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Welcome to the community!
For future reference, don't submit stuff you don't expect to be accepted. Use the userfiles to share those runs instead.
If you are expecting your run to be published, then officially submit that run.
Editor, Experienced Forum User, Judge, Published Author, Expert player
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Some questions after watching the encode and reading through the game manual for the Atari 2600 version:
1) Is this run using the easy or expert game setting? (changed using the 'game select' switch)
2) The manual specifically mentions 14 crocodiles (which is exactly how many your run encounters), could the river portion be completed faster by killing all the crocs as soon as possible instead of letting some go by?
3) The manual states that the game becomes increasingly difficulty after each round of the 4 stages. (I don't know what changes with the difficulty curve.) Is one series of stages enough for completion? (this is probably best answered by a judge)
Side Note: To be fair, #3 made me question my own published TAS of Jungle Hunt for the C64. For reference, that publication starts at the hardest difficulty setting; and in the manual for the C64 version, there's no indication that difficulty increases beyond this point. (Looking back, I probably should have researched that aspect more myself to confirm that it didn't increase).
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This is likely a common (if not majority) perspective.
For myself, this is one of those games where the bulk of the TAS's entertainment value is derived from an understanding/familiarity of the game outside of the TAS community.
A TAS can be entertaining because it's simply fun to watch, or it can be entertaining due to a familiarity with the game being TASed even if the resulting movie isn't visually entertaining.
There are many games with TASes which I find quite entertaining visually even though I've never played the game before.
Having played this game (and others of its type) before, I find it quite entertaining. I probably wouldn't without this foreknowlege.
Are TASes of text adventures entertaining to watch visually? Not in the least bit.
Is this one entertaining from the perspective of seeing a familiar game/genre destroyed so quickly? Absolutely.
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Regarding 3D Battles of World Runner: I actually like the 2D version better. There's too many weird visuals after the 3D conversion.
For example, the pole hopping just looks like he's crashing straight through them instead of hopping off the tops of the poles. The boss fights are also wonky with background sometimes appearing in front of the boss/player sprites.
To put it simply, it's actually harder to follow what's going on in the 3D conversion.
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I'm not assuming anything regarding RTA rules. The examples I gave were just options.
I'm open to other sources for defining the RTA rules. I already also mentioned speeddemosarchive.com for example. Other options are always possible.
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I haven't suggested this page as a reason to try an alter our rules...nor do I think our rules need altered.
It's just intended to be a page for reference and comparison.
While having a note in the publications themselves would be nice, having a consolidated list in a centralized location would also benefit those trying to quickly find published TAS runs that may have been beaten by RTA methods (kinda what EZGames69 is talking about).
Regarding exact timing rules: if the page is created, a link to the timing rules for each game would be included with the time differences. In the event that we use an atypical TAS timing method for a game's publication itself, a note would also be included for those games.
While it may be a daunting task to start with, I'm willing to work through the current publications and curate the list as I am able. I've already got a jump on this from looking into post-completion input stuff.
Variation in RTA timing method is addressed by linking to the game-specific rules.
True. For those games, we could just have a note that the RTA time is Not Applicable, and/or that specific rules haven't been established.
For games that do have RTA runs but the rules aren't written, we'd have to make some sort of estimate on when the RTA runs start and stop based on the videos of those runs.
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When it comes to timing runs, TAS movies and RTA speedruns typically (but not always) use different timing conventions/rules.
As a general rule, our runs/publications are timed from power-on to final input. RTA timing rules can vary greatly from game to game. Many (if not most) don't start from power-on. Many have visual cues for end-of-timing as well, not the last necessary input.
Would it be worthwhile to have a site page dedicated to recording how our TAS runs would be timed using game-specific RTA rules (likely from speedrun.com and/or speeddemosarchive.com)?
For example:
NES Circus Caperhttp://tasvideos.org/3393M.html
TAS Time using TAS Rules = 7:03.75
Current (as of this post) HUMAN speedrun.com WR = 6:40
TAS Time using RTA Rules = 6:20.72
RTA Rules Link = https://www.speedrun.com/Circus_Caper
As can be seen for this particular game, the TAS timing rules result in a longer finish time than the RTA rules. This is not always the case, sometimes the RTA rules are longer than TAS rules timing.
What such a page would primarily accomplish is to highlight the comparisons of TAS vs Human ability (at least in regard to outright speed).
Not having the comparison, a quick glance makes it appear that the human RTA run is faster than the TAS run. Showing the TAS's time using RTA rules however clearly demonstrates that the TAS is in truth approximately 20 seconds faster than the current WR human run.
I'm willing to curate such a list if it would be considered a valuable resource.
So...what are your thoughts? If we do go for something like this, what should we title the page?
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There are a lot of games that no one cares to rate (regardless of platform). The overall low number of post-publication ratings across any game published on the site is testament to that. Even some of the most popular NES games, for example, have only 30-50 ratings, if that. That seems to me a very low number of ratings considering the member base we have here.
I mean no offense to those who actually do post-publication ratings with the following statements.
The number of ratings most published games receive (regardless of platform) appears to me to be connected to a game's general popularity not to the fact that it's been published, thus popular games get more ratings (even then very few, as mentioned above) and subsequently have more valid post-publication values.
It appears to me that the bulk of watchers simply aren't interested in doing post-publication rating (many probably aren't interested in pre-publication voting even). This again brings up the debate on whether pre or post publication entertainment feedback is more valid for determining tier.
So here are 2 proposed solutions:
1) Publish a run into a given tier based on its pre-publication feedback (which we pretty much do). Then have have some threshold number of post-publication ratings necessary (i'd recommend no fewer than 10) before a run can be promoted/demoted based on it's post-publication rating score. The threshold number needs to be high enough to ensure a sampling of more than 2-3 people's opinions. If the threshold is not met, it cannot be moved from its current tier. A low number of ratings alone shouldn't demote a run. Low interest is not equivalent to low entertainment.2)Publish all accepted runs into a 'holding tank.' They can then only be moved from the holding tank to the star/moon/vault tier once they achieve the required threshold of ratings. If a vault ineligible run results in low rating value after the threshold is met, it is simply purged from the holding tank and not moved to moons tier. I don't expect encoders/publishers to like this method as it may cause them more work, but it would eliminate the possibility of future low entertainment non-vaultable runs from erroneously being published in moons with no way to remove it from that tier.
EDIT: ok it may not completely eliminate the possibility of future low entertainment non-vaultable runs from erroneously being published in moons. But it should at least drastically minimize the possibility.
END EDIT
Side note 1: 2 questions:
Can non-members rate published runs? (allowing this may garner more ratings...or maybe it won't)
Why/how are anonymous ratings allowed?
Either all ratings should be anonymous (worse idea in my opinion) or all ratings should be attributed publicly to who made the rating (better idea in my opinion). There shouldn't be both options allowing some people to hide ratings behind anonymity. I'm not claiming they should be required to, but raters should be willing to defend their rating(s). This follows the same trend judges use with pre-publication voting (votes with forum explanations tend to hold more value than unexplained votes).
Side note 2: Kudos to Arc for actually taking the time to rate EVERYTHING post-publication!
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I've run into the same QuickNES/NESHawk thing before too. When I asked about it, the response I received was something along the lines of the following:
QuickNES is set as default in BH because it's a bit faster emulation for casual playing of games, and the accuracy differences aren't likely to be drastic enough for a casual player to notice. Yet, even though it's a bit slower, NESHawk is the preferred core for TASing due to accuracy.
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At minimum, all colored gems (except hidden in-block ones) must be collected in each level. Then all levels must be marked as completed to get to the end game story/credits/HS table.
A theoretical 100% run could include getting all point items, killing all enemies, etc. This would not need to include the random fruit that pops up in various places.
The OOB glitch eliminates having to complete two levels by using a glitch to mark two of the levels complete without entering them....thus it'll save two levels worth of time. IIRC it's Levels 8 & 9 as internally numbered by the game. I don't know which of the two levels in this run are 8 & 9.
The glitch exists in all 3 Crystal Caves games (levels 8 & 9 in all three I believe) .
As the glitch allows for faster completion by negating the need to complete two levels, this should probably have the branch "all levels" or something similar to differentiate it from a true fastest completion run. (Though one doesn't exist...yet)
EDIT: As a note. The current publication of CC1 should probably also contain the branch note as it also doesn't use the OOB glitch.
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Isn't there an exit to go through to complete the game? I think the pathway doesn't open up until all the treasures are in the trophy case thing inside the house. If I remember correctly, once the path opens, taking it leads to an endgame which is essentially the lead-in to Zork 2.
EDIT: With being able to buffer key-presses, this could be a really quick run. Also I think you can stack directions and commands.
Typing 'NW' will go Northwest
Typing 'N W' will go north then west. (it may require a comma between commands 'N, W' )
I believe you can even do room actions within a stream of direction commands.
'N W Pickup X E E S'
EDIT 2: I'd be willing to help if you want to collaborate.
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The bigger question is 'can a marathon run include enough novelty to warrant a separate publication than individual runs of each game?'
It may.. given that in latter games have the paladin class character possibilities. But I don't know how much the gameplay differs with the different classes.
EDIT: Also, any marathon run or single game run which uses a saved character from a previous game will need to garner enough audience support for moon tier publication. Neither of those scenarios would be vault eligible.
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It's possible to dump a JPC drive's current status to a new disk image. So steps to extract the saved character to use in a TAS of the sequel game would be as follows.
1) Create a disk image for the first game.
2) Create a different disk image for the second game.
3) Mount both images in JPC at the same time.
4) Play through the first game to both get the saved character you want to export and create your verification movie.
5) Exit the game back to DOS within JPC
6) Copy the saved character file from game 1 drive to game 2 drive.
7) Dump game 2 drive into a new image that will now contain game 2 and the saved character from the game 1 verification movie.
8) Re-Assemble JPC mounting only the newly dumped game 2 image with the saved character and TAS as you would any game from scratch.
This should work for any game that stores the save information in a separate file.
Specifically for QFG: If you're wanting to continue this character all the way through the series, you have to repeat the above steps for each game; where the newly created game 2 image becomes the next game 1 image for each game transition.
Where this becomes difficult is for submitting movie files. For submissions, only the game image needed for the run should be mounted. Which means a verification movie shouldn't be submitted as a run because it's got multiple disk images mounted; one of which isn't necessary for the game being played (which is against rules/guidelines that say to only have necessary files).
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There are hotkeys for changing cycle speed in DOSBox. I think they're Ctrl+F11 and Ctrl+F12 for increasing/decreasing cycles. It's also possible to set cycle speed in the DOSBox config files.
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I saw that as well. And it'll likely open the door to many more games being TASable.
Still, JPC will remain a useful and viable option for those who can't/don't want to learn/use Linux just so they can TAS a DOS game.
A bit off topic, but I have a question on TASing DOSBox via libTAS...how are CPU speeds (DOSBox cycles) going to be regulated? With JPC, the CPU speed is set and unchangeable mid run. In DOSBox, cycles can be changed at any time.
If it helps....the approximation formula for converting between cycles and CPU clock speed is as follows:
DOSBox Cycles = 7.45(CPU clock speed in mHz)2
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Thank you for all your work that went into this! The DOS TASing community will benefit greatly from this.
I'm very much looking forward to trying this out next time I do some DOS TASing. Although it may be a while as I've got a number of other projects with a bit higher priority.
If I had any worthwhile programming ability, I'd gladly help with implementing all this into a new JPC version....but it's way beyond my understanding.
EDIT:
In case it happens to anyone else. Chrome is warning me that the download may be dangerous because it's not a commonly downloaded file (whatever that means).
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Yep...that's what I'm not smart enough to figure out quickly...if the tether is anchored to a specific point on the fence (circle).
If the tether is not anchored to that specific point, but can freely slide around the circumference of the fence then blue and red are equal area this way.
My solution makes the assumption that the fence end of the tether isn't anchored to a set point. The other (probably proper) solution makes the assumption that the tether is anchored to the specific point on the fence.
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If the goat's tether can freely travel along the fence around the entire circumference of the field, the goat's tether length (T) can be solved with the following formula.
T=R/sqrt2
If the tether can't freely travel around the fence, then I'm not smart enough to figure it out quickly.