Radiant Silvergun should definitely aim for speed, though, since max score would imply long sequences of milking, which isn't fun at all to watch. I'd go with max chain, max boss break rate, and fastest speed as priority hierarchy for such a run. Boss break isn't going to take long with a nicely upgraded radiant sword.
However, it's worth noting that RSG has one of the slowest moving crafts in history, which doesn't contribute well to entertainment in a TAS.
Haha, same here. And I also liked CS in its early days.
Regarding Team Fortress, I had little experience with it, but it's certainly less about raw deathmatch fun and more about good teamwork, so that you are able to use the characters' different abilities to their full potential.
Quake 3 is the only FPS that's been installed on my system since the dawn of time. However, lately I'm leaning closer towards Half-Life series and related games (except CS, which I've always disliked).
For DM, look into Quake Wars. It seems on par with Q3 when it comes to fun value involved.
In fact, there is both a way to slow it down to frame-by-frame advance and a way to take/load a snapshot of the entire memory space occupied by the game, possible to script the actions and read the memory values, and provided the recording engine is built into the games themselves, it IS possible to create a full-fledged TAS of them — but the amount of effort needed to do it certainly isn't going to be worth it. As such, there won't be any real TASing for them in the foreseeable future, although I'd die to see perfect bullet stream grazing in stages like this.
Well, I assume not everything counted as "favorite" would make a TAS entertaining to someone other than a fan of the game, or at least the genre… In fact most games likely wouldn't due to their well-known inherent features. It must allow:
1) to clearly differentiate between realtime and tool-assisted play (meaning it should have risk/reward-oriented score scaling, and inherent impossibility of a "perfect" result),
2) to show something relevant for this game in particular (as in, the TAS should probably obliterate the unassisted high score standards instead of being just a playaround or an as fast as possible run).
I've been thinking of that recently, and I'm looking out for the games that would fit well. Out of the titles I've played personally, DoDonPachi and GigaWing are well-emulated and have good entertainment potential (there already are some sub-par TASes available for them actually, which you might want to check), several SDA residents I've asked also name Raiden Fighters Jet (I guess I need to consult with Twiddle on this matter) and some of the other titles developed by Cave (Dangun Feveron, Progear, etc.). The exact goals for each of them are yet to be discussed, and probably belong to a separate topic.
Haha. :D
I'm not saying euroshmups are anything bad, though, they are often very fun to play casually. But in truth, I'd just rather see something like Psyvariar or DDP or anything Touhou been TASed, just because there is so much more detail to the actual gameplay process than in a game like UN Squadron; as in: getting 100% kills and not getting hit is something not really impossible for a human to achieve, while perfect chaining, powergrazing in ridiculous spots and weaving through really thick bullet patterns usually is.
It doesn't matter since it's, right as you say, for demo purposes. He just needs to have just what is enough to demonstrate the new strategy (which is probably how it's going to be in skip-less run).
Either way, I'm fine with this decision, since I'm somewhat more interested in seeing the improved battles as well, rather than seeing them skipped.
Hmm, what if you make a submittable run using the skip and include the demos of everything you have skipped with it in the submission message? It seems that way you'll kill both birds with one stone: the run will be as fast as possible and all the new battle strategies will be easily accessible to everyone willing to watch them.
Right, in this case it's impossible, since any instance of damage taking will result in a OHKO death. A run should be done on lower difficulty in order to be able to take damage and not die.
Excellent run, very polished, and as usual, very enjoyable stylistic choices. I think no-damage restriction is alright for this game, I also played it on the pirate cartridge, since pretty much all cartridges were pirated in Russia (there never were any official NES sales here — stupid Nintendo lost a lot of potential income thanks to that).
OHKO deaths like those by crushing or falling into endless pits usually don't count in cases with no-damage runs, because the nullify the life gauge rather than decrementing it.
As much as I love shooters, euroshmups aren't really my cup of tea. Nevertheless, this was an entertaining enough watch; I liked the ammo management (too bad you always had more money than you could spent, haha) and the antics the craft's small hitbox allowed you to perform in the later stages, so I'm giving it a mild yes vote.
I know I'm not contributing anything useful to this discussion, but honestly, you would have had a million cool points in my book if you had answered Kyrsimys's question with "This testament has been obsoleted! Click here to see the new testament".
Thanks, I will. I prioritize quality over time in this run, so it's not going to be finished anytime soon (definitely not until the next spring, maybe even summer, I'm afraid).
Look at its date, Warp. I'm not even sure people were actively using frame advance back then. It's really, really old and subpar, there's no mistake about it.
But yeah, I'm making an improvement and I've gained a minute after just 5 minutes of play.
It's a very old mockball, actually. Japanese players have been using it for years, I never actually got to compare it to the already used methods…
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Oh, okay. Yes vote it is, then.
Although I can't say I enjoyed boss fights too much, since they were almost identical: stand in its face, shoot, take damage if needed.
Hmm, I'm not sure what to think about this run. For one, the game seems interesting. However, Firebrand's moving speed is nothing short from pathetic, in any of his forms. I couldn't help but use fastforward in a few wait-for-something-to-appear and overhead sections.
With that in mind, I'm really not sure if collecting all health extensions really adds any substantial entertainment to the run. For a pure any%, I'd likely vote yes. This run is borderline for me.