Final Fantasy 3/6. The first 25-50% is linear and establishes the plot. The rest is completely non-linear. You get the airship, you can go anywhere, and you don't necessarily know at any given location that you're going to stumble into a subquest. Point being: it's the not knowing that is relevant to the gaming experience, not the fact that you have a modicum of choice in which things to do.
I think game designers should aim to create the illusion of freedom, and create worlds that inspire a sense of adventure and exploration (Zebes, for instance) rather than rely on the use of gimmicks and buzz-words, as if such things actually equate to having fun.
Seems like?
"HAY! LISTEN!!!"
;)
I had a blast watching this. Definitely has a few spit-take moments, and very entertaining in general.
Yes vote... for nfq's curriculum vitae, I guess.
Not complaining, or anything. Just offering superfluous congratulatory remarks.
So that's why... :)
It was great to see a 2p run of this, evidently very well executed. Waiting time could have been used more creatively, though.
My ears hurt.
Still, big Yes Vote from me.
A government-funded trojan can be smarter than the average trojan.
Still pretty stupid, though. Couldn't they at least hijack a terrorist website and use that to download their trojan onto visitor's PCs?
Silly interior minister.
Edit: Fixed. Thanks, Tub. :)
Some tinkering revealed that the RCR password generator generates invalid passwords if you let it. It doesn't figure out that they won't actually work in the game, though.
Holy crap. I can't believe a game would actually accept that.
Sounds like it messed up the plot flags... But then, it would be weird to have a flag at a point in the game where there isn't any more plot.
Now I'm tempted to dig around in River City Ransom (especially since it hasn't already been covered here) to see if the same lack of error checking exists in that game... anybody know?
Edit: AHA! :)
I found this Youtube video of a broken Faxanadu password just now.
I find this very interesting.
It would likely require some disassembly to know for certain, but are there any other games that allow broken passwords like this that anyone knows of?
Had a lot of practice with Guy, but I'm intuitively better with Cammy, despite not actually knowing her entire movelist. (I think it's because of teh boobs.)
So she's my choice for the entire series, since I'm not fond of any of the other SSF2 characters.
I've been doing that. Works pretty good.
Is there a solution/explanation, other than that workaround? JTK doesn't like my right stick any more than FCEU.
The nested quotes would be a terrible implementation of what is theoretically a good idea. It might be nice to have something like a Javascript button at the bottom of the submission text, and pressing said button toggles the previous texts to display/hide.
IMO, part of the appeal of the idea is that TASers would have an incentive to write down what their improvements were, and omit what's already been covered, because it's all right there anyway.
Just thinking out loud.
The latter, unless I'm incredibly mistaken.
I'm not saying it's impossible, but writing functional code completely by chance is about as likely as a human being eating a bag of Lays and crapping out Chuck Norris.
I mean, it's not a "technique". It's a hole in the programming that you don't really have that much control over. You might want to read up on the Sketch glitch from FF3. It's some pretty interesting stuff, and IIRC, is exactly what you're talking about.
Well I'll be Damnd. Didn't know there was a NES port...
I liked this a lot. Maybe not as much as if it had been the SNES (or MAME) version, but it had all the important factors for a beat-em-up TAS: economical movement that replaces walking and killing with a single act, and a "deposit enemies into hole" section.
It was short, too. I'll be watching this again, methinks.
Yes vote.
It would be great to see what tool assistance can do for this game... Not sure if it would be publishable, though. I suspect it would be a lot like Star Ocean, where you can't enjoy the movie without knowing the game beforehand.
Oh, cool. I remember seeing a WIP of this...
Eh, a reluctant Yes. The delays between levels kinda kills it, and the beginning ten levels seem trivially easy, but I eventually warmed up to it as it became more complex and the use of tool-assistance became more apparent.