Posts for Tangent


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Mothrayas wrote:
words
All right, thanks. It sounds like they fixed some bugs in these. I don't remember the other one using the overflow error. Maybe that's why.
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Mothrayas wrote:
It looks like this remake actually changed around the properties of zipping, making horizontal zipping very hard if not impossible to do. (Not for long stretches, anyway.)
To make sure I understand right, you actually tested this, or are just going by this run not doing horizontal zipping? Like the other run, it'd really be helpful if the author actually wrote anything.
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Mothrayas wrote:
feos wrote:
We're going to need notability merits here.
turska wrote:
googling the game produces some results, including around 30000 download hits for v2.0 on its googlecode page. Going by that, it seems notable enough to qualify for the Vault in my opinion.
I would say a near 30k download count, along with getting a number of blog posts/forum threads/reviews/etc for it when googling it, counts as notable enough.
Is that a lot? I mean Psycho Waluigi has twice that and a lot more relevant hits on Google/internet notoriety and I'd still say that's rather unknown outside of the hardcore Nintendo fangame fandom. http://mfgg.net/index.php?act=resdb&param=01&c=2&st=0&o=n,d&filter=6.46
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I'd still say it should be rejected for the dual reasons of not being particularly notable and the hack itself doing a poor job of reaching its goal of being a direct SNES re-creation of Donkey Kong. I mean if someone upgraded Pac Man's graphics but made the ghosts move at half the speed, or made them each exit the box 5-10 seconds later, would that really be a good port of Pac Man? It's really weird to me that it's in a seemingly stable state WITHOUT that addressed/fixed. I guess since it's open source someone could fix that, but that's neither here nor there.
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It says: "We don't allow hacks that only serve to change the looks of the original game. Hacks must provide unique gameplay."
Not to belabor the point, but this isn't just a graphical change, so it's not a great example of that. They messed with the core game as well (obstacle spawn rates), and with the game as simple as it is, that's a pretty big change from every other version of DK.
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Pokota wrote:
It's a great homebrew remake
Bamahut wrote:
That's actually a great homebrew remake, thanks for the temp encodes.
A remake that doesn't even come close to replicating the challenge and spirit of the original is not what I'd call great.
Post subject: Re: #4496: nymx's NES Super Metroid "Spore Spawn" in 09:34.55
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CoolKirby wrote:
we can't blindly accept every run category just because it's popular.
Or as the case may be, not popular. I don't think this is even in the top 5 of preferred types of Super Metroid speed runs. And what's stopping you from just putting it on Youtube/Niconico? Why do you "have to submit this" here?
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You'd think the author would weigh in about things...
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Derakon wrote:
scrimpeh wrote:
Here's hoping for an eventual Mega Man "No magnet beam" run.
Not even remotely enough to make a "clean" Mega Man run, given the NextDelay glitch, the ladder glitch to pick up the Magnet Beam on the first visit to ElecMan's stage, the pause glitch for fast boss fights, and presumably all kinds of other issues. Plus frankly I expect that a "glitchless" Mega Man run would be pretty dull. Though that's just me.
You need the magnet beam for Wily 1. Hard mode of this game removes all power ups, which would greatly limit the usage of such things, at least toward the end. That may be the closest one can get and uses this version.
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feos wrote:
Ports for different platforms are accepted, unless they're 100% identical. Haven't seen this, but I'd say Wily Wars and this one are identical to NES, being copies of those.
The largest difference (besides Easy Mode, and I suppose the easy/hard difficulties, which are just kind of stupid, and hard needs to be unlocked anyway), is being able to cycle weapons with L/R like in the later ones. More listed here: http://www.gamefaqs.com/ps/575618-rockman/faqs/30644#section9
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Spikestuff wrote:
feos wrote:
but I'd rather say the original should be TASed.
So the arcade version should be TASed and not this bootleg. Refresher: NES has 3 areas, Arcade has 4, this has 4.
The original (and NES version) is also not laughably easy. Here's a non-TAS: https://www.youtube.com/watch?v=7uceEnwfcMw Notice how few barrels there are on stage 1 and the long delay between them. Also notice how far he gets on stage 4 before the first fireball spawns. The arcade version starts with one spawned and has spawned 3 by the time you get to that point. He nearly beats the stage before the third one has spawned. On the second loop, the fireballs take even longer to spawn.
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jlun2 wrote:
What's the purpose of playing a homebrew port of a game that appears on a console that can be TASed?
Greatly lowered difficulty?
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I like how they got tired of redoing the sprites and apparently just stopped at a random point, and then decided that the game was too hard so massively toned down the difficulty. It really makes you ponder existence. Specifically, this game's.
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Nach wrote:
Does the audience agree based on the chart that after 44 waves, it loops: http://seanriddle.com/jwaves.html
It doesn't (assuming that chart's accurate). Looping begins at 61 (first loop without Hunters spawning), and then 61-65 are repeated with two different configurations of platforms. eg, 61-70 = 71-80 = 81-90 etc, but for enemy spawns, 61-65 = 66-70 = 71-75 etc That said, the only difference between the enemy types are speed (and points), which is pretty negligible when they're killed immediately after spawning.
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There are a few less glitched runs on Nico that are also faster. That one has the input attached so it shouldn't be that hard to figure out what was done.
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This beats you in nearly half the time. http://www.nicovideo.jp/watch/sm21195042 Granted, it doesn't get the 'secret' ending, but that's just a matter of letting a character die in the last battle (other than Vegeta). At worst, it just requires another round or two of the BP exploit to get Gohan strong enough to one/two shot him too, so even with having to wait out the credits, it's still probably at least 30 minutes faster than this. Edit: From your comments not mentioning it and an admittedly brief glance at the encode, it looks/sounds like you didn't use the BP/leveling trick at all. Characters like Goku, Gohan, and Vegeta gain a free level every time their HP is reduced to some small amount (<5?) and then they're healed to full. This is extremely exploitable while you have the character that heals for basically free even in real time, but I'd expect it to be done through the entire game in a TAS. 2x Edit: Yeah. Watch that run. It's much faster than you from the very start and could have easily gotten the 'secret' ending with probably close to 35 minutes to spare over this run. It glitches Gohan's BP to an absurd level right from the start, so not even using the BP exploit really. I'm sure someone can help you with the Japanese commentary about the tricks used for that and the other stuff like skipping/teleporting/glitching the hell out of the interface. Even as a low glitch run, without manipulating damage for free level ups to boost Goku/Gohan's level/BP, this is pretty clearly suboptimal.
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jlun2 wrote:
Can anyone please explain what "Spore Spawn RTA" means for those who don't follow Super Metroid runs? :|
Spore spawn is a boss in the game that is very easily skippable (even in 100% runs), so is never fought in speedruns. A spore spawn run kills it and is then 'over' once it's dead (specifically when the item it was supposed to guard is collected). RTA stands for real time attack, meaning that it's done in real time and not tool assisted. It's not a "spore spawn RTA", it's just a spore spawn run.
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boct1584 wrote:
Tangent wrote:
How exactly do you have an RTA TAS? Is that like Quiet Riot?
His submission notes imply that it is tool-assisted; the "RTA" in the branch is probably just because the Spore Spawn Attack™ is traditionally a RTA category.
That's not implication. And the two are kind of opposites.
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How exactly do you have an RTA TAS? Is that like Quiet Riot?
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SDR wrote:
Tangent wrote:
I don't know that this run really adds much over the existing one. The Apocalypse glitch, but what else is gained by using only two characters... both shotos at that... that isn't there in the other run which uses a lot more?
And I dont know if this run will offer some gain...but I believe it could be interesting to see more run these crossovers(mvc,mshvsf n xmvsf) and also it would either awesome to have more fighting game TASes. Back to the point. Ryu and cyclops are powerful characters which they've got uniques tricks as ryu throw glitch and " cyclops' quick increase meter bar", not to mention the wide range of combos they have. I believe they are ideal one to show a good run. According to my quote in the submission text you can see that I just wanted bringing a different run than I used to. A run that shows only 1 team kicking enemies ass. I hope you see this movie like an addition to the fighting game runs existing here.
I assume that's why you used them in the other one.
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I don't know that this run really adds much over the existing one. The Apocalypse glitch, but what else is gained by using only two characters... both shotos at that... that isn't there in the other run which uses a lot more?
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http://tasvideos.org/709M.html Port isn't 1:1, but it is emulated correctly and I don't really see how you can make this game a playaround.
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feos wrote:
Tangent wrote:
And if you're going to cite entertainment as a reason for its acceptance over a run that completes the entire game, then why did you put it in the Vault where "Entertainment value has little to no significance"?
I didn't say "entertainment", but "enjoyment" for a reason. Entertainment is serious business, a trend, we divide the site content into tiers basing on it. Enjoyment is way more global and vague. Guidelines reflect traditional preference of the community. People prefer high difficulty, for obvious reasons. Using it is not a rule (thanks Moth), but using it without a good reason is a bad taste. So it does reduce enjoyment here. And it does not kill it, like it happened with the NG3 run I linked. Notice the difference. Why do we still prefer something that increases enjoyment, even in Vault? No idea. Maybe because we don't want to absolute relative things, in order to keep making sense.
So to see if I understand this correctly, you're saying that this run is enjoyable enough to meet the enjoyability threshold for the Vault, which is apparently a thing that exists, but not entertaining enough to meet the entertainment threshold for not being in the Vault?
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DRybes wrote:
Please note that feos said 'enjoyment' and not 'entertainment'.
They're synonyms and I don't see any difference in usage here.
Your edit does not seem off-topic to me; this all ties into a greater theme of difficulty choice, what it means, what replaces, what coexists.
After a little more thinking about it and checking the finer details of some mechanics, VP's simpler than I had thought, so it's not a good example for much of anything. Hard-B and Hard-A (geared much more to 100% and/or an SG run) are probably the only two runs I'd consider worth existing, although Easy-B would be shorter than Hard-B (shorter mandatory first dungeon). They'd be extremely different runs as A requires actually playing much of the game while B can abuse some weird mechanics to 'skip' to the final dungeon, bypassing pretty much all the things over the course of the game that make Easy/Normal more difficult in some ways (as well as supposedly easier) than Hard. I think it may be arguable that Normal-A is more difficult than Hard-A though since it screws you out of the CP characters need, but I don't know how much is needed later in the game when it screws you the hardest. I suspect not much though. ANYWAY
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I didn't make a post directly addressing the reasons given for the judge's decision before the judge's decision because I am a slave to the wheel of time. It's a failing of mine that I've had for years. Is there anything else about my temporal shortcomings that you'd like me to clarify? I also don't care that it's published. That's hardly an excuse not to clarify why the decision was made and/or discuss it further. I really don't like the precedent this sets and I don't see the examples given so far as even close to similar to the difficulty difference found in this game. There are a ton of games that end prematurely on the lowest difficulty. Are we just going to accept any of those runs now if the entertainment value is good enough for... the Vault? And are you really taking offense, in this thread, that in a completely different thread, I expected a cogent and sensical answer to a question I had? Or is it that I don't automatically accept the first answer given when I ask a question as the word of God? Edit: Off-topic, but I had the thought as I was going through games with big differences in difficulties in my mind that because of the setup (and glitchiness) of Valkyrie Profile's Easy mode, it's actually ironically the hardest difficulty by far, and for a number of mechanic reasons, Hard mode is arguably easier than Normal. Now that'd be an interesting quagmire.
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