Posts for Radiant


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EZGames69 wrote:
May be better to give the first Lunix star for one of Shovel Knight? All three of them are great, but personally i enjoy the slowest one the most: [3800] Linux Shovel Knight "Shovel of Hope" by keylie in 39:37.68 Also this is the first ever publication using libTAS. So it has the same historical significance for TASVideos as Cave Story.
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.
Post subject: Re: #6142: Strife's GBC Harry Potter 2: The Black Art Wtrstle Edition in 08:50.01
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...what the heck is a "wtrstle"?
Post subject: Re: #6162: c-square's DOS Hitchhiker's Guide to the Galaxy "100%" in 00:12.68
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Forty-two yes votes!
Post subject: Re: #6154: fmp & Yuzuhara_3's SNES The Legend of Zelda: A Link to the Past "100%" in 52:52.44
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I find it hilarious to see the game broken like this. Definite yes vote.
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DrD2k9 wrote:
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.
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.
c-square wrote:
One big question I have, though is: What's the end screen for this game? I could pull up the score screen after hitting a score of 350 to show that I've achieved 100%, but that still leaves a few screens untraversed in the game.
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".
DrD2k9 wrote:
this could be a really quick run.
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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boct1584 wrote:
With regard to stats in a marathon run, what if such a run set was a high-completion-rate goal, like "maximum points?" Would that result in enough work being done to boost stats to acceptable levels?
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.
DrD2k9 wrote:
But I don't know how much the gameplay differs with the different classes.
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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c-square wrote:
Hopefully there are some glitches in the export/import processes to exploit. :)
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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Tas By Fire!
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Habreno wrote:
I would look into 24FPS as possibly being one of the common framerates - it is (was?) used for movies, though I'm not sure about games.
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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OmnipotentEntity wrote:
Perhaps now the previously actually impossible reallyjoel's dad difficulty is possible?
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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Nach wrote:
The point is to allow alternate modes which show different gameplay. Alternate characters are not different modes unless they significantly alter the gameplay.
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.
Post subject: Re: Secondary game mode vs. Secondary character
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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.
Post subject: Re: Secondary game mode vs. Secondary character
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feos wrote:
In Shovel Knight, the Plague character was a DLC, and then was included in the game. His movie is shorter. He plays the same levels as Shovel Knight.
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, yes vote!
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Great work!
DungeonFacts wrote:
I'm not sure I want to submit this, though, because I'm not incredibly confident of the routing for the aforementioned level, and it might be more efficient to do the last 3 levels in reverse order from the way that I did in this recording. Whether or not it could be done better, I'd rather channel my efforts into another project than rebuild the pieces of this that could conceivably be improved.
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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Warp wrote:
I think that the question in the title of the thread, "games games that have only been beaten in a TAS" is, in itself, rather unlikely to occur. After all, games are usually designed to be beatable, save for a few joke games that are intentionally not.
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?
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Wow, I'm amazed how mobile ol' Spectrey is!
Post subject: Re: #6100: keylie's Linux Shovel Knight "Shovel" in 39:37.68
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And a big LOL at the second defeat of Tinker Knight!
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Very much worth a yes vote!
Post subject: Re: #6100: keylie's Linux Shovel Knight "Shovel" in 39:37.68
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OMG Shovel Knight! Wow, well done! Link to video[/video]
Post subject: Re: #6099: noahkiq's Linux Mari0 "portal mappack" in 03:23.78
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