Posts for DrD2k9

DrD2k9
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Masterjun wrote:
Yes I do!
DrD2k9
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£e Nécroyeur wrote:
This was a wise character choice. Team George/Murphy was last year's champion! :)
It's the default character. Average in all areas (or balanced if you prefer that descriptor).
DrD2k9
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hopper wrote:
I've actually been waiting for someone to TAS this game. After the first couple of sets I was afraid it was going to be the same pattern (serve, block) for the entire game, but thankfully there was eventually a second pattern (serve, block, spike), so it managed to be somewhat entertaining for the entire six minutes. Great job!
This game was great with 4 people! I was also worried about the repetition after the first game too. Thankfully, the difficulty increases as does the variety (slightly). It's still a bit repetitive, but hey...real volleyball is watching a ball go back and forth too. To me, the most interesting parts of this run are the few instances where the 'human' player defends a power spike from the CPU and then the other 'human' character spikes it back over to the CPU's side. The KABOOOOM text onscreen must overload the graphical abilities of the NES and the CPU players disappear visually (their spectral presence can still return the ball though).
DrD2k9
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feos wrote:
Just pointing out that for some people using tastudio right away is an easier way to familiarize themselves with serious tasing.
Agreed. I probably wouldn't have even attempted TASing without TAStudio/TAS Editor (in FCEUX). But having that tool when starting helped me understand better strategies to use TASing on systems that don't currently offer visualized input editing. billygod, I'd suggest getting a feel for TAStudio using a well known game like Mario, Sonic, etc. (not for a submission, just learning). That way you can compare your results to current runs and see how others have solved similar game actions. TAStudio really helps with understanding/optimizing lag for example. Once you're more familiar with TAStudio, then return to this game if you want.
DrD2k9
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Spikestuff can correct me if I'm wrong, but I believe TAStudio is available for PSX games in BizHawk? (I've not yet done any PSX runs). billygod, you might be able to use that tool clean up (or completely redo) your run.
DrD2k9
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The Oxford English dictionary defines 'Skill' as "The ability to do something well; expertise." A definition by which almost any activity could be considered a skill. But in general, a skill is something one develops and improves through practice (learned aptitude), as opposed to a talent (natural aptitude). Talent can be a foundation for developing better skills as well as a boon to make improving skills easier, but talent doesn't negate the need for practice when improving those skills. If speedrunning were not a develop-able skill, the first time anyone picked up a controller to speedrun a game, the resulting run would be that person's personal best and there'd be no hope to improve their time. Further, improvements to world records wouldn't happen via improved play. Better play by a runner now than what he/she used to be able to do before = improved skill level. It's true that some speed runners may not be very good at playing a game 'normally,' but that only means they aren't skilled in 'normal' gameplay. It's very much the same situation as a player who is extremely skilled in 'normal' gameplay, but completely incompetent at speedrunning. Just because a runner isn't skilled at EVERY aspect of gameplay, doesn't mean they aren't skilled at all.
DrD2k9
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Regarding what makes a run worthy of a star to begin with... An excellent TAS is an excellent TAS regardless of what game is run or what system/franchise it's from. Popularity of the game/franchise should have zero impact whether a run is deemed worthy of a star. Will NES games (and games from popular franchises) be over-represented in the Star Tier if the 2-star-per-game limit is removed? Yes, possibly. But only because those games are more frequently TASed and many of those resulting TASes are truly excellent in quality. It has also been suggested that Atari systems may never have 5% starred runs because of none of the games are star-worthy. I strongly disagree with this attitude. Firstly, no GAME should be deemed star worthy simply based on what game it is. The star tier isn't for excellent GAMES, it's for excellent TASes. Further the excellence of any given TAS should ONLY be compared to other TASes of the same system, not to runs from other systems. It would likely be hard to find many people agreeing that a given Atari run is more impressive than some of the NES or SNES runs that are currently starred. But that doesn't automatically make the Atari run in question any less excellent for an Atari run. Simply put, qualifying excellence should be based on the system the TAS is made for, not as a general comparison across all systems. More thoughts: While visual entertainment should absolutely be considered to add to the excellence of a run, I don't believe lack of visual entertainment should automatically disqualify a TAS from being considered an example of excellent TASing. It's completely possible for a highly sophisticated and technically excellent TAS to result in a run that isn't very entertaining to watch from a visual perspective, but instead derives its excellence and any resulting entertainment value from the technical side of the TAS. Let's be honest, a TAS beating SMB3 in under 3 seconds derives its entertainment value from the technical attributes, not from simply watching it go directly from the intro screen to the end-game. I guess the key question on this thought is; whether we (as a site) want the Star Tier to be a list of TASing excellence (Hall of Fame), or simply a list of the most highly visually impressive runs(Hall of Entertainment). While there may be some overlap with various games qualifying for both situations, there's a major difference between these two perspectives in my opinion. EDIT: For clarifiction and to prove that I at least read up on the current system: The current Star Tier guidelines emphasize entertainment over technicality, but also emphasize that technicality is important.
DrD2k9
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Perhaps the ideal option would be to eliminate having one specific individual with the responsibility of being the Star tier curator; and instead, have some sort of consensus decision. Regarding runs currently in the Star tier: What about a system involving a regularly scheduled (i.e. once every year, once every other year, once every five years, etc) vote on whether current star TASes should maintain their star rating or lose it. This voting could be either open to all members or limited to members holding a certain level of status on the site (judges, expert players, etc). That way it wouldn't be any one person's responsibility to make a final judgement call on whether a current TAS is worthy of maintaining Star status. This would also drastically minimize the possibility of a single individual's personal bias from being the primary reason a given Star run loses its current star. Regarding new runs: A similar consensus opinion among appropriately positioned members that required a voted yes/no decision instead of just forum discussion on a given run to decide whether that new run is Star worthy. This would still allow for any member to nominate a run for Star tier. To rephrase all this in a simpler manner: Transition from a single curator of the Star tier to some degree of group decision/voting that is more deterministic than just forum discussion. It may take longer for a run's induction into (or expulsion out of) what is essentially our 'Hall of Fame,' but it would be a directed system that would hopefully reduce stress on feos as well as spreading out the responsibility.
DrD2k9
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Here is the updated movie file. I'll be editing the submission notes to make them more in line with this file. Though it's nearly impossible to tell at normal speed, the initials used for the high score table were "TAS". Also, the points for spawning Enigma are awarded, but the award text is only present for a couple frames before the "TILT" text pops up. The scoreboard shows the correct total. For those who care about such things, the re-record count is likely incorrect as I did some copy/paste work in Notepad++ to manipulate inputs and ease the job of updating the run. E: I updated the temp encode link with the new completed run.
DrD2k9
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Mothrayas wrote:
...I would prefer that the movie file finishes gameplay, goes back to the main menu, opens credits and ends input there. If that's done, I will accept this movie.
I'll get that done asap. EDIT: I need Mothrayas's thoughts on how to complete the TAS as I can do any of the following. Listed in order of increasing time requirements: 1) Tilt immediately to release the ball asap as the Enigma arrives--but before the points are awarded--and then kill remaining balls. (This will not begin the 'Final Bonus Round' of gems.) 2) Tilt to release ball after receiving the points for reaching the Enigma. (Again this will not begin the 'Final Bonus Round' of gems.) 3) Tilt to release ball as soon as the 'Final Bonus Round' text is shown. (This will not actually start the bonus round, but will yield a glitched enigma sprite and remaining dead teddy bear as the final balls are killed). 4)Tilting/waiting for the the lock release as the bonus round starts then killing remaining balls. (I have yet not actually tested to see if it's possible to tilt as the round starts to release faster than the standard lock release). If you want the final bonus round to start, I'll do whichever of these is faster. The only differences that actually starting the bonus round will accomplish is removing the teddy, enigma, and adding red gems that can be seen on the launch of the remaining balls (none will be acquired). My personal preference is waiting at least until the score is awarded before releasing the ball, but I understand if the earlier option would be considered better for a shorter run. Please let me know and I'll finish where appropriate. SIDE NOTE: Since the decision was made that remaining balls needed killed to complete the game, I tried adjusting the game settings to 3 balls instead of 5 and re-syncing inputs. This however desynced as the ball path was different on the initial launch (the launch angle must be RNG dependent and changing the settings changed it).
DrD2k9
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Meerkov wrote:
I never understand why some people say things like "It's not faster than RTA". If it's optimal, it's optimal regardless of whether it can be done at human speed.
I think the reason RTA is referenced is to help in determining triviality of a particular TAS. In other words....if a human can accurately perform the inputs necessary to produce an optimal run, there's no reason to have done a TAS of the game in the first place. Essentially, the TAS is trivial because it shows nothing that a human player can't show in a given run. This thought process assumes the human is capable of doing ALL necessary inputs for the optimal run within a single run of the game. There are games where strats used in TASing are possible to perform by a human in real-time (i.e. frame-perfect inputs), but impossible (or nearly so) for a human to perform consistently and/or in rapid enough succession to yield an optimized run. I'll use one of my own TASes as an example: Circus Caper has a frame perfect jumping trick/damage boost that is used in the final boss battle (roughly 6:42 into the game) which allows the character to jump in mid air. This frame-perfect trick could theoretically be accomplished once or twice by a human player, but to do so consistently as the TAS does would be extremely difficult for a human.
DrD2k9
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dwangoAC wrote:
Have you seen https://www.multimorphic.com/p3-pinball-platform/ by any chance? It's not quite the same thing you describe but an adaptable pinball platform with a full display and ball tracking to allow for dynamic interactive targets below the ball is pretty close.
I hadn't seen that, but it looks intriguing. Too bad I don't have about $20k to blow on one and a few extra drop in modules. The display with ball tracking is pretty cool. I still think a physically morphable surface would be cool, something that could be altered on the fly. The flexible surface with ramps under that pop up or an electro-reactive material that could be varied by changing electrical charge (something akin to Batman's cape fabric from the Nolan Batman movies.) Or even using electromagnets to modify the surface somehow; though this would require balls of material other than steel (I believe I've seen ceramic ones before).
Nach wrote:
Not the most entertaining run, but it did do a nice job with what was provided. I ended up liking it overall.
A simple statement, yet very meaningful considering who it's from. Thank You.
Post subject: Re: A bit more transparency on how I funded my trip and donation
DrD2k9
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dwangoAC wrote:
I hope this answers your question and is useful for others who may want to attend to determine what their costs might be. Thanks for the interest!
I'm willing to give what I can toward future events (thought it may not be much). How do you get such donations, and would a GoFundMe (or similar) page be a better option for others to donate?
Post subject: Re: A bit more transparency on how I funded my trip and donation
DrD2k9
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dwangoAC wrote:
...I expect I will have to ask for assistance if I choose to go to AGDQ 2019, especially given the tumultuous season I'm in personally.
What's a rough estimate of what it costs you to participate in a GDQ event?
DrD2k9
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c-square wrote:
Please let me know if you discover any other potential savings!
It seems almost too simple to ask, but did you check to see if her jump is RNG dependent?
DrD2k9
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kazblox wrote:
IDSI is an American company; these games were supposed to be intended for NTSC systems.
I've been occasionally working at updating this run using NTSC settings, between other projects. It will get an new NTSC submission at some point. It's anticipated that the NTSC run will be faster.
DrD2k9
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What about games that tend to always be rejected on this site...i.e. timed Sports Games without crazy glitches, Chess games, etc. How can there be hope to include those?
Post subject: More digging into initial RNG seed.
DrD2k9
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So I've disassembled SCIV.EXE in IDA and found three subroutines where the program pulls the time from DOS.
seg000:8714 ; =============== S U B R O U T I N E =======================================
seg000:8714
seg000:8714 ; Attributes: bp-based frame
seg000:8714
seg000:8714 sub_18714       proc near               ; CODE XREF: seg000:loc_157C4 p
seg000:8714                 push    si
seg000:8715                 push    di
seg000:8716                 push    bp
seg000:8717                 mov     bp, sp
seg000:8719                 mov     bx, ds:750h
seg000:871D
seg000:871D loc_1871D:                              ; CODE XREF: sub_18714+13 j
seg000:871D                 or      bx, bx
seg000:871F                 jnz     short loc_18729
seg000:8721                 mov     ah, 2Ch
seg000:8723                 int     21h             ; DOS - GET CURRENT TIME
seg000:8723                                         ; Return: CH = hours, CL = minutes, DH = seconds
seg000:8723                                         ; DL = hundredths of seconds
seg000:8725                 mov     bx, dx
seg000:8727                 jmp     short loc_1871D
seg000:8729 ; ---------------------------------------------------------------------------
seg000:8729
seg000:8729 loc_18729:                              ; CODE XREF: sub_18714+B j
seg000:8729                 mov     ax, 7C4Dh
seg000:872C                 mul     bx
seg000:872E                 mov     ds:750h, ax
seg000:8731                 mov     al, ah
seg000:8733                 mov     ah, dl
seg000:8735                 pop     bp
seg000:8736                 pop     di
seg000:8737                 pop     si
seg000:8738                 retn
This first one is the one that updates the the RNG seed based on the previous (lines 8729 onward. It calls the DOS time if the RNG seed is 0 (line 871d-8727) The next two are other subroutines that call for the DOS time.
seg000:9B03 ; =============== S U B R O U T I N E =======================================
seg000:9B03
seg000:9B03 ; Attributes: bp-based frame
seg000:9B03
seg000:9B03 sub_19B03       proc near               ; CODE XREF: seg000:5205 p
seg000:9B03
seg000:9B03 arg_0           = word ptr  8
seg000:9B03
seg000:9B03                 push    si
seg000:9B04                 push    di
seg000:9B05                 push    bp
seg000:9B06                 mov     bp, sp
seg000:9B08                 cmp     [bp+arg_0], 3
seg000:9B0C                 jz      short loc_19B3F
seg000:9B0E                 mov     ah, 2Ch
seg000:9B10                 int     21h             ; DOS - GET CURRENT TIME
seg000:9B10                                         ; Return: CH = hours, CL = minutes, DH = seconds
seg000:9B10                                         ; DL = hundredths of seconds
seg000:9B12                 mov     ah, cl
seg000:9B14                 xor     al, al
seg000:9B16                 shr     ax, 1
seg000:9B18                 shr     ax, 1
seg000:9B1A                 or      al, dh
seg000:9B1C                 cmp     [bp+arg_0], 2
seg000:9B20                 jnz     short loc_19B28
seg000:9B22                 shr     ax, 1
seg000:9B24                 mov     cl, 3
seg000:9B26                 jmp     short loc_19B39
seg000:9B28 ; ---------------------------------------------------------------------------
seg000:9B28
seg000:9B28 loc_19B28:                              ; CODE XREF: sub_19B03+1D j
seg000:9B28                 or      ch, ch
seg000:9B2A                 jnz     short loc_19B2F
seg000:9B2C                 add     ch, 0Ch
seg000:9B2F
seg000:9B2F loc_19B2F:                              ; CODE XREF: sub_19B03+27 j
seg000:9B2F                 cmp     ch, 0Ch
seg000:9B32                 jle     short loc_19B37
seg000:9B34                 sub     ch, 0Ch
seg000:9B37
seg000:9B37 loc_19B37:                              ; CODE XREF: sub_19B03+2F j
seg000:9B37                 mov     cl, 4
seg000:9B39
seg000:9B39 loc_19B39:                              ; CODE XREF: sub_19B03+23 j
seg000:9B39                 shl     ch, cl
seg000:9B3B                 or      ah, ch
seg000:9B3D                 jmp     short loc_19B53
seg000:9B3F ; ---------------------------------------------------------------------------
seg000:9B3F
seg000:9B3F loc_19B3F:                              ; CODE XREF: sub_19B03+9 j
seg000:9B3F                 mov     ah, 2Ah
seg000:9B41                 int     21h             ; DOS - GET CURRENT DATE
seg000:9B41                                         ; Return: DL = day, DH = month, CX = year
seg000:9B41                                         ; AL = day of the week (0=Sunday, 1=Monday, etc.)
seg000:9B43                 mov     ah, dh
seg000:9B45                 xor     al, al
seg000:9B47                 shr     ax, 1
seg000:9B49                 shr     ax, 1
seg000:9B4B                 shr     ax, 1
seg000:9B4D                 or      al, dl
seg000:9B4F                 shl     cx, 1
seg000:9B51                 or      ah, cl
seg000:9B53
seg000:9B53 loc_19B53:                              ; CODE XREF: sub_19B03+3A j
seg000:9B53                 pop     bp
seg000:9B54                 pop     di
seg000:9B55                 pop     si
seg000:9B56                 retn
And the last...
seg000:8684 ; =============== S U B R O U T I N E =======================================
seg000:8684
seg000:8684 ; Attributes: bp-based frame
seg000:8684
seg000:8684 sub_18684       proc near               ; CODE XREF: seg000:4E09 p
seg000:8684                                         ; seg000:59F3 p ...
seg000:8684
seg000:8684 arg_0           = word ptr  8
seg000:8684 arg_2           = word ptr  0Ah
seg000:8684
seg000:8684                 push    si
seg000:8685                 push    di
seg000:8686                 push    bp
seg000:8687                 mov     bp, sp
seg000:8689                 mov     ax, [bp+arg_0]
seg000:868C                 mov     dx, [bp+arg_2]
seg000:868F                 or      dx, dx
seg000:8691                 jnz     short loc_186A7
seg000:8693                 or      ah, ah
seg000:8695                 jz      short loc_1869E
seg000:8697                 mov     al, ah
seg000:8699                 mov     si, 772h
seg000:869C                 jmp     short loc_186B7
seg000:869E ; ---------------------------------------------------------------------------
seg000:869E
seg000:869E loc_1869E:                              ; CODE XREF: sub_18684+11 j
seg000:869E                 or      al, al
seg000:86A0                 jz      short loc_186EE
seg000:86A2                 mov     si, 762h
seg000:86A5                 jmp     short loc_186B7
seg000:86A7 ; ---------------------------------------------------------------------------
seg000:86A7
seg000:86A7 loc_186A7:                              ; CODE XREF: sub_18684+D j
seg000:86A7                 mov     ax, dx
seg000:86A9                 or      ah, ah
seg000:86AB                 jnz     short loc_186B2
seg000:86AD                 mov     si, 782h
seg000:86B0                 jmp     short loc_186B7
seg000:86B2 ; ---------------------------------------------------------------------------
seg000:86B2
seg000:86B2 loc_186B2:                              ; CODE XREF: sub_18684+27 j
seg000:86B2                 mov     al, ah
seg000:86B4                 mov     si, 792h
seg000:86B7
seg000:86B7 loc_186B7:                              ; CODE XREF: sub_18684+18 j
seg000:86B7                                         ; sub_18684+21 j ...
seg000:86B7                 mov     cx, 9
seg000:86BA
seg000:86BA loc_186BA:                              ; CODE XREF: sub_18684+38 j
seg000:86BA                 shr     al, 1
seg000:86BC                 loopne  loc_186BA
seg000:86BE                 shl     cx, 1
seg000:86C0                 sub     si, cx
seg000:86C2                 lodsw
seg000:86C3                 mov     bx, ax
seg000:86C5                 mov     ax, [bp+arg_0]
seg000:86C8                 mov     cx, bx
seg000:86CA                 div     bx
seg000:86CC                 xor     dx, dx
seg000:86CE                 add     ax, cx
seg000:86D0                 adc     dx, 0
seg000:86D3                 shr     dx, 1
seg000:86D5                 rcr     ax, 1
seg000:86D7                 mov     bx, ax
seg000:86D9                 mov     ax, [bp+arg_0]
seg000:86DC                 mov     dx, [bp+arg_2]
seg000:86DF                 mov     cx, bx
seg000:86E1                 div     bx
seg000:86E3                 xor     dx, dx
seg000:86E5                 add     ax, cx
seg000:86E7                 adc     dx, 0
seg000:86EA                 shr     dx, 1
seg000:86EC                 rcr     ax, 1
seg000:86EE
seg000:86EE loc_186EE:                              ; CODE XREF: sub_18684+1C j
seg000:86EE                 pop     bp
seg000:86EF                 pop     di
seg000:86F0                 pop     si
seg000:86F1                 retn
seg000:86F1 sub_18684       endp
seg000:86F1
seg000:86F2 ; ---------------------------------------------------------------------------
seg000:86F2                 push    si
seg000:86F3                 push    di
seg000:86F4                 push    bp
seg000:86F5                 mov     bp, sp
seg000:86F7                 mov     ax, ds:74Eh
seg000:86FA
seg000:86FA loc_186FA:                              ; CODE XREF: seg000:8704 j
seg000:86FA                 or      ax, ax
seg000:86FC                 jnz     short loc_18706
seg000:86FE                 mov     ah, 2Ch
seg000:8700                 int     21h             ; DOS - GET CURRENT TIME
seg000:8700                                         ; Return: CH = hours, CL = minutes, DH = seconds
seg000:8700                                         ; DL = hundredths of seconds
seg000:8702                 mov     ax, dx
seg000:8704                 jmp     short loc_186FA
seg000:8706 ; ---------------------------------------------------------------------------
seg000:8706
seg000:8706 loc_18706:                              ; CODE XREF: seg000:86FC j
seg000:8706                 shr     ax, 1
seg000:8708                 jnb     short loc_1870D
seg000:870A                 xor     ax, 0B400h
seg000:870D
seg000:870D loc_1870D:                              ; CODE XREF: seg000:8708 j
seg000:870D                 mov     ds:74Eh, ax
seg000:8710                 pop     bp
seg000:8711                 pop     di
seg000:8712                 pop     si
seg000:8713                 retn
Using 0 as initial RTC: Unless my math is wrong, neither of the last two subroutines yield 29317 for the initial seed that results according to the lua script. (I tried calculating through using the following values for the DOS time when the RNG is first called: 14469 ms, 14470 ms, and 14483) Any help or suggestions on the next direction to look would be appreciated. I've begun brute force testing and gotten the first 33 seeds thus far, but have found no lasting pattern. I'll keep working on this unless someone can figure out the assembly better than I did.
DrD2k9
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How about something along these lines for the icon...
DrD2k9
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c-square wrote:
FYI, my copy of JPC-rr sometimes stalls when running or recording long tas scripts. It just means I have to try again until it doesn’t stall. I’m curious to see if it stalls on others’ computers
My copy (v11.2 with mouse) occasionally stalls when using lua scripts (i.e. the RNG seed script for SQ3). I've found that terminating the script will allow the game to continue running and I can usually just restart the script immediately.
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Well done! EDIT: Something I've discovered in my SQ3 WIP that may potentially save you a few more frames on this run (if you haven't already done it)... When, after text input, a dialogue box pops up that requires an <enter> press to clear; it is often possible to type the necessary <enter> command on the same frame as the rest of your text. Using the mouse click to then submit the command before the <enter> is read by the game allows for the fastest clearing of these dialogue boxes, as the enter command has already been submitted but not executed until after the mouse click. It's only a couple frames here and there, but it maybe enough to increase the time saved compared to the original from 1.8 seconds to above 2 seconds (hopefully requiring less wait time for Elsa to jump over the desk).
Post subject: Re: Please explain your votes.
DrD2k9
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ThunderAxe31 wrote:
In my opinion, having the label "glitchless" would be more explainatory.
Agreed. "Warpless" should be reserved for games where warping is allowed as part of the normal game. "No Warp Glitches" should be used for games where known glitches are not used to accomplish warps.
Post subject: Re: Please explain your votes.
DrD2k9
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ThunderAxe31 wrote:
The nostalgia factor Lastly, I have to point out that the entertaining value for TASes often depends from the familiarity that the watcher has toward both the specific game and the console in general.... Conclusion. I'm firmly convinced that TASVideos needs this run and that rejecting it would set a bad precedent, for both this specific game series and the RPG TASing in general.
Though I'm not familiar with this particular title, I fully agree that RPGs deserve a place on the site as with (most) any other game genre. Hopefully no one will use this comment to suggest that I fully support all genres...I don't want to prompt another debate on educational games (at least not yet). Even if you end up needing to reject this particular run for some reason, you could state in your rejection notes that no part of the decision was due to the game being a RPG. That should be sufficient to prevent a precedent against RPGs in general. Also, is "warpless" as the branch a reason this couldn't be a vaultable title? If so, that again doesn't set precedent against RPGs in general.
DrD2k9
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Quibus wrote:
Did you consider to also TAS B.C. II: Grog's Revenge? It's available at least on MSX (and also Colecovision, these versions are indeed the same).
I think it's available on C64 as well.
DrD2k9
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Ferret Warlord wrote:
Which is a shame, because the idea of an amorphous pinball table is an interesting one with a lot of potential. And yet it turned out to be just a series of targets.
I wonder if it would be possible to build a table with a play-surface made from a thickish yet flexible material (silicone perhaps) that could then have multiple ramps/obstacles that would push up from underneath, constantly changing the playfield depending on goals met during play. This could even allow for a difficulty curve via the angle of ramps being variable and adjusted to be harder to hit for more advanced levels. EDIT: This variable table concept should be revisited in video game format regardless of whether a physical table could be created. (I really need to learn how to code.)