Things that I know may affect luck:
1) frame you shoot on;
2) frame the projectile hits on;
3) your position at teh time of drop generation;
4) amount of energy/ammo;
5) amount of [connected] shots in the room (strange, I know, but it sometimes makes a difference).
Try fiddling with these.
Actually, I mostly referred to the initial (first-generation) submissions. Obviously, once such a movie has been accepted, it's pointless to judge/vote on the subsequent improvements, but I still think that the initial submissions should be treated with caution to minimize the amount of publications for Front Line-type of games or just poorly made movies.
Introducing thresholds may help against sneak improvements, though… Not sure if complicating things is better by itself, perhaps someone could suggest something better than "for movies over 5 minutes long, don't submit improvements less than 0.02% of the precedent movie's length".
I think either categories 2&3 or 3&4 should be merged, otherwise we'll spend eternity discussing what category a certain movie would belong to.
The other possible distinction would be:
1) speedruns with universally accepted completion goals (any%, low%, 100%) and scoreruns (for games that have competition in score) — these are judged by technical merits;
2) entertainment (everything that falls outside the scope of the category #1) — these are judged by entertainment merits.
However, I still think both should be voted upon. In case of technical movies, this is to help sorting out sloppy runs. Also, splitting the site in two very distinct categories would allow splitting the ratings evenly, with sole technical rating for tech runs and sole entertainment rating for entertainment runs, and to possibly substitute polls with respective ratings as well. How about that?
Alright, what was that I just saw, penis whips?! Damn, AngerFist, I never doubted your abilities. You're able to sneak a penis everywhere, even in a TAS submission!
Back on topic: this game is so bad, it's even funny… for the first 3-4 minutes. But after that, it becomes unwatchable no matter what you do. :\
Nice try, but… no.
I showed that the guidelines (since this is what you quoted in the first place, not even rules) themself provide a very clearly noticeable exception for this very type of movies, and thus make it exempt from the speedrun-specific obligations. None of the rules are broken. Movies like this abide by the rules and goals of the site and have existed on it since its creation. How can you claim that it doesn't fit the site when the site's been hosting such playarounds for years?
That being said, I think guidelines should be rewritten to address the confusion.
Wow, this game is pretty… bad, at least for a Sonic game. The run is pretty good, though. Yessed it.
I have no idea what happened at the last stage. It looked incredibly weird and stupid, to say the least.
In fact, people have cast them only to make the authors more proud and feed their ego, no-one actualy cared about the movie. It was a secret I probably shouldn't have disclosed, but these harsh times demand harsh measures. :\
Well, I suppose they can already start with tricks and route planning without rerecording, hmm? At least that's how console runners are doing it for the most part.
And in my opinion, it's easier to start TASing when the needed tools are ready and convenient to use. Ask N64 TASers how convenient it is to use Mupen — an emulator that still doesn't have even a half of Gens's or VBA's features. Obviously it has taken a lot of time to make them what they are now, but on the other hand, the DS emulators are updated more frequently, with numerous fixes and improvements in emulation (which is another reason not to rush and let the developers improve compatibility and emulation quality).
GBA was then-current generation when the first TASes appeared. And it was already pretty stable and compatible with nearly all games when it became a TASing tool.
(Heh, traffic you say. I wish the site wasn't slow even without this traffic income. >_>)
DeSmuME is open-source, and is also quite good; I guess it would make sense to wait for it.
Also, waiting for updates = lame. If you'd followed the history of TASing through, you'd know how big of a problem it can become when an emulator isn't "fully alright" yet. Ask the oldtimers about Snes9x pre-WIP1 desyncs, or watch a couple of GBA runs made on VBA without lag reduction, or just try to watch any N64 Zelda run. I think you'll get the idea pretty soon.
Was the resulting strategy faster than preserving some health by taking less hits throughout the previous part of the stage?
Also, I'm curious, were you using frame advance for this run? Your button press patterns during score tallies and, say, shooting the guys at the second-to-last stage were quite erratic, and overall I wasn't convinced of perfection throughout the movie. Also, you took so many hits while running straight lines that it made me wonder what exactly were the tools needed for in this run. And the straight lines themselves were the staple of the game's level design, making most of the run as complex as holding left/right for a few hundred frames in a row.
Sorry, but I'm not impressed at all. :\ Voting no.
Selective reading, huh?
RCR is technically a fighting game.
The rest mostly applied to the "as fast as possible" type of movies, e.g.:
…which can never be the case if the speed isn't the primary objective to begin with;
— self-explanatory.
I'm not sure what exceptions are you people referring to, since none of the rules have been broken to begin with.
What games other than Contra 4 are emulated well? Believe me, I'm all up for DS TASing and related progress, but personally, I don't want a second Mupen. :| So, I'd rather have the developers take their time and implement everything right, rather than having TASers grab hot emulator builds and encounter a truck of problems operating them and such.
Well, after seeing the run, I can say some of its parts were surprising, but overall most of the tricks were either outdated or not interesting enough for me (granted that I'm not an SMW fan at all). As such, it doesn't outweigh SMW small-only run in terms of enjoyment in my book, and doesn't try to be fast either, so I'll be voting meh.
That being said, I'm curious as to when you actually started working on this run. Judging by the tricks used, I guess it's mid/late 2006?
Just a quick reminder: sloppiness is not appreciated here. If you don't want to spend hours optimizing stages, it's fine — but don't submit sloppy movies.
I won't vote no because I haven't seen the movie, but with such initial attitude towards optimization it's likely I never will.