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Dispute: Greg Degeneffe - Atari 2600 / VCS - Grand Prix - NTSC - Game 4, Difficulty B [Fastest Time] - Player: Perry Brenkman - Score: 01:34.93

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  1. Dispute: Greg Degeneffe - Atari 2600 / VCS - Grand Prix - NTSC - Game 4, Difficulty B [Fastest Time] - Player: Perry Brenkman - Score: 01:34.93

    02-07-2018, 10:52 AM
    #1


    Atari 2600 / VCS - Grand Prix - NTSC - Game 4, Difficulty B [Fastest Time]
    Score Track//www.twingalaxies.com/scores.php?scores=2116
    RulesDefault Settings
    Player NamePerry Brenkman
    Original AdjudicationN/A
    Verification MethodReferee
    Verification Date1983-04-01
    Disputed Score01:34.93 (Rank 1)
    Disputed ByGregDeg
    Dispute Evidence / RationaleDisputing the time 1:34.93
    Times during the 1:34 period do not end in 3
    Slow motion video showing proof will be attached
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  2. 02-07-2018, 10:57 AM
    #2
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  3. 02-07-2018, 01:21 PM
    #3
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  4. 02-07-2018, 01:51 PM
    #4
    Interesting find, Greg.

    So what you are saying, is that any other "minute interval" under 1:30 does show "a hundreth 3" digit ?
  5. 02-08-2018, 02:40 AM
    #5
    Hi Greg,

    I did some tests in Grand Prix using the emulator, and this is my results.

    1st Test: Stopped Car: The Car not run, only a single touch to start the timer.

    One frame before Perry time:
    1.png

    One Frame after Perry time:
    2.png

    Result: 01:34.91 > 01:34.94 = We cannot see the 01:34.93

    One frame before Greg time:
    3.png

    One frame after Greg time:
    4.png

    Result: 01:35.31 > 01:35.34 = We cannot see 01:35.33


    2nd Test: Racing (with crashes and oil)

    One frame before Perry time:
    5.png

    One frame after Perry time:
    6.png

    Result: 01:34.92 > 01:34.96 = We cannot see 01:34.93

    One frame before Greg time:
    7.png

    One frame over the Greg time:8.png

    Results: 01:35.29 > 01:35.33 = We CAN see the Greg time


    3rd Test: Racing (with crashes and oil again)

    One frame before Perry Time:
    9.png

    One frame after Perry time:
    10.png

    Results: 01:34.91 > 01:34.94 = We cannot see 01:34.93

    One frame before Greg time:
    11.png

    One frame after Greg time:
    12.png

    Results: 01:35.31 > 01:35.34 = We cannot see 01:35.33

    Final Results:

    Perry
    Test 1 = 01:34.91 > 01:34.94
    Test 2 = 01:34.92 > 01:34.96 <-- Perry's World Record (NO ???)
    Test 3 = 01:34.91 > 01:34.94

    Still not achieved 01:34.93 on the emulator.

    Greg
    Test 1 = 01:35.31 > 01:35.34
    Test 2 = 01:35.29 > 01:35.33 <-- Greg's World Record (YES)
    Test 3 = 01:35.31 > 01:35.34

    My personal results:

    Test 1 and 3 the final miliseconds (0.40) of Perry's and Greg's time is the same and the final time the same too.

    Test 2 the final miliseconds (0.40) we can see the Greg's WR but we cannot see Perry's WR.

    Well, I don't know how the game timers work, the variation of time works over the pixels speed, Greg's WR was done with full speed, sliping over oils and brakes, but Greg made the best route? He improved 0.56 from his last record, how best ca be improved?

    I'd like to see a snapshot from anyone of the Perry's time (01:34.93) done on emulator or console, this can change my mind.

    For now, my vote is: VALID!
    Attached Images Attached Images
    Rodrigo Lopes
    Former Twin Galaxies Referee
    Metroid Team Member from Brazil
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  6. 02-08-2018, 02:42 AM
    #6
    Forged the last two screenshots after the results, this is a mistake!!!
    Rodrigo Lopes
    Former Twin Galaxies Referee
    Metroid Team Member from Brazil
  7. 02-08-2018, 11:57 AM
    #7
    Quote Originally Posted by Marcade View Post
    Interesting find, Greg.

    So what you are saying, is that any other "minute interval" under 1:30 does show "a hundreth 3" digit ?
    The numbers used as the last digit will vary every few seconds. It so happens that between 1:28.63 and 1:35.33, the 3 is not used. Skipping digits is necessary to simulate real time because the system runs at 60 Hz and not 100 Hz.
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  8. 02-08-2018, 12:19 PM
    #8
    Quote Originally Posted by GregDeg View Post
    The numbers used as the last digit will vary every few seconds. It so happens that between 1:28.63 and 1:35.33, the 3 is not used. Skipping digits is necessary to simulate real time because the system runs at 60 Hz and not 100 Hz.
    image.png



    ..........
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  9. 02-11-2018, 02:38 PM
    #9
    Clear yes-
    The Activision Timer never lies, it just has its own definable idiosyncrasies, thanks to high-skilled gaming and technology.

    More than any other dispute, I see this as "incidental impartial forensic science", the number just didn't add up when similar times were achieved-unfortunate for the past, I would like to see as many scores preserved as possible, but this is a black and white issue and had to be addressed.
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