Mildly entertaining. It often felt like there were more entertainment options that weren't used (getting the Stale Moves penalty all over the place should speak for itself I guess), but the most obvious of them was definitely the credits. 100% them, and it'll be a yes vote from me, although I do feel like this needs way more work.
My personal opinion is that Xkeeper has indeed walked the edge for several years (I remember him behaving in a similar way since at least 2008 or so, probably even 2007), and while the actual happening did surprise me, it wasn't really unexpected. Just a question of time.
On the other hand, while his tone was needlessly passive-aggressive and the attitude way too... spoiled, I guess?.. he did present solutions and feasible ideas every once in a while, as well as being vocal about issues that have plagued TASVideos with various intensity basically throughout its entire history: focus on lowering run time while disregarding the entertainment value, popularity-based game favoritism, obsession with severely limiting the amount of categories (something that to this day has no rational counterargument for), questionable judge decisions (something that happens every once in a while still, although not as often anymore), the trend of endorsing competition instead of collaboration, and so on. His being vocal on these issues is what I probably miss the most.
Pfft. I have around 290 days worth of vacation per year on my current job (shift schedule + 28 days of paid time off), and I still want more free time. Now that's a huge problem.
My apartment is heated so well I have to open my windows when it's –25°C outside just to let excessive heat out. Arnold Governator would cry blood if he heard this.
Well, for one, it's a good thing they didn't. But if the loaf is supposed to be new, they could as well fail the storage conditions, or the manufacturer just re-used unsold units that were already old/touched by mold in production of the new ones (IIRC, Russian sanitary standards permit up to 5% of "refurbished" material per unit of mass of ingredients for bread baking, but some manufacturers do cheat on this in various ways), which is about as bad. A good, properly stored, preservative-free loaf of bread should remain edible and untouched by mold for up to several days (it will become stale, but not moldy), so if there's early mold in there, and you didn't soak it in any liquids, you should probably complain or at least pay attention to the look and smell of store loaves from this point on.
Correct me if I'm wrong on this, but there are two problems with this: one is that you have to be at least level 18 to equip an item carrying Teleport, and another is that its item level would require a Superunique at a similar monster level (Rakanishu is level 8). So early Superuniques seem to be out of the question.
Fastest.
A run not syncing using NESbot may indicate a problem with NESbot as well as with the emulator. Until we have the whole input transmission methodology and technology perfect (or close enough to it), relying on the bot for accuracy is pointless.
Not only graphics get censored, sometimes it can be text or part of the story. In any case the lack of censorship in a J version can be argued as a "good" reason mentioned in the rule wording, and, in case there is nothing better to object to it with, it may become the preferred version from that point, which, I believe, is what has taken place with SCIV.
Before we answer that (and other raised here) questions, let's repeat the long-established TAS maxims that aren't really questionable.
1. Any TAS is an essentially collaborative work that is based on finding new tricks, reverse-engineering those not completely documented, and improving upon existing work. Unlike sports or real-time playing, the previous work is always available to deconstruct, research, and repeat if needed.
2. Any subsequent TAS will have an input section functionally or literally identical to its previous generation.
3. When aiming for speed, the fastest known strategy must be used.
Now that we have those out of the way, the common sense maxims.
1. No TAS is created of 100% original material, unless the author happens to be both the developer and the sole player of the game in question, or the game is so obscure nobody else ever talks about it. Even if the subsequent generations happen to only contain tricks not seen elsewhere, the previous ones have already served as stepping stones; more precisely, somebody else's tricks in them have. You can't come up with everything yourself. You always have to use somebody else's work to build up on it to make sure you aren't missing anything. What can you do about it to not make yourself look like a dick? Right, give a credit.
2. You have no moral right to prohibit people from using methods and strategies. Industries would fall into chaos if people started copyrighting (essentially monopolizing) things like conveyor belts, bottle caps, pedals, gears, etc.. It would also suck majorly, btw, because for every "original" idea everybody feels entitled to, they use a hundred existing ones. It's normal.
3. An input file created independently from another input file has its own authorship regardless of its content. When you're doing a math exam you can't claim another student is copying your solution if they come up with an identical one. Most of the time this is supposed to be the case. Because it's either the most optimal, or just the only possible solution.
I don't really see the issue here, or some difficult moral dilemma this situation tries hard to be. gia has come up with a strategy improving upon an existing strategy, but decided not to submit it. His was found, researched, and reconstructed as a part of the normal TASing process, and gia was credited for finding this strategy. p4wn3r was honest with everybody else about what he did; there is no misinformation anywhere. The site has no unfulfilled obligations to gia in respect to this submission.
This is not exactly new. This issue has been raised previously with games like Bionic Commando; however, while it's by itself a fair "good" reason, in case with BC the U version had changes to gameplay, so no single version was universally preferred in that case as far as I remember.
The rules should be clear. The PAL60 information will be added there. However, what I'm trying to say is it doesn't really matter since NTSC-U versions are still preferable regardless. I mean, even if you put the PAL60 information there, the person in question would still need to come here and defend their choice of version if they're doing it on PAL60 instead of NTSC-U.
Because, as I said just above, PAL60 isn't PAL. Also, those numbers are wrong and I'm rather unsure where did you take them from at all. PAL Gamecube can output at most 640x480 with progressive scan. 640x576 is also possible, but only interlaced, and thus generally doesn't make sense for maximizing video quality: there's less meaningful information per frame, and deinterlacing will not restore all of it, not without artifacts of its own at least. But that is irrelevant anyway, as PAL output is 50 Hz.
I hope you see the difference between PAL and PAL60 now, as well as why it's in no way superior to NTSC.
...And that's why there's that "go with the (U) version unless there's a good reason not to". If the person in question is confused and wants to submit here, they could as well go here on the forums and ask, right?
Actually, that second rule you've quoted is just fine as it is currently, as there's no actual benefit to PAL60 over NTSC in an emulator.
It won't give any "better" picture quality because the signal deterioration associated with NTSC only takes place in actual hardware (analog transmission, yadda yadda). PAL60-capable consoles output the same resolution as NTSC as well. In practice there will be no visual difference.
There may be gameplay differences, in which case the faster (or otherwise better) version will be preferred. The rule elaborates on that point.
It's the same with handheld games. They have no PAL/NTSC output, and they all run at the same framerate in all regions. Yet, (U) versions are preferred unless there's a good reason for the otherwise.
It's not really confusing because PAL and PAL60 are two different output standards. :) The rules just don't include the latter yet.
I'd say a single competent coder with self-managed time schedule and a clear idea of what he's doing and wants to achieve is at the very least as efficient as a team consisting of specialists with varying experience and coding expertise being thrown from one project to another (as if often happens in large companies) with severe time constraints put on them.
I'd like to see what comes of this project. If I ever dated to create a game myself, this could be my engine of choice!
Hmm, either r63 doesn't pass the arguments as it should, or Demul doesn't receive them as it should. So, for instance, if I run it from commandline (without Hourglass) as "demul.exe -run=cave3rd -rom=mushisam", it immediately starts running Mushihimesama. When I try passing "-run=cave3rd -rom=mushisam" via the designated field, it still just starts Demul's UI, with its menu bar available (i. e., the emulator is just idle, not busy loading anything) but not working. The frame counter doesn't increment, and frame advance doesn't work.
Maybe I'm doing something wrong?
All of the entries on the list except Banjo Kazooie and FF don't need any introduction indeed, if only because their plots mean absolutely nothing before their gameplay (i.e., could be completely ignored), and gameplay in each of them either belongs to a major archetype, or they were the ones to set it in the first places. FF games do need introduction because they rely on their stories a lot, and thus, but otherwise they're also very much archetypal.
I agree the trope itself is somewhat overused though. I tend to likedescribingobscuregames more because of it.
hahahahahaha
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Leaving this here for future reference, as it seems arukAdo isn't too keen on implementing it: http://dehacked.2y.net/microstorage.php/info/205960373/spinningroom.smv
From what I've understood, lag in this room is caused by several things:
— having the chain in free control mode while there are many sprites on the screen;
— having an item (like a small heart) in free fall when many other sprites are on the screen (thus it's best to take them while at point-blank, or let fall before skeletons appear);
— skeletons breaking out of the graves (sometimes can be circumvented by jumping at a different time or avoiding using the whip).
The timing is tricky, but it allows for, say, one of the skeletons being destroyed by the cross pendant without causing any lag.
As for the changed damage boost, it was rather intuitive: boosting from higher ground leads to more space covered by moving airborne, which is much faster than walking. I first thought to boost from the bone, but then realized the bone is indeed too high, however the skeleton could be boosted from, as well, and it would still let me get the drumstick, too.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.