Yes, you indeed struck a nerve of me wanting stupid people to stfu.
The first post was already senseless. After it's been pointed out to you personally that you're wrong, you already had Xkeeper jumping on the rant bandwagon (yeah, he loves that, and it's also annoying). Now, since you didn't read what was addressed to you, you still continue with groundless accusations. Stop it.
Dude, seriously, shut up. Get your facts straight, adelikat voted yes, rejected the movie BEFORE it had a single no vote, and no other judge could have voted no at that point. Everything else is a result of your imagination, so stop this endless annoying rant aimed at how unfair the world is.
You thought the runs here were created in one day? Most of them took weeks and months to produce. Of course it will take a while, no-one expected you to do it fast.
I'm quite baffled at the amount of actions you need to do just to clear the level as fast as possible. There were good moments in it, but out of those 8.5 minutes, about a half was spent waiting, and only a few seconds watching really entertaining stuff. Voting meh.
The framerate problem seems to be fixed, but video now sports very noticeable compression artifacts (it is possible to avoid them at almost half the bitrate you used; QuickTime is evidently not an efficient encoding software at all, even though the codecs it's using are up to date). Also, audio doesn't have to have bitrate as high as 128 if you're talking about publishable file, which also means it has to be AVI, or at least MKV.
No idea, never used QuickTime for encoding. But just so you know, any encoding application that doesn't let you see what exactly all the encoding options are will always leave you with some kind of a surprising (let alone suboptimal) result.
The reason your point is moot is, when taking it to some extreme value, you're left with "you start the game at point A and finish it at point B, what nonlinearity is that?" And indeed, the games that disregard that formula can likely be counted on one hand, all of them RPGs or something similar to them. LoZ isn't one of them either, as you start always on the same screen, and end the game by killing Ganondorf. It's only a matter of shifting links (bad pun, yeah) in a chain without actually changing its length. As such, Megaman games, especially NES ones, will always seem like autoscrollers for me because for any of them, a regular playthrough will consist of plain and simple "go right" with some insignificant exceptions.
Nonlinearity, as Warp pointed out, is indeed the matter of not forcing you to go anywhere or keep this aforementioned chain at a certain length. In your example of Super Metroid, there was a lot of sequence breaking tools implemented officially, like walljumping, shinespark and IBJ, and you know it very well how much freedom those allow with just completely basic usage. Even then, following the natural collection path, you could take different routes to reach a certain room, depending on your current abilities or item set. As the players become more experienced, they choose other paths by skipping items or picking them out of order, which is why it's usually praised as a highly nonlinear game.
Metroid Zero Mission is an even better example in this context, as pretty much all of its routes are open from the start and you could "sequence break" without even knowing it! I guess that constitutes some nonlinearity.
GTA games mentioned by feitclub are also a very good example of it, though they actually possessed those traits right from the first installment of the series.
Okay, I see now that QuickTime sucks, thank you. :P
First of all, it failed to show 60 fps on any decoder I tried it on, likely because it doesn't even contain all the frames for whatever reason. Secondly, 1008 kbps is about 5 times as much as this game needs to have that level of picture quality (I'm serious).
I just thought about it and realized one inherent flaw with "Ask ______" kind of topics: the reason they spawn so many secondary topics (essentially, a trend) is that they're concentrated around a single person; as such, any polycentric conversation would result in derailing, and eventually, after the most interesting questions get asked, the topic goes downhill. Asking the same questions in multiple threads isn't good, either, as it bloats the amount of text needlessly.
Something like "Ask anyone" would be a solution, although it presents a bit different problem: such topic is prone to become crowded and expanding beyond control in case hot discussion arises.
Any thoughts?
I wish it was like that.
In truth, however, many non-native speakers use such shortcuts, usually to conceal their bad English or appear better at it (knowing the slang and such). I see that more often than I would want to.
This is actually a very strange phenomenon. Every block has a surface of 16 pixels, all of them effective for collision detection. At the same time, the maximum speed you can achieve on a horizontal surface is 10.75 px/f. You can't possibly skip over a whole block without touching it for at least one frame.
In other words, there is something fishy with collision detection at high speeds. I hope Kejardon can clear that up.