Saturn, your position is clearly understandable.
It's just that people still don't like it because it's selfish. In case you don't know what is selfish about it, explanation:
1) your primary goal is to surprise people with stuff you found;
2) this goal is attained by showing stuff you found to people.
The only sensible opportunities to do it are: a) immediately, as most people here do, or b) after completing a run, which you've been failing to do for years, just as I have.
The only reason you don't want to show this new stuff immediately is to get credit for it after the run is complete, and show that you were "that awesome already back then". Even if you don't have ill intentions, this behavior passes off as arrogant and immature, which it probably is.
Considering that the surprise value vanishes really quick as people continue finding your tricks, you need either to show them now to let the community as a whole benefit, or finish up your run faster. And the latter doesn't seem to be an option with your busy schedule. I really hope you understand that you're digging a hole under yourself by hoarding the tricks, because instead of the credit you believe you deserve for finding them, all you get is annoyance at withholding them for so long. See?
How about a generic "player controls multiple characters"? Would solve cases when there are several players running the game, and when there's more than one character to control.
He did, as well as making it invisible. A pretty clever strategy for keeping things secret, then waving them in front of everyone after they've been "spoiled".
While it is true that SDA as a project was created for entertainment in the first place, and gathering records in the second (in contrast to Twin Galaxies, who only care about the latter), you can't expect every runner, as a content provider, to cater for anyone and everyone — which would be stupid, at least, so this kind of demanding attitude won't get you anywhere. There is already a lot of rules they have to abide by, including certain requirements for recording conditions (guess what for). Forcing mandatory entertainment activities in idle time, or recording with highest quality settings only, won't make more [high quality] content, no; it will simply rob you of some that doesn't suit your needs, considering the needs are very unstable as a whole. Because those runners that are able to do entertaining stuff or record with full settings on, already do so.
IIRC Parodius games offer less artistic freedom for TASers, although they are more artistic by themselves. On the other hand, Deign had a Pop'n TwinBee WIP that had good entertainmnet potential with its bell juggling. Because theoretically, you can juggle them constantly without ever picking them in a TAS, spamming the entire screen with bells. :)
Bother Swordless Link. So far he's doing a great job on putting whatever WIPs people have been producing up to now to shame, but it seems it's pretty low on his priority list.
That was slick. :)
By the way, before you make the awfulest mistake Krocketneo did: continue recording with "sync samples with sound CPU" option. You will notice that the music and sound effects no longer sound like complete shit.
Groobo had a wooden computer at the time of recording the FEAR speedrun, so there was nothing he could do about it. That's also the reason he didn't do a H.264 encode. I hope he'll improve it on his new machine sometime in the future. :P
Four of them, actually. And I'm sure it's possible to herd them from right to left so that Vic Viper could be standing to the left of the intersection point the entire time, able to shoot. I'm also sure using missiles at that point (especially since they were already selected) would help a lot.
Brutal Strike on any two physical damage dealers, Rage or Vortex and Heal on your caster of choice, other buffs on the rest. All the later bosses don't stand a chance against Brutal Strike since it easily takes about 2000—3000 damage from one character each turn. Rage does about 2000—3000 damage as well, and ignores magical defense. Vortex does about 3500—7500 when there's no resistance/immunity, and is in that case awesome as well.
Ok, you definitely play with danger a lot more than Krocketneo, and your shots look more confident and precise as a whole (like when you kill a barrage of enemies with a single volley, and other stuff like that). I'm enjoying the result very much. And don't forget that you can use a bomb item to kill enemies with less lag (since you're aiming for all kills in faster time, not higher score), Krocketneo lost a LOT of time avoiding it to kill the enemies manually and have the game slow down to a crawl.
By the way, in case you're wondering about how the bubble stage looks on the original version, here it is. And it's only the first loop, out of like, six.
There's still a difference between a good challenge and bad design. Both can be coin eaters, but while one of them is fair, the other isn't. Not talking about Vendetta in particular; gameplay design applies to any game equally. The difference is subtle (since it all pretty much boils down to the time you spend on the game), but it doesn't take a lot of experience to notice. To bring up an analogy, good game design gives you an iron hammer and a hundred of nails to drive into various surfaces in a limited time. A hard task, but you know what to do and how to do it, eventually you understand the optimal ways of gripping the hammer handle, optimal angles to strike, optimal force required, and just plain increase your striking speed. Bad game design gives you a wooden hammer instead, and the nails are all crooked. Your own efforts are severely limited by insufficient tools.
Case in question: Contra/Super C vs. games like TMNT or Ghosts 'n Goblins. The former are hard (especially Super C), but you know what's coming at you, and you have a chance to react, because the controls are tight and user-friendly. The latter wave a solution in front of your face, but cover it with a wall of glitches and other bullshit you can't even dodge properly because the characters are barely controllable.
If there were other improvements, I wouldn't be opposed to any other names, and even in case of "A" it wouldn't be a decisive factor if the movie was clearly superior (I'd still not like the naming, though).
Definitely not. This is a cheap timesaver that doesn't noticeably shorten the experience, yet quickly robs the movie of either individuality (in case you name the main character with a handle you've come up yourself), or newbie-friendliness (inexperienced people will have troubles relating the character names everyone uses to A/B/C/etc., which will more likely lead to annoyance than to delight).
My advice: go to the nearest crystal and grind a level or two while using tents every time you run out of health and mana. Just one level does make a difference in this game, which becomes hilariously noticeable as you approach level 90 or so. Bosses of one level with you usually don't stand a chance. As for the Omega team, aim for Helio first, he's the most annoying of them all.
You're making it sound as if computer's performance deteriorates over time. :P
I bet it's a software problem — paradoxically, it can deteriorate, at least on Windows. Or, you have installed something related to software used for decoding, and that lead to some kind of a conflict.
That's pretty helpful, thanks. I was considering adding Zawu to the party but I've gotten used to Thorve as a magic damage dealer (he could cast Vortex and Gamma for half the mana cost, dealing ~6k damage per turn on average, and cast Nuke twice without replenishing mana pool). I guess I'll have to play a newgame+ in order to reform the party and manage the capsules better.
One question, though.
What did you do to replenish mana when your characters were running out of it? I guess using sacred orbs, but unfortunately I only have one on my main save (wasn't expecting a fight this tough in the end).