What an argument, entertainment value = voice samples. It's like voting no on super mario sunshine because everytime mario jumps he says something instead of a *boing* sound like super mario world.
Entertainment value comes from how the run is played out, not the lack of or inclusion of audio clips.
Who gives a shit about voices? Your vote is based on the fact that this version has voices rather than objectively judging the completion of the game, holy shit what has this site become?
Yes vote from me, the optimization in this TAS is A+, it may not be the most exciting game to watch but there really isn't much to Golden Axe and that isn't the authors fault.
Good job Fred. I wish I had time to come back to this using Bizhawk as the improvements were always on the back of my mind. I was frustrated with LSNES when I made this, I'm really glad someone picked up the torch and continued to improve it. Great new things, good job. Yes vote.
I don't agree. At that point, runs will be allowed if a certain RAM initialization allows lots of entertainment value, at which point, you're not using a <insert_console> and you're just hacking things to hell.
Not a fan of the encode cutting out transition periods. It makes the run illegitimate in my opinion. If we're gonna start taking the stance of "it's needless wait time", we need to do it to all games, which means cutting out things such as score tallying at the end of levels in Super Mario Bros., Sonic games, cut out most RPG cutscenes, etc...
It's part of the game, the TAS and should be there, visible. I know that for me, even though I know it's a legitimate TAS, I don't see it that way when I watch it because it's spliced to hell. Also...why was the beginning cutscene included and then door transitions taken out? This contradicts itself O_O.
As far as double eliminating the glitched categories, I'm in agreement with this so long as the non-glitched categories are not affected by this.
I was saving this for myself, but I've sort of lost interest in the game.
Hope this helps:
The game uses 2 boxes for each object, a projectile vulnerability box and a 'touch' collision box. Enemies/projectiles will hurt you when their box touches your crosshair, or their crosshair touches your box and vice versa.
I remember someone made an awesome video of NES metroid that had the entire map laid out as the TAS played and it would zoom in and out showing the rooms and areas.
Anyone have a link to it and how it was done? Thanks.
You have to understand that along with those costs you also need to pay your staff for a longer duration of work, or even hire new staff that is already familiar with the platform. Time = Money. You can't simply say, "Just throw a devkit at me, I'll port this within a week, no need for testing".
It equates to longer development time, which means higher payroll costs among other things. It's not simply the static costs.