Did you see me or KennyMan voting yes on it? I suppose not. Not all of us have time and motivation to watch every submission. If I had watched it prior to it being published, I would have found it unacceptable there as well. But it has been accepted for over two years, and it's impossible to change it. However, it doesn't mean something in present is justified only because it didn't attract attention the first time(s) in the past.
We never had a chance to see if it was really foolish, less entertaining, or anything else. Maybe you could show us if this is really the case?
I am give up.™ The argument against using continues is already reiterated on pretty much every page of this thread as well as the other thread already. I'll recap it for you.
In arcades, using continues is quite literally buying your way out of a game over. This is done so that less capable players, or those still learning the game, could reach farther, see more of the game, and eventually improve, all the while giving profit to the arcade operators. But pretty much all arcade games punish the player for this by marking or invalidating their score and, in some cases, depriving them from seeing the true final boss of the game, making it incomparable with those done on one credit because credit-feeding gives unfair advantage in form of endless lives and free additional weaponry. In my opinion, making game easier by tapping into an infinite resource left open by developers for a very particular reason of aiding the incapable goes against the very notion of superplay, whether it's done for speed, for score, or for being awesome.
Just doing something faster is not a goal in itself because there are numerous ways to do that that aren't used because they are accepted to be foul play. In fact, making stuff harder for the player is the accepted norm. There has never been any decision on this in regards to using continues in arcade, arcade ports, and arcade-like games, hence why it needs to have this discussion and this discussion needs to come to some kind of consensus reflected in the rules.
Well, is it a problem if you have 40? It defeats the point of having lives in the first place. The point which I thought was to use them wisely where it gives the maximum benefit, not to use them everywhere possible just because you can always get more on a whim by abusing the most banal and frowned upon way to gain them.
Obviously that's not what is wrong with that. First of all, LSD depresses respiratory activity at a high dosage, progressively more so as it grows. Even though it may remain non-toxic per se in such amount, if fed continuously, at some point the victim will inevitably suffocate. Otherwise, similarly high dosages can also cause permanent damage to central nervous system leading to coma or death. I suppose that is somewhat different from classic poisoning, but then again, drinking a couple tablespoons' worth of undiluted LSD would most definitely kill you anyway, making it far more toxic than, say, water. Oh, didn't you know water was toxic? It's possible to poison a human with pretty much any substance; it doesn't take one to be an MD or a chemist to know. You just have to have enough of it to cause sufficient damage where needed.
I would say the setting you described was wrong because LSD is very expensive and a pain to produce in amounts required to guarantee human poisoning. But if the killer is rich (which I could expect him to be, him being an MD and an expert chemist), and has a vendetta against LSD in particular to skimp upon using more easy-to-come-by chemicals (lead, arsenic, water as said above, whatever), that is not at all implausible. Imagine that his son, arguing on forums all day long that LSD wasn't toxic, ingested four grams of it to demonstrate its safety, and died. People on the forums called bullshit, and desperate and deranged father, being an expert chemist, decided to teach them the toxic effects of LSD the hard way.
Try again. :)
Setting lives down is not available in the game because it requires manipulating hardware (in this case, dip switches), correct? Well, in that case you should consider that coin slot is also a hardware device that is being manipulated externally by using, well, coins — which aren't available in the game. There's really no difference.
Making things faster is not an absolute rule as you may have noticed, as otherwise we would have been using all kinds of cheats and passwords that could help this goal. The goal is making things faster by being super. My personal opinion is that credit-feeding for free weapons is not super, but cheap. Don't take it personally; this was a grey area that had no prior discussion that could make things more clear before you submitted the run.
Would it be cheaper to produce several bot-enabled Arduinos to distribute them among people who have access to lots of games? I think that could be cheaper in the long run.
And yes, this would be entirely a volunteer project, just like ROM dumping.
Theoretically for any game that doesn't use a global frame timer for its RNG seed that is carried through the reset. Practically… who knows. Try the least random games first.
I don't think it is correct to say "objectively better" at all, because "better" is a purely subjective category. As objective as you can get would be saying that one story was more consistent than the other.
I would actually warn you against using the word "objectively" in arguments, as in vast majority of cases that constitutes pure sophistry.
Ah, ok, that makes sense. I also forgot to add the uncharged shot to the values, indeed; I thought it was possible to go charge-only like in 2D games. I'll revise the table, or you can do it yourself.
I'm still not convinced Ice Spreader is worth it, though.
Let's look at the dps data, assuming your values are correct.
Uncharged:
Power Beam — 8.57
Wave Beam — 1.82/wave
Ice Beam — 9.68
Plasma Beam — 17.14
Missiles — 50
Weak charge:
Power Beam — 10
Wave Beam — 8
Ice Beam — 12
Plasma Beam — 16.36
Full charge:
Power Beam — 10.71
Wave Beam — 8.57
Ice Beam — 12.86
Plasma Beam — 16.67
Special weapons (assuming they have the same recharge time as a full charge):
Super Missile — 38.57
Ice Spreader — 32.14
This doesn't take enemy invulnerability periods into account, but so far Charge Beam and other charge specials seems completely useless to me. Normal missiles have the highest dps output of all missile-powered weapons, and uncharged Plasma actually outperforms full charge if the frame data is correct. Am I missing something?
Oh, and Wave sucks a big one in Prime compared to all 2D Metroids, doesn't it. :V
Fair point. I think I underestimated the consistency of time-related events in HP, although the reasons I don't really like it much are completely different. (I don't like the last two books of HHGTG, either, and think that, while the humor is clever and fun at times, the series as a whole is grossly overhyped.)
Actually this rule relies entirely on circular logic, as everything that Harry and Hermione went back and did had already happened because they went there and did it. Saying it can't change anything is like saying "I won't go back in time at some point in future to fix a vexatious mishap of Dumbledore being shot to death, but something as important as saving a hippogriff must not be skimped upon, by all means necessary". I dislike this kind of inconsistencies too, in fact, so any book or movie involving time travel that tries to be serious about itself and fails to, is an entirely failed attempt in my opinion.
Then again, choosing Hard for 100% would justify using all those %%s on tougher enemies, kind of like in AoS. I think any% should be done from clean state.
!!!
Warp looks badass, and has a nice deep voice. :)
If this is the case, whoever these "Music Publishing Rights Collecting Society" are, they are simply trying to feed off the copyright law loopholes. They have no right whatsoever to own or administer this performance. I suppose you should point this out to Google because I'm sure they won't be happy about Public Domain Music Royalty Collecting Society, or whatever its name is, disturbing law-abiding users like that.
One of the likely reasons for this is Konami selling the soundtracks to its games (in alarming quantities, in fact), which may have been the trigger for content identification. At least it's more likely than the sprite of Vic Viper…
I have played these games (well, I have them on the X360 actually, and most of them are amazing fun), and for the most part it's really about as hard as it looks. You have to be extremely concentrated, have a flawless hand-eye coordination and a sense of hitbox to keep yourself in line with the boss and dodge several layers of projectiles on top of each other at the same time. Actually reading the pattern is only half the trouble; in case with Hibachi dodging it is far more difficult.
In somecases, yes. This one, I'm not sure. It seems that both that and DFK Arrange A Hibachi featured earlier in the thread are designed around the fact that you can erase bullets in situations when you get cornered badly. I don't particularly appreciate this (I'd rather have an easier pattern designed around the fact that you can't bomb or erase bullets otherwise); for that reason I regard Mushihimesama Futari Ultra TLB patterns a lot higher, since pretty much all of them are solvable (and, aside from the last one, have been solved quite efficiently) without temp invincibility from bombs.