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Personally, I'd be more in favor for [3805] Linux Shovel Knight "Specter of Torment" by keylie in 35:04.23 if we're going to star a shovel knight tas.[/quote]
I agree with starring one of the Shovel Knight movies. My personal preference is for Shovel of Hope, as it's the most recognizable of the three.
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Yes. There was a discussion a year (?) ago about making the rating controls more visible, requiring less clicks, and less confusing. I think it ended up being postponed to the ongoing major site design?
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Great idea, and a classic worthy of a run.
In a game that keeps its own score-out-of-maximum or completion percentage, a 100% run means using that value from the game, and not something arbitrary like "enter all rooms".
Yep. Well we also have CD-Man in one nanosecond :)
Frankly I think the best way of showing this run is via a text transcript (with all inputs and outputs, so the player can read at his own speed). I suppose site policy requires a movie (e.g. on Youtube) but you could easily have a text file in addition to that.
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Probably not. Then again, a marathon run is effectively full completion of a series of games, so it would fit well with going for maximum points in each game.
Quite a lot actually. If you go for low% then not so much, but if you go for 100% then every class has their own sidequests in addition to different approaches to a number of puzzles.
For instance, in QFG2, the endgame for the wizard is a magical duel with the big bad as it tries to summon the evil djinn; the fighter's is a one-on-one combat with the big bad's enforcer, who is the finest warrior in the lands; and the rogue's is a stealth sequence that ends with assassinating the big bad from the rooftops.
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The reason that 1990-era DOS games do not run on modern PCs is absolutely not that these PCs are simply too fast. Rather, the reason is that system architecture has completely changed in the intervening years. For instance, 1990-era PCs use 16-bit architecture, whereas contemporary PCs use 64-bit architecture.
It's a not uncommon among console players to think that "computers" are all the same thing, but that is a misconception and we really shouldn't be basing rules on it.
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I'm not even sure if it's possible to RNG-manipulate those; I haven't checked the scripts but knowing Sierra the attacks are probably on a timer. It's an interesting challenge, then. I'm not sure what fight you refer to that you want to lose?
We should really convince the judges that starting with the character from the previous game is a valid category for QFG (and possibly a handful of other DOS RPGs) because that's how people commonly play them.[/spoiler]
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Yes, there are.
But from a TAS perspective, you'll be finishing each game with WAY lower stats than a normal player would, which may cause problems in the next game. If any of the games have mandatory combats then you're pretty much hosed (but I think that for a wizard or thief, most or all combats are skippable).
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No, it wasn't.
Monitor refresh rate (i.e. how often your monitor refreshes its screen) is typically 60 Hz (on older monitors), 100+ (on newer monitors), or 50 Hz (on PAL television sets, which are not typically used for PC games).
Game refresh rate, or frame rate (i.e. how often the game is capable of refreshing its screen) depends primarily on CPU speed, and is theoretically unlimited by just buying a faster CPU. Because designers don't (usually) want their game speed to fluctuate wildly with CPU speed, it is common practice to either hard-cap the frame rate (i.e. those menu options we're talking about) or to link it to monitor rate (i.e. by enabling VSync). Because default monitors used to be 60 Hz, the default for framerate has become 60, or sometimes 30 (half that) or 120 (twice that on a newer monitor). This has nothing to do with how many frames movies get, which is a WAY older standard based on 19th century film equipment.
HTH!
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Not in this game: this one is intentionally blocked in several ways, including a ridiculously low time limit and a door that will literally never open. The author's guide explains this.
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Yes, we get that. Since there is a difference between "significant" and "more than 50%", I'm curious what games meet this 50% benchmark. If the goal is to flat-out ban alternate characters from the vault, then it would be more straightforward if the rule said so.
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Off the top of my head I cannot think of any game with a character selection where one of the chars has as much as 50% unique levels and bosses. For instance, this seems to rule out all the Castlevania alternate characters for the vault.
Of course that doesn't matter for Castlevania or Shovel Knight since they're in higher tiers anyway, but I would like to hear a couple examples of games that would still allow their alternate character in the vault, under this rule.
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He doesn't, actually. There is overlap, but Plague Knight's levels (and side areas, and some bosses) are more different from Shovel's than Knuckles's are from Sonic.
But yeah, tough question. While some games have all levels exactly the same for each character, and other games have them completely different, there's probably a gray area (i.e. judges' discretion) where the levels are slightly different, so different-enough according to some players and not-different-enough according to others.
I don't see a practical difference between DLC, available from start, and DLC-then-later-made-available-from-start.
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Great work!
The movie does look good, so I encourage you to submit it and mention this as potential improvements. It's not uncommon for movies to get submitted (AND accepted) while including a short list of parts that could conceivably be improved.
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It is not uncommon for developers to add a ridiculously hard difficulty level that even they cannot complete; these are designed to be unbeatable but you're welcome to try. Examples include Nightmare mode on the original DOOM ("lol let's double monster speed and have everything respawn after seconds!"), and Deity level on Civilization ("yeah, how about triple computer build speed and make all the player's citizens unhappy!"); the Reallyjoel's Dad difficulties are a parody of this concept.
Of course, it is also not uncommon for hardcore players to become better than the devs and complete these difficulties anyway.
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Out of curiosity, would a 100% run for this game be collecting all items? Completing all levels? Maybe both? Is this something that would be interesting to have in addition to the any% run?