data
3801
character state data (all moves, animations etc)
3802
3803
C-stick [x,y], Control Stick [x,y]
3804
R analog, L analog
3805
R Button, L Button 
3806
A, B, X, Y, Z