Posts for moozooh


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DarkKobold wrote:
A policy was needed, otherwise, every thread would turn into Bionic Commando or Hitler no Fukkatsu.
This is a wrong example to illustrate that point (probably as far from the point as you can get). In case with BC, it wasn't obvious at all as to which of the two releases was superior, as both had different advantages going for them. That debacle could have happened now as well since we do allow non-U releases if the author (or the public) makes a successful case for their superiority. In general the difference is quite clear, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Ask Brushy
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Mukki wrote:
In Fabian's spirit, these questions are for anyone who feels that they have something intersting to add.
Well, you've caught my attention then. :)
Mukki wrote:
I remember learning French back in High School and the language was taught as being inextricably tied to the culture itself (i.e. examples would always be set in a stereotypical parisian setup with questions based on widely known French culture). Do you feel that the study of English requires a meaningful understanding of British (or North American) culture, or do you find it to be more worldly than that?
It's largely inevitable, but also very much appropriate. You cannot hope to fully grasp the nuances of any given language, especially with regards to idioms, certain other verbal constructions, details and dynamics of pronunciation, and other similar things without studying the cultural and historical context behind them, basically all the important circumstances of their creation (that is, etymology) and semantic development. I haven't had any specialized education in linguistics, but these things are somehow able to fascinate me to no end. Here's a (spoilerless) quote from House of Leaves that I especially like. Don't you find the conclusion inspiring in some way?
Mukki wrote:
What are your opinions on being bilingual? Do you feel that the extra vocabularly has allowed you to express yourself in ways that would otherwise be impossible, or more difficult? Have you found the experience of engaging with those of a different tongue to be worthwhile? Last year, on a whim, I asked a German friend of mine which language she thought in, she said English, as it was faster. Do you find merit in this?
Absolutely. We shape the vast majority of our thoughts in verbal forms (i. e. saying or reading them in our mind) which are thus directly related to the languages we are able to wield (as in, be able to produce thoughts using them, not just translate to/from using our internal vocabulary lookup mechanisms). The Sapir–Whorf hypothesis extends it even further, and I actually agree with its postulates. Consequently, if you can successfully manage two distinct sets of cognitive patterns brought forward by bilingual training (especially if you're trained in that way since early childhood), you can potentially reap huge benefits from that by being able to discern more shades of meaning in various concepts or contexts. Which is another topic that fascinates me to no end. Maybe I should have become a linguist or a neurobiologist or something... :) When I'm writing my response to you at this very moment, I'm thinking in English, which serves a larger purpose here as the result is supposed to be English for you to understand. But oftentimes I would think in English even if the outcome of my thought process is to be expressed in Russian or not expressed at all. This is likely because I find it easier to deal with the English language's simplified morphology and larger assortment of roots, allowing different shades of meaning of any given concept to be expressed with a single and, in most cases, more simple word, or at least an idiom with no equal meaning in Russian. Then again, you can consider artificial languages such as Ithkuil created for the very purpose of optimizing thought processes by compressing it and ruling out inconsistencies in formal logic, abundant in pretty much every language. At one point I was seriously considering actually learning Ithkuil, but quickly realized I had neither comfortable means of romanization (the current romanization system is anything but useful) nor anybody proficient to talk to for practice. In contrast, pretty much all of my accomplishments with regards to English have been achieved through practice on this very forum (and IRC channel) for the major part. If you'd looked at the posts I made in 2005, you would notice how I purposefully avoided complex sentences, Perfect tense, and other things I wasn't comfortable with. I can't say I'm fully comfortable with all of that now, but it's manageable. My grasp of written English is now rather close to my grasp of written Russian, and I find that pretty cool considering I received no special training on the matter, and in fact no training at all for the past six years.
Warp wrote:
But perhaps he wants to learn British English instead of American, in which case it would be "utilisation". (Although I heard some rumors that Britons are slowly shifting towards American spelling as well... Nothing is sacred anymore.)
Which reminds me... :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Eh, you all need to relax a bit. Nothing criminal is going on. A newcomer didn't get what the site was about and hadn't had the patience to read the FAQ and rules. That's not a good thing, but remediable. Some other guys poked fun at it. Not a good thing either, of course, but it's not like there was no reason for such behavior. Now what a good thing would be is for both sides to come to their senses and become more considerate towards each other. Which is for sirstarmagic to stop being lazy and read up, and for others to stop making a laughing stock out of a bad first submission.
Warp wrote:
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ALAKTORN wrote:
boct1584 wrote:
The rule of thumb is "Use the (U) version unless another version is clearly better."
yes, except for handheld games
Could you elaborate please?
Warp wrote:
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You mean Super C?
Warp wrote:
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I agree with Derakon. A shortest route with 2 players and an "exhibition" route (akin to Umihara Kawase) with 1 player, for instance, would look completely different.
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Bunnyhopping in a Metroid game? Now I've seen everything. :D
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Sonikkustar wrote:
I dont hink this can be considered an "in-bounds" run because it still uses door warps which still go OOB.
They don't go OOB. They transport you to the "wrong" location. OOB means disrespecting the physical boundaries of the level layout (in this case by sinking into walls), which this run doesn't do.
Warp wrote:
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The rule is instated to avoid savestate tampering. If you have a verification movie that generates the exact conditions for your savestate, you're in the clean. Also, I should probably say this beforehand: unless you manage to do something fresh for over 35–40 minutes straight, people would only like to see one loop. I know from experience with this exact game that so many stuff going on on the screen makes the experience rather tiresome. But going by the logic and common sense, second loop is the harder one, so it allows more opportunities for cool tool-assisted tricks and gimmicks, so if there is a choice between which loop to submit, it should be this one.
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To make a savestate on the 2nd loop you first need to play to the second loop. And if you record what you play there is no problem.
Warp wrote:
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What lead you to that decision? Second loop is much harder than whatever the dip switches can change on the first. Compare: 1-1, 2-1. Besides, you'll be missing one of the most hilariously over-the-top boss fights in the history of arcade games. As for the entertainment value, I'll put it this way. A playaround would likely be interesting, and may be appealing to non-shmup fans. A scorerun will only appeal to shmup fans insterested in DoDonPachi, which is only a couple people here (including myself), but there is a huge audience outside of TASVideos for this kind of thing that would piss themselves if you score over 780 million, let alone 800. It will most likely be harder to do than a playaround, though, as a lot of research is involved. Also, most of the chaining routes through the game are actually some of the safest routes you can travel. They're designed that way so that full chains could be possible. DDP is a very polished game.
Warp wrote:
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Most of the score comes from second loop by the virtue of max bomb bonus carry-over (it doesn't reset after you beat 1-6) and the fact that enemies simply cost more there. There is also a very subtle alteration of the chain timing allowing more leniency, but I've never studied it closely as I've only been to 2-1 once myself and didn't even attempt scoring there. Derakon is also correct: in the second loop enemies are a lot more aggressive (bullet count is doubled and speed is also increased somewhat), and there is the true last boss after 2-6. All of this makes it a lot more suitable for a playaround since there is more deadly stuff to play with.
Warp wrote:
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I have done some research on the game in the past, and here are some thoughts and facts on the matter. 1. Two runs will likely be the best. My original plan for this game was about a single scorerun at default settings with player 1 just flying and dodging bullets all around the place, and player 2 actually doing all the scoring business. However, two runs may be beneficial because for a playaround you don't have to go with default settings (for the score to be directly comparable with unassisted records), and don't have to do the not particularly impressive 1st loop either as long as you have a verification movie. The game only becomes exciting at 1-5, and there are 13 stages in total with both loops, which take quite some time (around 50 minutes if you're going for a true score record). That would leave us with these two runs: — power-on, default settings, single-credit, 2-loop C-S scorerun; — savestate, hardest difficulty (via dip switches), only-2nd loop "anything-goes" 2-player (A-L + A-S?) playaround. 2. For the high-score run, use the player2 side. It has a different mechanism of aerial star calculation which amounts to several millions' worth of difference by the end. Player1 side has an advantage of being able to continue the hit chain after using a laser bomb, but it's useless in a scorerun. 3. According to sikraiken (who has a 530 million score on the game), C-S is the ship to use for scoring.
sikraiken wrote:
here are the boss hits you can get on 1-6: A-S: 273 A-L: 259 B-S: 282 B-L: 261 C-S: 286 C-L: 259 So, C-S > B-S > A-S > B-L > A-L/C-L. This is just based off of this data, of course. Also, C-S can get more enemies in stage 5 and in other places since it can reach on both sides of the screen. C-S definitely has a higher scoring potential.
4. One bomb will need to be expended at the end of 2-6 for scoring purposes.
sikraiken wrote:
You can get an extra 600k by bombing the 2-6 boss when the gauge turns red (once you reach 2-6 boss, your bombs are worthless point-wise, there are no points for them at the end of 2-6 or end of the game).
5. It is confirmed that stage 5 is possible to full-chain, getting 900+ hit chains. Nobody except the selected few Japanese high-scorers knows how exactly, but that's the way WTN, NAI, and some other guys got their 700+ million scores. There might also be ways to extend stage 1 and 3 chains somehow with tool-assisted precision, which is something to look into as well. This will be very useful for unassisted players of high caliber. 6. Laser hits are calculated temporally, not by damage dealt. Which means you can get higher hit chains while underpowered, by using shot-type ships, and not using aura (which doubles the damage without doubling the hit count). Every medium- and large-size enemy should be thus killed with laser if applicable. Shot powerups should thus also be delayed as much as possible to get higher hit chains everywhere. Ideally they should be delayed as long as it's possible for you to not let a single enemy get away that you could have killed otherwise. 7. Ground and aerial stars should be picked up if possible, but chain hits are more important. Large stars should always be picked up, though, as they are worth 10K each, IIRC. 8. The chain is, IIRC, calculated as following, assuming each hit corresponds to destruction of one single-HP enemy:
hit 1   enemy 1
hit 2   enemy 2 + enemy 1
hit 3   enemy 3 + enemy 2 + enemy 1
hit n   enemy n + enemy n-1 + enemy n-2…
Which means you should always kill more expensive enemies asap to have their point value added at every subsequent chain increment. 9. Max bomb bonus not only gives you a fixed amount of score per frame (220 at x2, more for each subsequent bomb), it also works as a multiplier for your chain, so bombs should be picked up at the first frame possible. 10. Boss hits. The formula for 1-1 to 2-6 bosses is:
200,000 + (100,000 * stage number) + hit count * (2,000 + 1,000 * stage number)
(Note: stage numbers do not count the loop, so 1-1 and 2-1 will have the same stage number.)
So if you get 100 hits on 1-1 boss, the boss hit bonus will be 300k + 100 * 3k = 600k. For 400 hits on 2-6 boss you will thus receive 4 mil. Not bad at all. According to sikraiken, the formula is slightly different for Hibachi.
sikraiken wrote:
0 hits on Hibachi gives you the base score of 5M for the boss bonus. 100 hits will increase your boss bonus from 5M to 10M. 333 hits (max hits) will increase your boss bonus from 5M to 21,650,000. That's a lot of points.
11. The chain timer is about 64 frames long IIRC, and I believe that the lowest value it lingers on when you're continuously lasering an enemy takes at least two frames to decrement to zero. Now I don't remember the specifics at this point as the last test I'd conducted on the matter was in 2008 or so, but you apparently can artificially prolong the life of a constantly-lasered enemy by wobbling the laser on the very edge of the enemy's hitbox, hitting it every other frame. Maybe the timing is actually even more lenient, I don't know. Anyway, this may allow extending the chains in stage 1 and 3. 12. Bullet canceling is an important factor as the amount of bullets on the screen seems to increase the canceling bonus exponentially, so letting enemies in stage 1-3/2-3 and 1-5/2-5 (and also Hibachi's first form in 2-7) to flood the screen with as many bullets as possible before destroying the bullet-canceling enemies there is very beneficial (around 2–2.5 million per a good cancel). 13. Shooting in the vicinity of flowers with shot type and lasering with laser type gives a silent score bonus per unit of time. Not sure how much exactly. Flowers can be found in every even stage, I think. Stage 2 also has a star fountain near the beginning. 14. There's a substandard TAS made by Takuro here, produced with slowdown alone, no savestates. It scores 759 million points, but many important factors mentioned in my post are omitted, suggesting a potential of 800 million to be reached with full precision. The highest unassisted score (A-L) available on MAME is 547.5 million by PROMETHEUS (use ddonpchj.zip and ShmupMAME based on 0.99). The highest unassisted score (C-S) in the form of video capture is 638 million by ZBL-NAI. It's from 1990s (I think 1998 or so). You can find it floating around the web.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Actually JXQ's movie was obsoleted because zggzdydp's run followed the same goals. JXQ didn't avoid moving OOB, he just didn't know it was possible in places and ways later discovered by you and zggzdydp.
Warp wrote:
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Wow, congrats! You're really giving this run your all. :)
Warp wrote:
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JXQ's original TAS was one of my favorite Castlevania movies on the site. Here is basically its updated version. I noticed some of the improvements, although some particular things left me puzzled as to whether they could be done more differently or at least more precisely. Finally, what is the hint card used for? I watched this and the published out-of-bounds run one after another to make sure I'm not missing anything, and am convinced they are almost completely different save the first few minutes and the last batch of fights. The warped run is shorter but Juste moves slower and more sedated (due to floating) most of the time. Here, on the other hand, he is more agile and caffeinated, providing a different viewer experience, and there is no grinding involved. The routes are almost completely different. I think the movies can coexist. Voting yes.
Warp wrote:
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Apparently this run is more bad than rad. JXQ made a version that is a full minute faster than yours several years ago. It was rejected for the game being too boring. You should have made your research prior to submitting this.
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That's cool. I'll be waiting for a comparison video. :)
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X2poet wrote:
How can you make sure that continuing kills the entertainment by default far more than any longer boss battle with default weapons could do?
I, for one, don't have to be sure it kills anything far more because it already kills it right there. Many (most?) games with bosses have at least one fight that is long either because it's designed that way or because you have to face it underpowered; that's okay, people are used to it, it's part of the game. I'll illustrate it with a following example. Imagine being a vegetarian. You don't consider eating meat/fish right for whatever reason (like the fact that it takes no skill to kill animals who can't fight back). So you go to a restaurant that you know serves great vegetarian food among others. In fact, all of the food there is great, so you naturally go there. You look into a menu and are ready to place your order, but the chef insists this dish you've chosen tastes better with meat in it. Here's how I see this dialogue: — I don't eat meat. I don't like the very notion of eating meat, I'll be totally fine with the vegetarian version. — But you haven't tried the meat version, and trust me, the vegetarian one tastes much worse. — But I've tried that vegetarian dish before. Surely I know it's great. Why are you trying to convince me I wouldn't like it? Couldn't you just, you know, not put any meat in it? — Sorry, sir, I have no choice. The dish must have meat in it. Not putting any meat there would be unfair to the other menu items. The chef then proceeds serving you the meat version of the dish and feels insulted you didn't like it. End of story.
Warp wrote:
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X2poet, don't be afraid of not using continues in arcade games. I assure you, in games like these nobody is going to reject your run because of it. There are many runs on the site where even not using death is a stylistic choice widely accepted by the community, but in this case it's even easier than that.
Warp wrote:
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This category is definitely the most suited for different characters, as it's the longest one anyway (and the only reason for its existence is to show variety bad ending runs lack). So far solo Fang will do, though.
Warp wrote:
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Sonikkustar wrote:
moozooh's post raises several interesting points about using continues, even though it focuses way too much on danmakus in general.
Actually it doesn't. Battle Garegga isn't danmaku (although it's an important precursor, but I used it as an example only because it is the classic example of rank), and none of the other points concerned danmaku games. Score counters, powerups, etc., all of that is present in other arcade genres.
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Ok, time to make one more lengthy post on the subject, hopefully the last one so that I won't have to reiterate my view once again, as there seem to be some misconceptions about it that just keep on appearing. :P Also let me get this straight out of the way: I'm talking about credit-feeding, i. e. putting coins in mid-game as a means to get a free buff to the player character or circumvent a game over screen. I'm not talking about using deaths, as those are limited within each credit. Using continues in arcade games, ports thereof, and console games designed in the same spirit, doesn't break the rules of a game the same way glitch abuse or simple death abuse does, because the developers have designed two sets of rules. Credit-feeding circumvents the main set by forcing the player on a pre-designed fallback routine that, in many cases, drastically changes the gameplay in ways that aren't particularly appreciable in TASes (again, assuming they are not about simply making an arbitrary number on a web page smaller at all costs). Arcade games know it when you're doing this, and act accordingly, which is why it's very hard for me to consider feeding coins mid-game clever. You aren't fooling the game anyway, it just treats your actions differently. In essence, credit-feeding substitutes the concept of beating the game with the concept of just getting through it to the end credits. This means it changes the issue from a speed/entertainment tradeoff question to a goal question, or at least a categorization question. Coins in arcade games are a vessel of income for the arcade operator, so naturally all arcade games are made hard and short. The reason is simple: faster credit rotation = faster money gain. Because of this you also can't pause mid-game, and all stages and bosses run on timers, preventing potentially infinite credits (unless the player is just crazy good to loop a game over and over). The challenge also needs to be there so that players who have beaten the game would play it again for fun. For this reason many arcade games employ dynamic difficulty system (commonly referred to as rank) that makes the game progressively harder if the player is doing well and, respectively, easier if he dies a lot, doesn't score, or doesn't power himself up too much. Classic example: Battle Garegga's last boss played by a good player skilled enough to reach it, and the same boss played by a WR holder. Note the difference. Obviously it can be thrown out of the window if the player suicides on a whim, having unlimited lives granted by continues. Feeding coins mid-game has been allowed for the same reason as the high difficulty mentioned above: so that players who can't (yet) cope with it could still have some fun with the game (although exempt from the score ranking), see the content, and learn it — all the while bringing profit to the arcade operator. Because if this the use of continues is associated with free powerups, lowering the difficulty, granting additional lives (as well as an easier opportunity to get the score-based 1-ups in many cases) to bait the player into paying more. This completely defeats the purpose of setting the game on a higher difficulty, as you're just lowering it back this way. Arcade games employ a scoring system that would make a small-scale or even large scale competition viable, because competing and making progress in more ways than just getting farther in the game is fun. No arcade game would let a player buy themselves a high score by putting in enough money. On the contrary, it would in pretty much all cases reset it or mark it as invalid with every subsequent coin, and in many cases completely exempt it from the scoreboard. The score must be earned, separating the players who put beating the game as their goal from those who just want to see the end credits. Many games won't let you put in the first coin's score even if it beats an existing scoreboard entry as a means of punishment! Many games have additional stages or so-called true last bosses that are only accessible if the player does not continue. Many games that have a second loop won't grant you the access if you so much as died once too many on the initial loop, let alone used a continue. Some won't show you a real ending, or even end credits at all, which brings me back to the point of what exactly should count as beating an arcade game. Additionally, using free benefits throws such important and impressive aspect of TASing as resource management out of the window as coins, which are limited in the real world, are infinite in a virtual, so the need of planning is also thrown out of the window. Because console games are designed around a different playing scenario, these differences need to be addressed. 1. You pay for the game only once. This is the reason there aren't as many (if at all) credit-feeding "tricks" available: you aren't bringing anybody profit by making the game easier. For the same reason, however, console games are also easier and usually don't have any dynamic difficulty curves, as dying frequently doesn't bring anybody profit anymore. 2. You aren't standing in a line when playing at home. Because of this you can pause, save, load, access later levels through various means. This is also the main reason console games are usually much longer: if there is no hurry, the developers can put more content, as well as more useless padding (I'm looking at you, Zelda) and backtracking (hello, Metroid). Games like these would never appear on an arcade cab because an arcade game is designed to be a whole and complete experience for 20–40 minutes, rarely any more. It is already an endurance test for most purposes. This suggests that continues in console games are often (but not always!) a part of the system that lets you leave off and literally continue playing it at some later point in time. It doesn't have to be a way to circumvent a game over, although oftentimes it is required to make use of this system. Arguing the intentions of developers is a touchy subject ridden with prejudice and speculation, but in general, console games (unless they are, as mentioned previously, arcade ports or arcade-like games like the PS2-exclusive Gradius V) aren't designed to always be played in a single sitting, hence the well-understood need for means to access the later levels in some way. This means that getting a game over is sometimes a necessary step, and is thus normal for some circumstances. Upon inspecting this aspect further I've come to conclusion that with console games it needs to be decided on case-by-case basis. For arcade games, however, credit-feeding should just be prohibited. There are abundant reasons outlined in this post that justify this, so if you think it's unfair, well, I don't have anything else to say. There might be exceptions if abusing additional credits can reduce the length of the game drastically (like the aforementioned Bionic Commando example), but it still must be viewed as a deviation from the norm the same way NewGame+ runs, or runs that use codes/passwords for a direct benefit, are.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Soft subtitles aren't a part of the video stream. You can move them around the screen freely via corresponding controls in your video player.
Warp wrote:
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Did you check Sonikkustar? He has a "star" right there in his name, I think we should factor that in the star distribution the next time. :) (Baxtar, lol)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.