Right. Nonsensical is your argument with nfq where you specifically imply his belief is wrong, while neither you nor him can prove or disprove it in the first place. There can, however, be particular reasons justifying said beliefs. The only way to be right here is not to argue, science isn't (yet) involved here.
This was very hit-and-miss for me. Rounds that relied on high hit combos achieved by the same attacks and/or infinite juggling got old very quickly, as did fatalities made after "Shang Tsung wins!". Instead of those I'd like to see more fatalities from rare characters available in the Trilogy. Fast-paced rounds with high attack variety were, on the other hand, quite awesome.
Indeed, that is exactly my point. We don't know or we can't know doesn't really translate to it isn't so. Blind assumptions hurt scientific development in many ways.
This thread just has all sorts of awesome. I'll even bring up a really good article relevant to the subjects posed here.
That's because intelligent people (like yourself) post less, while the others post as usual. It's that simple! Don't draw conclusions from nfq and Kitsune in particular, they have a very long and known history by this point. I suggest not bothering with them.
Actually there is no particular scientific reason nature (well, the universe or some smaller part of it: a galaxy, a star or a single planet) can't have developed a form of sentience. If you were a sentient microbe living among other sentient microbes on an average human, you would never be able to tell that your host is also sentient. It just is. But since it wouldn't care about you (or even be aware of your existence), you wouldn't have any strong evidence confirming its sentience. Likewise, as a human you also wouldn't be able to confirm or deny sentience in a microbe living somewhere on you. It just is! Having a vast difference in subjective perception of time (which is very strongly connected to total lifespan and physical size) would make any attempts at communication moot, anyway.
At the present science cannot say what exactly can and cannot be a prerequisite for developing sentience. However, considering that celestial bodies are the oldest, the largest, and very often in no way less complex than a living organism (both chemically and physically), it wouldn't be too far-fetched to have them among the prime candidates for sentience.
Sorcs get crowd control and delayed kills (to be able to farm exp without remaining in one spot) much quicker than most other classes, melee especially.
And since getting hit in a TAS is something that shouldn't happen anyway, she can safely ignore everything defense-related, vitality included, and focus on offense power and mana replenishment solely.
Before the confusion gets out of hand, /players n (where n=1 is normal conditions and n=8 is the maximum) is a command that emulates the presence of multiple players in a single-player game. It affects mainly enemy HP, experience gain, and drop probabilities (so you get way more/better loot that way). For characters that have attack power advantage in early game (like Sorceress) the 400% enemy HP is not a problem, while potential exp gain rate is borderline hysterical.
Well, seems like redoing from 1-6 was a good idea after all. However, it does worry me somewhat that after two years of work you're still near the beginning. I really hope we will all enjoy this TAS before the wheelchairs claim us. :)
Actually Portal 2 jokes were comparatively high-brow for a video game (although a bit lower than the first game, but that's probably the only thing that got any worse). It's generally not easy to find a high budget video game that isn't oriented towards the lowest common denominator.
Edit: Gah, I'm blind, you were talking about Postal 2. >_<
Haha, I've just realized that the main menu selection cursor is a steaming pile of shit, literally!
That being said, voting yes if only for the amazing amount of enemies you've run through.
— Mommy! Daddy! How does Moses's mom run with him through the river?
— It's... uh... it's totally fine, sweetheart! She's holding him above the water surface!
I haven't taken a look at it yet, but it seems that ejection speed (which mainly qualifies the bounce as bugged) depends on the combination of wheel pressure angle and force exerted upon the surface. The reason why they're so rare is that the combination(s) probably needs to be very precise, probably a round (thus, exact) value. My hypothesis is that while a "normal" bounce is a result of the suspension being highly contracted and exerting its potential energy as kinetic in a short time frame, a bugged bounce is a result of a wheel getting a little inside a polygon surface and being forced out with a fixed (?) speed.
Ah, arguing with you is truly a pleasure.
There are no flaws per se, because being fast-paced means different things to different people. It may be dependent on anything including but not limited to: rate of actions carried out per second, speed of screen scrolling, character movement speed, enemies AI or rate of attack, required rate of decision-making, and so on. Moreover, in tool-assisted and unassisted conditions these things tend to change, as is often the case with games like Bomberman. What I consider fast-paced is in this sense irrelevant, and I won't even try to come up with an universal definition because I know it won't even work for myself. Instead I rely on a feeling of speed, and that's, while largely indescribable, works well for me.
In regard to this run in particular, I wasn't bored by it, so it's good enough. (I won't rate it highly either, nor be depressed if it's ultimately rejected.) If it were considerably longer, I could see myself being bored, but it's not the case here, so we shouldn't even consider that.
But since Mega Man games are at the upper spectrum of entertainment for a relatively simple platformer (mainly due to glitches involved), a valid question would be: should we still publish runs of games that don't allow as much as Mega Man does? Historically the answer to this has been "yes", but what is your opinion and where do you draw the line?
From here:
So... whom it was pointed out by, if not Wak or yourself referred to in third person? I should note that OmegaWatcher's request to quote your references would be indeed warranted here.
The criterion on the page in question reads "amount of work", not "amount of time", and I hope you agree that the relation there is not quite direct. I also don't see it even suggested anywhere on the page to speculate on the amount of work in the absence of hard data by the submitter. As you know, speculations make for lousy arguments.
Why necessarily a modicum? The amount of work here is relative to the game length, which I hope is understandable. If the game was longer, say 10 minutes, I would expect it to take more than a few days to TAS (but, again, historically it didn't always require so even with more complex games, so I wouldn't use it as a criterion for anything).
I'm using the entirety of a keyboard, even if not optimally, but the result is the same. If I have no hard time limits that would make typing either using two fingers physically impossible, you would never even tell how many fingers did I use. To follow up the point that brought out this analogy, what really matters is the result. The method is of use for a reference or academic interest, but is largely irrelevant otherwise.
So you've debunked a subjective notion? :) Or did you debunk this run being fast-paced as per the criteria made up by a single forum member who isn't used to arguing or, indeed, using English? Too early to claim a victory here, try somebody of your own league.
More weasel words and appealing to subjective notions. 8-bit platformers in general require little more than holding right and jumping occasionally, simply by their nature. Even the revered Mega Man games consist of exactly that to at least 80% of their length (that isn't consumed by get weapon cutscenes, boss appearances and so on), which is why not everyone likes them despite the glitching. Yet we publish runs of 8-bit platformers at least once a month without failure, and somehow the argument doesn't crop up too often. Why is that? Did they suddenly become complex? Before you pull the "past mistakes don't justify the present" card, are you going to use it the next time somebody TASes another exceedingly simple platformer for MSX, SMS, GB, or NES?
No, that's a bad, bad argument. Referring to Wak's statement here is grasping for a straw that wouldn't even matter had this submission not been controversial. While his words supposedly come from a personal (and likely supported by hard data) insight, they are very very general and hold little weight, so using it to back up your own argument is naive. "Look, that guy says this run is very improvable, so it must be true!" See? That's how your argument looks. Until Wak has presented his improvement, it effectively doesn't exist, and this submission should be judged on its own merits. And saying that a run is improvable is like saying nothing, because any run is improvable and it's not a secret to anybody.
As for the time required to make a run, it's a very bad criterion as well because you have no way to appraise that, and, moreover, shouldn't. People like AngerFist, Nitsuja, JXQ, and other TASers have been known for working extremely quick while maintaining solid quality, and so far you haven't proved it to be otherwise. And keep in mind that it's a 2-minute long platformer. How complex can that possibly be to take more than a couple days of decent work?
You have not only described most of the simple platformers, but also the process of TASing in general. Indeed, it basically consists of determining which frame to press a button on, which in case with platformers is mostly jump and occasionally attack, which, mind you, is used here as well (to pick up baby Moses, for one). That's like saying that your words aren't significant because you type them up with two fingers and not ten.
Ok, here's some more challenge for you. Do you bring up this argument in submissions that are improvements of already published runs that fail the same criteria as well? Do you also say they aren't high quality and vote No on them, or is this only specific to submissions of new games?
I'm willing to place a bet on these words. History has known submissions that were due to be rejected for bad game choice, but subsequent improvements made them quite competitive and not at all embarrassing (btw, I agree with Warp that the old OoT TAS was pretty much the only one I could consider embarrassing to have published on the site).
While I admire sgrunt's arguing skills, there's a hole in this argument here.
The run itself is high quality: it's indeed tightly optimized. The play is superhuman: there is absolute precision even though the controls are awful, there's complete disregard for danger, glitch abuse, and all that. It's the game that's bad, but the snippet you've quoted says nothing about that.
Thus, there is nothing in this submission that openly contradicts the mission statement, you're just filling in the blanks using your interpretation of it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Let's start with abusing all bugs there are and going from there. If it indeed gives too much power we can open up another category with stricter rules.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Oughta be renamed "Moozooh and Cardboard Can't Drop Things.".
Yeah, well, apparently I'm a moderator. It's my duty here to come out and say "dudes, you're being off-topic here, get back on topic please".
Cardboard should have known better than paying your posts further attention, as all it ultimately resulted in was a few more vapid responses which we have an abundance of by this point. One more post not about Duke Nukem Whatever (the game, not the circumstances of its purchase, refunding, and whatnot), and all of the 3DS purchase slice-of-life debate will be split into a separate thread and promptly locked, and I sincerely hope it will not come down to this.
Do we have a deal?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
First of all they don't pay you back in cash (but rather allow you to "relocate" it to a different purchase), so your money remains in the shop in any case. I'm sure there are other limits imposed as well. From a consumer's standpoint it's a great business model, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
May I ask for your posts to have somewhat more essence than expressing a perfectly mundane intention (which by itself is fine, of course) across three separate messages in a row? I know you like talking and all, but repeating yourself over and over is not the proper way to conduct communication. We understood you the first time just fine.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Back when I used to play Mario Party 4, I could get ~152 presses in 10 seconds using that guy's "vibrating" method. Almost every semiserious gamer I know can vibrate like that, so it's comical he would claim to be the fastest with such poor execution of such a common method.
His vibration amplitude is so high he fully hits and releases the button (you can both see it and hear it click), which is something I don't expect from you or any other semiserious gamers™. And keep in mind that 130 hits video was from 2007 or so. 160 he did before you were even born.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.