MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Runway",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/postorius/lists/mediawiki-api-announce.lists.wikimedia.org/> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "1295": {
                "pageid": 1295,
                "ns": 0,
                "title": "Room",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "''Rooms'' are a technical concept in [[Goldeneye 007]] and are particularly important to guards unloading.\n\nEach level is divided into ''rooms'': Every triangle of background that you see, every tile of walkable ground, is in a certain room. They are divided by ''Portals'', which you can think of as windows between the rooms.\n\nBroadly when a portal becomes on screen, and the room on the near side is loaded, then it also loads the other room (and then potentially further rooms beyond that). In certain laggy situations you can see this happening, particularly on Silo where you will see blue background for a frame: You are seeing through a portal where the room on the other side is not being rendered for some reason.\n\nGuards can only move unloaded if both their current room and the room of their next target are unloaded, and loading one of these rooms causes the guard to load and lose any progress that they had towards their target.\n\nGenerally whether a room is loaded or not has the biggest impact on whether its contents cause more lag.\n\nRooms are critical to lots of mine throws in particular the one on Caverns SA.\n\nSome of the [[Scripts#Level_scripts|level scripts]] test to see which room you are in to trigger things, often updating spawn locations for instance on [[Surface 1]] and [[Streets]].\n\n[[Category:GE Concepts]]\n[[Category:GoldenEye 007]]"
                    }
                ]
            },
            "1485": {
                "pageid": 1485,
                "ns": 0,
                "title": "Rounding in Perfect Dark",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "'''Rounding''' is the phenomenon which occurs in [[Perfect Dark]] when the last time displayed on the on-screen game timer is a second faster than the time which eventually comes up on the end screen.\n\nFor example: you finish a level and the last frame shows 0:55.97. Perfect Dark usually rounds times downwards to the nearest whole second meaning this should earn you a time of 0:55. But the game gives you a time of 0:56.\n\n==Why rounding occurs==\nRounding occurs simply because '''the timer keeps running after the last frame'''. The in-game timer does not update itself once every frame, it updates once every hundredth of a second, whether there's a new frame going up on the screen this instant or not. After the last frame, depending on the frame rate (which in turn depends on how many other in-game characters are around, how many explosions are nearby, whether anybody is saying anything at the time, and so on), as much as a tenth of a second can pass in which no frame loads but the timer keeps running.\n\nIn addition, even though conditions may be optimal at the end of the level (you're looking at the floor, there's nobody nearby, e.g. [[Carrington Institute: Defense]]), the game ALWAYS spends a brief moment not updating the screen, but still counting time, while simultaneously quietly loading the outro cinematic sequence. This is a fixed period of time (which varies by level, however) which cannot be reduced, and also adds to the size of the potential rounding error.\n\nMake no mistake: the game didn't cheat you out of a second. You ran 0:56. The SCREEN cheated you out of knowing it. It's all, ultimately, technology's fault.\n\n[[Category:Perfect Dark]]"
                    }
                ]
            }
        }
    }
}