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#GamesDoneQuick

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$2,400,000 raised so far, and the classic hype game Super Metroid is coming up next. Could this #AGDQ break $3M? It's a steep climb for an hour, but not unthinkable, especially with the accelerating rate of donations

Mentally preparing for the emotional crash that comes with the end of the marathon

i keep forgetting to post about it but ive been watching #gamesDoneQuick all week, tonight's the finale, that Crazy Taxi run a few hours ago was fucking cool as shit, omg. all of this has been. fucking love gdq so much, all the trans uplifting, the community, the absolute joy and love of games, none of the toxicity "gaming" is known for, i love it

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I don't think it's common that randomizers take a particularly math-y solution to the problem of reachability, I think it's usually a brute-force solution since game graphs are small enough (i.e. O(100) nodes).

For instance, here's where location validation happens in the OoT randomizer, it's "just" going through each entrance and checking them one by one

github.com/OoTRandomizer/OoT-R

GitHubOoT-Randomizer/EntranceShuffle.py at 5a604ebda43fc0d56e813503666bc0d61bea5185 · OoTRandomizer/OoT-RandomizerA randomizer for Ocarina of Time. Contribute to OoTRandomizer/OoT-Randomizer development by creating an account on GitHub.
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In particular, graph networks and the reachability problem are the bread-and-butter of almost every game randomizer

An entire game can be represented as a graph where nodes represent game states (in particular the player's inventory and game-progression events like important cutscenes or triggers), and edges are transitions between those states (i.e. getting an item, hitting a trigger).

The simplest form of randomizer will "just" shuffle nodes around, but this can pretty easily create situations where a state is unreachable: if item X is behind a challenge that requires item X, then item X cannot be retrieved (with the exception of glitches) and is considered "out of logic" in the jargon of randomizer communities.

So most randomizers also solve the reachability problem: can all (required) nodes be accessed given a particular shuffle of the game?

By the way, the current run's randomizer is *not* solving the reachability problem, that's what "no logic" means. But this specific run had its seed vetted: we know for sure that ZFG can complete the run, but not which items (if any) will be impossible to retrieve.

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#AGDQ also hit the $1.8M point during the end of the speedrun and the band's last song, which carried on to finish past the end of the run.

A marathon highlight for sure.

If you missed it(!) and wanna get the flavor, I clipped one of the guitar solos: twitch.tv/gamesdonequick/clip/