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During assembly, setting the system to force 60 fps under 'VGA frame rate method' speeds up Monster Bash. But it still doesn't emulate at normal speed. Think this is a BIOS issue or an emulator issue?
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Here's my 2 cents.
If the other tracks are simply more of the same, just with slightly different layout of obstacles; then the track considered "hardest" is all that is necessary. Similarly, for Grand Prix and Barnstorming: the different courses don't add any different content other than obstacle layout.
Is it really necessary to do more than 1 course (assuming the hardest is the one chosen) in a given game that doesn't link or monitor how many courses have been completed? (For a contrast, consider Mario Kart type games where the various courses are monitored/linked to a completion goal of winning points/trophy.)
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Even considering the short duration, I didn't expect this to hold my interest as well as it did.
I also found the 'frustrated semi driver' to be somewhat amusing.
This should qualify another game for the TASmania project!
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Disclaimer: I'm not a judge.
However difficult they may be, games are theoretically designed to be possible to beat in one credit (even if very few people could accomplish it).
IMO regarding TAS playthroughs, using continues (even limited ones) is kinda like admitting "even with TAS tools we couldn't beat the game in one credit."
If there is a specific reason that a continue needs to be used to optimize progression it should be explained on a case-by-case basis.
NES Battletoads is an example of continues used by necessity, but this is only because a game bug prevents 2 players for completing all the levels together.
If there is a similar situation/reason for utilizing a credit or continue (on any system), I think it may be permissible. But again, I think it should be a case-by-case basis.
For the Double Dragon game in question. If the primary reasons are to simply reduce lag and/or easier completion of a level because only 1 character is used, I don't feel that's an adequate reason to allow a continue.
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This is one of those games where the added difficulty isn't really going to add any worthwhile new content to the video. I think the easy difficulty is fine. The speed differences aren't going to be that notable for a 1 second (slower) difference in final run times.
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Probably not a perfect run, but very well TASed for a first time DOS TASer. What few aspects of sub-optimal play exist (such as the gravity/jump thing mentioned by c-square) shouldn't be grounds for rejection. YES Vote.
I strongly considered running this series using the gravity cheat as it should significantly shorten the run and present much more optimal routing.
My only concern is that you have to initiate God mode to utilize the gravity cheat work. This unfortunately means that Mylo is also invincible eliminating any 'danger' of failing the run.
I suppose that it could still be publishable if it qualified for Moons, but I don't think a 'Gravity Cheat' run could be vaulted.
I do think a run that uses the glitch to skip two levels would be vault worthy. I'm still considering running this series of games using this glitch (it works in all 3 episodes).
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Warcraft uses DOS/4G(W) and also gets the int 15h error but still works on jpc-rr.
It seems to me that these errors/details are common with games that don't work, but not universal. If someone is interested in TASing a particular DOS game, just try it.
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Seems ok. Vault material in my opinion.
Where is the hitbox on the balloon, the bottom end of the string or the balloon itself? There are times where it looks like you clip the bottom edge through some walls (perhaps these are the hits you're accepting). In these cases it looks like it clips through a couple wall blocks, on an angle usually. Some levels the goal region is only a couple wall blocks separate from another part of the path....could the clips happen there and shorten the levels?
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feos, I understand.
I didn't mean to suggest any malintent on anyone's part. I humbly apologize if it came across as skepticism/paranoia toward ThunderAxe31.
I was simply trying to share my opinion regarding a couple general concepts that this thread made me ponder. If that was unnecessary or inappropriate, I apologize.
Regarding this run: It's a better game than some other food/movie licensed games, but I didn't find it very entertaining. Meh vote.
I think the blurred animation of Chester's sprinting legs makes it look like he should be moving at much higher speeds than he actually does. To me, this slows the perception of the run's real speed.
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ThunderAxe31 wrote:
This movie looks very plain to me.
Memory wrote:
I honestly really liked this TAS.
Why?
ThunderAxe31, please don't read the following as being spoken in a rude/disrespectful tone; it's not intended to be. I recognize that you have claimed this run for judgement.Why one particular individual likes or finds a run entertaining shouldn't matter in determining if the run is perceived as entertaining to the audience as a whole. Though I can see how the 'why' may make a difference between moon/star tier.
Everyone has their own tastes. If multiple people disagree on entertainment value, that's fine. There's nothing wrong with varying perspectives because opinions are opinions.
In this particular case, Memory was able to describe the 'why'; but sometimes people enjoy things for reasons they cannot appropriately articulate in words.
I am assuming (hopefully correctly) that you are simply looking for more information with which to determine your judgement of this run, but calling specific individual(s) out to elaborate their opinion(s) shouldn't be necessary. I'd encourage a general request for more discussion/elaboration of opinions instead, and then those who wish to elaborate can do so.
Another general thought regarding judges... I'm of the opinion that a judge who has claimed a run should withhold their own personal opinion from the forum until after judgement has been made so as not to potentially skew the forum conversation one way or the other. In an ideal world, it wouldn't. But we unfortunately don't live in an ideal world.
DISCLAIMER: I have not yet watched this run, but will be doing so as I am able.
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In light of some recent topics regarding rule clarifications and a current submission of the Coleco port, I'm returning to this old thread...
Spikestuff (or anyone else), do you know an easy way to determine when the difficulty stops increasing?
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Does the difficulty not increase beyond this point?
The reason I ask: I did a similar run on the C64 port that started on the hardest difficulty that could be selected and was told that the difficulty continued to increase beyond the level I played; and thus my run wasn't 'complete.'
I'm curious if that's the same situation with this port.