Posts for Radiant


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Warp wrote:
It is my understanding, and that example supports it, that the average viewer, especially if a gamer, expects and wants games to be TASed on the hardest difficulty, precisely because of the challenge factor. Even the idea of a TAS on the easiest difficulty is boring, because there is no challenge. It's not a question of whether the run becomes longer, or whether some boss fights become longer and more repetitive. It's the challenge. It's the "superhuman god-like player" beating the computer at its best. I think this is what average casual fans expect. They don't care if something is more "boring" from our perspective, they don't care if "the only difference between difficulty levels is how long boss fights take". We are biased, and perhaps that obscures our perception of that.
I think that's a very good point. Just look at a run like this one and think of how that would be on easy mode... Look at that run around the 14:00 mark, and compare to this low-difficulty video around the 18:00 mark. It is clear that the latter can be made much faster, but would it really be more entertaining that way?
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Question: how does the mentioned Chrono Trigger run compare to the 100% Chrono Trigger run? [2339] SNES Chrono Trigger "completionist" by Saturn in 5:44:58.18
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Tangent wrote:
I don't like equivocating to the "decide everything case by case" approach. That doesn't address anything at all. There will always be special cases, but that leans too far in the direction of "every game is special." It really seems to me like the current unstated policy is to accept everything that someone appears to have put a modicum of effort into, whether or not they and the audience actually have any understanding at all about what the changes in difficulty actually entail. I don't think that collectively throwing up our hands and giving up because of fringe cases. I think it'd be more productive to pin down what the acceptable reasons are for allowing a lower difficulty and say definitively that things like "lower difficulty = skips entire stages" will no longer be acceptable.
I completely agree. It is much better to create a rule or guideline that covers most cases and allow for exceptions where necessary, than to not have a guidline because exceptions exist.
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Relevant to this discussion, there is a run on the workbench that indeed uses easy mode since it's faster that way. Note that it's an improvement to a published run, which also uses easy mode for the same reason.
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I have two questions about this run, that also apply to the earlier (published) run. First, why does it use easy difficulty (Game A) as opposed to hard difficulty (Game B)? According to the FAQ, this has a bigger impact than just changing boss HP. Second, why does it end after four levels? According to the FAQ, the first seventeen levels are all different, and levels 18 and up are repeats.
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That was surprisingly fun. Voting yes. That said, I would prefer the movie without those repeated loops. In my view, the same movie with no loops would be faster and more entertaining, and should be allowed to obsolete this one.
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mklip2001 wrote:
I have no problems starting on the last level if the game actually gives you that option. Several puzzle game runs at TASVideos currently use the last level possible: Tetris, Super Gussun Oyoyo, Dr. Mario, Tetrisphere (I think), Boulder Dash (for NES), and probably some others.
Come to think of it... If you set e.g. Tetris to the last level, then you've set it to the highest difficulty. Because the pieces go so much faster, they're almost impossible to handle for a human player. Whereas if you set this game to the last level, you've set it to the lowest difficulty. Because clearly, completing one screen to win is much easier than completing 30-odd screens to win (including the aforementioned one screen).
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mklip2001 wrote:
I have no problems starting on the last level if the game actually gives you that option. Several puzzle game runs at TASVideos currently use the last level possible: Tetris, Super Gussun Oyoyo, Dr. Mario, Tetrisphere (I think), Boulder Dash (for NES), and probably some others.
But there's an important difference here. "Level" has multiple meanings. In some games, it is used for difficulty levels, such as easy, medium, hard; or the fact that Tetris goes faster at higher difficulties. This applies to every single game in your list, as well as Tony Hawk. Starting at a lower difficulty would mean showing the exact same gameplay three or four times in a row, which is not all that interesting. In other games, "level" actually means "room" or "area". Such as this one, where every room is markedly different than the others, and not necessarily harder than the previous or easier than the next. Starting at the first room would, well, show a lot of diverse and different roosm, which could be entertaining. Starting at the highest difficulty level is the default for TASing. Skipping 95% of rooms with a menu option is what I'm objecting to.
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I object to skipping 95% of the game via a menu option. Anyone can do that, that's not TAS-level optimization. No vote.
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In terms of entertainment, I find this compares infavorably to existing playarounds of e.g. XMVSF. I agree with Mothrayas's statement that it looks more like two regular players than two sets of TAS input. Hence, voting no.
Post subject: Re: Let's have a checkbox for hacks/mods in the submission form?
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Well, since we already have a tag for "unofficial game", it would make sense to also have one for hacks or modifications. It doesn't have to be a checkbox, but categorizing them would be useful. Note that a hack is not the same thing as an unofficial game, and the site has different rules for both (i.e. hacks are not eligible for Vault tier, and unofficial games are). I see that there's a handful of hacks in the "unofficial game" category which arguably shouldn't be there. After all, Super Demo World is a different kind than Cheetahmen.
Post subject: Re: #4815: Alyosha's SNES Prince of Persia 2 in 11:11.94
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"Prince of Persia 2 is generally regarded as a really bad platforming puzzle game" Wait, what? Sure, the game is 22 years old now, but it got solid reviews and good ratings back when it was released, got ported to half a dozen different systems, and was popular enough to get a 2013 remake as well. I have no idea where on earth you'd get the conclusion that it's "generally regarded" as "really bad".
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Raelcun wrote:
I'm not really certain how a question like "How high quality is it" is supposed to be answered objectively anyway.
I'm not saying it has to be answered objectively, but it does have to be answered. I do note that throughout this thread, people indicate they like the run, but they are pretty negative about the WAD itself. For instance,
KennyMan666 wrote:
the WAD itself seemed to have a bit too much of "let's put a ton of enemies because we can".
Warp wrote:
That music was absolutely hideous
Mr. Kelly R. Flewin wrote:
This wad was absolutely atrocious! Weak maps, some overlittered with enemies with no real concern for gameplay [And I have played and watched numerous Slaughter maps that do it right... this was NOT one of them].
Bamahut wrote:
I do agree with a few peoples in here that the music was kinda of horrible,
Truncated wrote:
The level design does not look to be anything special otherwise. In fact pretty bad in some places...
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Fredrik wrote:
Ksutra is the 12th most popular WAD for speedrunning, including the four official IWADs (http://doomedsda.us/top20.html)
Yes, we already know ksutra is famous. The question is, is it high quality? How's the level design? Does it do anything the base game doesn't? How does it stand out, other than from having a naked chick in the last level?
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Mothrayas wrote:
Nach rewrote the rule about hacks/homebrews relatively recently, lumping both together, but to me they've always been different. The high quality requirement belongs moreso to ROM hacks, because of the ease of cobbling a hack together on any decently popular game with a good hacking tool (e.g SMW), and a game engine that could make nearly any run on it decently entertaining at least. That rule is also exactly for hacks/level packs like this, where what makes it notable is not necessarily the quality of the content, but moreso the controversial aspect thereof. Unlicensed original games have been put into the Vault regardless of quality, as long as they qualified on notability. YHTBTR is one obvious example, although it was also published very early into the Vault's creation, when rules weren't as rigid yet. There are plenty of other examples of unlicensed movies in the Vault, including fan 'favorites' like Cheetahmen and Baby Moses.
That's a very good point. I completely agree that hacks (including new levels created with a level editor) are a different matter than homebrew. It's easy for a hack to derive notability because the base game is famous, or because the hack is controversial or memetic. None of that means it's a good hack. And this is also why hacks are not allowed in the vault whereas homebrew games are. Perhaps the site rules could be clarified on this point.
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Truncated wrote:
Am I correct in understanding that this WAD is famous because of the nude geometry in the final level? The level design does not look to be anything special otherwise. In fact pretty bad in some places...
Indeed. It's a naked chick plus the name of the WAD plus the fact that there are a lot of horny teenage boys on the internet. The DOOM Wiki states that these "adult overtones" contributed the bulk of this WAD's notoriety. Given that the DOOM wiki lists 543 'notable' WADs, and the DoomWorld site lists about 4000 WADs total, perhaps we should take a close look at our inclusion criteria. According to our Movie Rules, hacks and homebrews should be "high quality and notable". There's no question that this WAD is notable, but is it high quality? Surely the site isn't going to accept just any hack that gets a lot of google hits?
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phi wrote:
Its native resolution is 320x240. But it is not a standard VGA resolution (320x200 is for example).
320x240 is Mode X, which is one of the standards supported by VGA. And yes, most PC games hardlink their speed to the monitor's refresh rate, to prevent "tearing" of graphics.
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NitroGenesis wrote:
Majora's Mask has one already, that's enough for N64 Zelda.
Concur.
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NitroGenesis wrote:
Burn the Rope just seemed like the best comparison, because that TAS is recieved insanely poorly and it's a homebrew too. (At least that one seems finished...)
Although arguably, Burn The Rope should have been run on its original platform (i.e. windows) since there's no significant difference between the win version and the DS version. Site rules, y'know. (yes, yes, site rules also say we can never change our mind on a published run, so I'm aware that's not going to happen)
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scrimpeh wrote:
I don't understand the negative response entertainment-wise. I found it short and interesting enough to vote yes.
Yeah, it looks better both in graphics and in level design than that syobon game that has two separate runs in Moon tier so far. Yes vote. Decent enough for a homebrew game.
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For a playaround, I was expecting you to play multiple characters, similar to in the MK and SF playarounds on the site. Is this not possible within Shodown?
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Warp wrote:
One desirable feature of stars is variety. Giving multiple stars to the same game is dubious in this regard (unless the different TASes really are so different that they deserve it.)
I concur, and for this reason I object to having to having two Star runs for Aria of Sorrows.
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[quote="Rikus" I guess the first version Lagaf: Les Aventures de Moktar was starring this guy: https://www.youtube.com/watch?v=54YE868-LLw[/quote] Yep. I think the L7 boss is also shown in that video around 0:35, and some of the earlier levels vaguely look like the pixel art in the music video. I'm not seeing a lot of resemblances otherwise.
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Random tidbit about this game: it used to be called Les Aventures de Moktar starring a bum named, well, Moktar (this explains why most of the enemies are also bums, and most of the items are random junk). Titus replaced his sprite by their eponymous fox to increase market appeal; this basically makes it the PC equivalent of Super Mario Bros 2. You can see this as you boot up the game, it first displays a message like "Wow, you're still playing Moktar in 2015!" Most levels are slightly different, and one level was replaced entirely between Moktar and Titus. In more random trivia, this game basically runs on the same engine as The Blues Brothers and Prehistorik. Anyway, nice run and keep it up!!
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Tangent wrote:
World 1 ends with a credit roll and return to the title screen. http://tasvideos.org/3949S.html
As I understand it, that run you've linked is from the four-level "official" version of this game, whereas this submission is from the eight-level "fangame" version of this game, so I'm not sure if that limitation applies. A quick google search reveals over a dozen versions of this game made by a variety of people.