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Warp, do you also tell little children that Santa Claus doesn't exist?
All of the runs that have been on the workbench recently have had at least a moderate amount of votes, without any "problem" submissions. Eggerland was published slightly quickly, but it was an obsoletion attempt and a well made movie. I see no problem trying to rid the queue of submissions every once in a while as long as it is appropriate timing.
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Dromiceius wrote:
bzb95 wrote:
someone stop only to collect an extra life.
It's conceivable that a player would spend a small amount of time collecting an extra life to save time overall through death abuse. Can't think of an example
The glitched Contra (III I think) movie comes close to this, but not quite.
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T'was meant as sarcasm, not an insult. My apologies. Oh, and sorry you didn't like this one, you can expect a full refund of price of admission within 7-10 business days.
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30 seconds? Really? Check your supply of Ritalin 'flop ;)
And I agree, the N64 version is much more fun to watch, but it's unfair to directly compare the two. I'll admit, it's not the most awesome game out there, but it's not particularly *bad* either, particularly for a GBC game. And no lag (!), which has to count for something ;). If someone else had done this, I likely would have voted yes with heavy levels of meh.
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I was experimenting with Burning Rangers last night and could not get it to load. I tried via .cue and with loading the image via virtual drive, and I have the US bios, but could not get past the Saturn CD player. Any ideas for other things I can try to get it working?
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Fighting games are usually best when the primary goal is to aim for style and entertainment while still being reasonably fast. Take a look at some of these movies if you want some good ideas.
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White Label wrote:
And what I'm pointing out is that shouldn't be a factor in rejecting a run because it's opinion base and not skill based.
I don't like Mario and I bet I could find other people here who didn't like any Super Mario Bros. games.
Should those be rejected?
I understand that's a blunt way to make a point. What I'm saying is certainly there are games that are more entertaining than others and there is no reason to not feature those runs on the site because they bring in new visitors, programmers, and TASer's. But to limit runs to say, the top 100 most popular, well programmed games for a system is ludicrous and makes the site unsustainable in the long run.
This argument has been brought up time and again, and since you've been around since 2006, I suspect you've read through many of them already. In short, this site aims to provide movies that the majority of people find entertaining. It is not our aim to act as an archive for TASes for every single video game in existence.
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adelikat wrote:
It does not record FDS disk activity.
However, that has been fixed already and will be in the 2.1.2 release that will happen soon.
You probably even mentioned that to me yesterday, but thanks for clarifying. I'll be looking forward to the next release so that I don't have to resort to .98.25
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Does FCEUX not record fds disc switching correctly? I have been playing around with the famicom discs and can't seem to get it to work at all, i.e. Switching a disc will work fine while recording a movie, however upon playback it appears to reset the console.
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I recently ran into a problem with Gens 11a running approximately 10x too fast. Frame-skip is set to 0, and did not change the speed when I adjusted it up and back down. The situation was not affected by reducing the speed, even down to 3%, however frame advance worked as usual. I've had problems like this before, but it was usually because I had accidentally set frame-skip to a high number, and I cannot think of any other options to adjust to return my speed to normal. I also do not recall fiddling with anything in Gens which would create this problem. Any ideas?
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Excellent information, and very helpful for new members. Will there be a revival of the page which lists the rankings of all members, for comparison's sake?
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Got around to watching this, and I found it amusing for the first 5 minutes, then quickly lost interest. About half the levels look optimized, which unfortunately makes them look very similar. The other half of the levels appear to be improvable, which makes them appear sloppy, particularly the 4th (I think) level, where there is a narrow corridor with tons of breakable blocks. Those should have been possible to manipulate much better than what is shown here. I don't think that would have saved this run though, the game wouldn't have held my interest even with a greater level of optimization. Sorry, I'm voting no. It also seems that I will make the 7th voter, only 2 of which have voted yes. Therefore, I'm also rejecting this due to poor game choice.
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sgrunt wrote:
In the absence of listing as such in the submission text, I decided to jot down the completion times for the levels and compare them to the TSC times (in parentheses):
Green Hill 1 - 0:19 (0:18)
Bridge 1 - 0:25 (0:20)
Jungle 1 - 0:28 (0:25)
Labyrinth 1 - 0:34 (0:27)
Sky Base 2 - 0:09 (0:08)
I know there has been some discussion regarding this already, but since I'm not very familiar with TSC and their record keeping, could I get a couple answers from people (mike89, upthorn possibly, any other TSC regular) in the know? Is there differentiation between GG and SMS timing, or do they get lumped together? Are there tricks or glitches that are SMS exclusive? Were there any major flaws (technically) that you saw with this run? (I know alden has discussed one already, any others?)
From my perspective and current knowledge, this was technically well done, although stylistically it was lacking quite a bit, particularly with the autoscroller stage. Since there are both visual and gameplay differences between the SMS and GG versions, I see no problem with possibly having two runs, but that can be decided if an SMS version ever gets submitted. My opinion, prior to hearing some more information from others, is that this run looks good enough to be published. I'll wait for some more information before I make a judgment though.
EDIT: Having reread some of the previous posts, I'm changing my opinion to one of marginal publishability, because of the possible improvements to Bridge 1, and the inconsistencies of goal choice (i.e. stopping before the sign to save real-time when aiming for in-level time)
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I agree, there is no need for a separate account for this team submission. I would suggest the authors correct this themselves, before I or another admin correct it for them.
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ShinyDoofy wrote:
1) Load/save in the appropriate slots without having to choose the slot before actually loading/saving. As of now, you need to select a slot via 0-9 and then hit a central load/save key (F7/F5). Snes9x handles it the other way round: you can directly load from state 1 by pressing F1. Saving is done by pressing Shift+F1 (ironically, saving/loading is swapped in the *nix build, but whatever). This way, you wouldn't have to select a slot first, which many people think is more comfortable and faster to work with.
Is there any hope for this feature to be added sometime? I've found a couple games I'd like to work on, but I haven't quite gotten used to the central save/load idea. I occasionally overwrite states that I don't want to, and given some of Dega's other shortcomings, this makes TASing more difficult than it should be.
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Like others have said, and for reasons I do not understand, there are separate logins for the wiki and the forums. The wiki login is the more powerful one.