This, pretty much. There's a plethora of perfectly valid epithets to call it: native resolution, standard resolution, original resolution, normal resolution, etc..
As for the opposite, "high resolution" seems rather obvious, especially since it's factually correct: "high definition" would imply an increase of detail depth compared to the original, which is obviously impossible.
Nach, nobody suggested removing borders. This discussion was born entirely out of my (and others') criticism of aspect-correcting SGB image. Personally I don't care about borders, but sure, let them stay.
Actually, a simplier version has been used for some time where the exact average of the two frames was used. It lead to all flickering or frame-alternating motion turning the sprite in question into a blurred or translucent (due to the average between 100% and 0% opacity being 50%) form, depending on the nature of the motion. It's arguably better than 30/60 fps's complete vanishment/solidity, but still far from perfect.
Ok, guess it's that time again.
Quoting the encoder guidelines, there's this paragraph:
I remember this paragraph because I was the one who introduced it in the first place. Unfortunately it didn't cross my mind to discuss it back then, but it in large part contradicts with the following paragraph, introduced here by Bisqwit:
The contradiction here is in the fact that we're using GameBoy (a handheld) games for SGB, yet SGB is intended to be shown on a TV. So what appears to be the norm now is stretching the signal sent by SGB to conform to the 4:3 aspect ratio.
Now let's see what happens when you run a GB game through SGB: the original 160x144 (square pixel) signal is put into the middle of a 256x224 grid (SNES resolution, non-square pixel), and is then sent to the TV which stretches the 256x224 signal to 4:3 aspect ration. Obviously, the original 160x144 picture in the middle gets stretched as well, which isn't good. Could there be a way to counteract it? One would have to contract the GB signal before placing it inside the SNES resolution grid so that the TV would expand it back to the correct proportions. But since it's practically and economically infeasible for a low-power hardware to do that without even worse artifacts, it wasn't done.
Bottom line: stretching introduced by the TV is an artifact to a GB game. GB games are developed for square pixels. SNES games are developed for TVs that scale 8:7 to 4:3.
Now, let's touch the subject of using SGB in the first place. As far as I'm aware it was merely a part of Bisqwit's original plan of enhancing the viewing experience, which also was the sole reason for antialiasing N64 games. That was a very clear step away from authenticity, but it was well thought-out, paid off, and nobody complains. The SGB situation, however, wasn't so well thought-out and had amendments already introduced (again, by me; see the bottom addition). I think it's time for more amendments because SGB is by far not a miracle way to make any GB game look better, but a very limited colorization vehicle with its own shortcomings.
VBA doesn't stretch the games it shows in SGB mode. We have the choice of not stretching them by default in our encodes.
Bottom line 2: stretching for consoles with native 4:3 output devices made sense. Stretching SGB games doesn't make sense, because a TV is a non-native output device for GB games. Native devices should take precedence in deciding this.
I would rate those as 20 > 24 > 30 = 60. The difference in overall fluidity between 20 and 24 is, as I expected, absolutely insignificant, while frame-alternating motion (particularly arm pumping) looks more defined on 20 fps because the amount of frames showing the sprite is equal to the amount of frames without it. Screen-shaking effects look ugly on both.
Btw, this is pretty much what I referred to when talking about flicker-optimized AviSynth script, but as I haven't tried it yet I don't know how it would look as a result (I think it might produce a slight interlacing artifact that way due to non-uniform sprite brightness), but it would retain better fluidity than both 20 and 24 fps, and a clear reference to proper flickering as well by alternating between 33% and 66% sprite opacity during such segments (as opposed to 50% the entire flicker time).
24 fps is a bad solution. 20 fps is a better one, a flicker-optimized AviSynth frame blending script (that weaves the adjacent frames together with alternating opacity), while not existing yet, is an even better one.
Hint: Return a pot to the stores.
Hint: Find another pot for special bonus.
Hint: Illuminate the study to end the world.
Damn, I never realized how stoned this game sounds. :)
Not gonna question the decision, but I do feel this explanation is rather unfair to the whole subgenre of action games disguised as sports games. Mutant League Hockey is in this sense the same as Ike Ike! Nekketsu Hockey Bu: Subette Koronde Dairantou or Carmageddon. Playing them like sports games would be missing the point. MLH's representation of hockey per se is exceedingly poor, since it's designed as an action game in the first place. As a result, comparing it to a "proper" (even if glitched) sports game TAS such as RBI Baseball or ISSS makes as much sense as directly comparing Adventures of Lolo to Solstice just because both of them have the character moving and picking up items in a labyrinth with enemies.
Couldn't finish watching. I'm reasonably sure you could improve this TAS by at least several seconds if you stomp all the enemies as soon as possible instead of jumping over them (less ugly sprites on screen = better chance of publication less lag).
Voting no.
(Funny sounds though.)
Uhh... That wasn't a well-constructed sentence. Please rephrase so I could at least understand. :)
EDIT: If you mean the "yes" / "meh" / "no" percentages, simply put, "yes" voters approve of a submission being published, "no" voters disapprove, and "meh" voters don't care.
It's particularly because of the vague wording that it's alarming, and since there is no C&D buffer with criminal law, too much risk is involved. I guess the only way to know for sure would be actually asking competent lawyers or a representative of the USA's judicial system.
Four, not the case anymore. Also four Metroid runs, also not the case anymore (through some cheating by adelikat >_>). The search box is there at the main site.
I'm somehow sure the companies themselves will be against this. They're not that stupid, they know it's a part of the culture they've helped create and maintain, and this could turn what is essentially free advertising now into a major catastrophe for popular game sales, especially tournament-related ones.
That is mostly correct. However, due to tool-assisted precision, quite more risks can be taken, culminating in creation of unprecedented strategies. PCB is the one Touhou game that can benefit from this the most. This is an example, but keep in mind that it's not very well-researched. Much more is possible.