Apparently this boss is only there for those who find it fun, simply because the rest will never even meet the requirements to fight it in the first place.
So, assuming a console run and no precise time measurement, one would have to try killing one of the tanks roughly 1.5 seconds after it appears on the screen, correct?
Mothrayas, the way you're presenting your argument is not consistent. First a speedrun is supposed to be faster at all costs, then it turns out there are entertainment factors involved that make them by far not as fast as they could have theoretically been. So some cheats are thus allowed and others, that provide the same effects, don't, exactly why?
There are no TASes on the site that use passwords that provide the player with additional benefits. Only those that put them under even greater handicap, or access stages either otherwise inaccessible, or requiring to loop the game once (again, for a greater handicap).
Then again, why are there no TASes that use infinite live/ammo/weaponry cheats in runs restricted by some of those (i.e, Contra series)?
I'd actually very much like you to provide me with a layman-side explanation of the difference between skipping 90% of the game by the means of a glitch or a clever trick, and skipping 90% of the game by the means of a password, considering both are key input that get the game to behave in a certain way for the purpose of speed.
I didn't actually know about that. Pretty bummed if that's how it is. :\
Why are we not using cheats again? Surely they would have made things faster?..
Haha, while I like the analogy, credit-feeding is ostracized not because of the money involved (hell, arcades are dead anyway), but because it's a way to weasel past the game over screen and pretend nothing happened. Last I checked, a speedrun was supposed to complete the game without getting a game over, because there's definitely nothing superhuman in continuing every time you want to beef yourself up.
Indeed, that is the case, and I agree it should have been discussed beforehand prior to subjecting x2poet to such a situation.
In my opinion, using continues is similar to using cheat codes or passwords: they both rely on receiving "free" benefits that speed up the game completion, cheapening it in the process as the gameplay rules are circumvented completely. Perhaps this calls for a definition of beating the game for cases like this, because getting to a gameover screen to buy yourself out of it hardly qualifies as "beating" in my eyes. Rather, it's getting the game to beat you faster so that you could receive an insurance payout and trip on analgesics as a free bonus.
Try basically any arcade game released in the last 30 years. Most of them also reset the score but leave the last digit at 1 when you continue, and keep incrementing it until 9. Don't worry, I never noticed it until a couple years ago, either.
This practice isn't as mainstream in console games, especially more recent ones that aren't arcade ports, mainly because the concept of credits/coins there is virtual; you don't literally buy yourself a chance to continue with real money, you just take it for free.
It's not the death that saved time there, it's putting in a credit when confronted with a game over screen. And not using it would still make the run significantly faster than AngerFist's, so I see no possible reason to include such a cheesy move for a gain so marginal.
Dying and using continues are completely different. Lives are a finite resource; continues aren't — they have initially been conceived as a means to get more money from less capable players, or those still learning the game, so making them finite would be counterproductive. Using continues is the same as getting a game over (literally: continuing past the game over) and as such it invalidates all achievements past that point. To make this more noticeable, score counters in the vast majority of games increment the last digit every time a continue has been used.
You could play any arcade game "perfectly" by getting a game over at the start, receiving a max powerup immediately, and cruising through the rest of the game on bombs or whatnot by continuing when you run out of them. It's called credit-feeding, and there is a good reason something like that isn't happening in competitive play.
Ah, you're right. Apparently I was thinking about HDMI and VGA, which are my preferred output methods.
But why would you want 480i when none of the X360 games output interlaced signal by default?
[EDIT] Ok I'm dumb today. Your recorder doesn't support progressive input.
Awww, that's so demotivating, pirate. You knew that deep inside I considered myself a deep intellectual artist critic poet. Now my whole universe is shattered.
I often hear some compositions, sometimes rather complex, in my dreams or think them up, but lack tools and abilities to transcribe them, if only because it would take years to master them to an appropriate level. And then I just forget.
It would probably be more efficient to wait until the consumer-grade brain-to-pc interface appears on the market.
Btw, just a couple hours ago I heard an awesome track in my dreams. I was so excited I woke up, and it turned out what I heard was a heavily distorted version of another track that was playing from my speakers at the time and shared only one common element (really amusing how it transformed in my dream). Gives me more incentive to listen to ambient while asleep. :P
I haven't watched it yet, but it looked tightly optimized, was fast paced and overall entertaining. I just wanted to chip in and say keep up the good job!
If your definition of a cooldown is something that turns grey and proceeds slowly refilling, then it's obvious WC3 is your answer and why would you need to look any further at that point is beyond me. If that's what you've been looking for, all these people suggesting different things clearly have wasted their time suggesting their own versions.
If you want but one example of a cooldown that did not come from an RPG game, try GigaWing. Nothing turns grey or whatnot, but at least it's older than WC3.
See, the first problem is you want the definitions for the terms you've chosen to write an article about to be convenient for you. Not accurate, not unambiguous, but convenient. For you, they mean what you choose them to mean. If you're writing an article for somebody else, if you want it to be responsible and informative, you have to choose a reference point that can be universally agreed upon, and stem evolutions of the same concept from it. Because, as tragic as that might be, most of the long-standing innovations have indeed appeared before your birth, or at least when you still were a toddler. You can't just go out and say The Beatles invented rock, Kraftwerk were the first to use a synthesizer, and Brian Eno came up with the concept of ambient music before Erik Satie. Likewise, the first automobile, calculator, and submarine were invented way before the XX century, and if anybody tells you otherwise they are being ignorant, much as you're going to be if you continue on your course, with varying results.
The second problem is that some of the people in this thread have already done more research than you should have done in the first place. So I suggest you do exactly that.
It's also worth noting that MMORPGs were around since 1970s, back when they were turn-based ASCII games, so "before MMORPGs" doesn't leave you with much to choose from. The "X in Y turns" mechanic for spells/abilities, a prime example of what you're talking about, was there since the beginning. Good luck tracking that beginning, though!
If it makes the run faster, it should be done on a faster route. If it makes the run slower, then on the slower route, I suppose.
In any case I support doing other routes because this game kicks ass and deserves more content.