Post subject: New category suggestion - Management
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Wiki: MovieClassGuidelines The current list of movie classes lacks this one, while it says all about how carefully the run was planned out. The resources sometimes get traded so precisely, it's visible for an untrained eye. The main detector is when the player uses ALL lives he has and finishes with zero, spends all items that he has, or that may lose frames at bounses, spends HP right to the points where he can recover it, overall - HOW MUCH you spend and how much you gain back to spend again. Cases: Item, Life, HP management.
Wiki: StarmanGuidelines wrote:
A movie which earns a star should have overly visible attention to technical detail. Such as extremely precise health, item, and power-up management. Things which can help get these things noticed are:
  • Finishing many levels with just one unit of health or power-up left.
  • Throwing away unneeded items at the end of a level to not have bonuses calculated for it.
  • Manipulating enemies to get rare but needed item drops in quick succession.
Examples: [2078] SNES Super Metroid "reverse boss order" by Saturn in 46:42.38 [828] NES Ninja Gaiden II: The Dark Sword of Chaos by Scumtron in 09:14.32 [1810] NES Battletoads & Double Dragon: The Ultimate Team "2 players" by feos in 17:41.14 I got this one as well. Can't be sure for all marios and megamen, but I guess they have that too.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: New category suggestion - Management
Banned User, Former player
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feos wrote:
The current list of movie classes lacks this one, while it says all about how carefully the run was planned out. The resources sometimes get traded so precisely, it's visible for an untrained eye. The main detector is when the player uses ALL lives he has and finishes with zero, spends all items that he has, or that may lose frames at bounses, spends HP right to the points where he can recover it, overall - HOW MUCH you spend and how much you gain back to spend again.
I'm assuming this would be a purely descriptive tag (rather than a tag that eg. denotes an alternative goal or restriction.) After all, if a game has resources to manage, it's a given that the TASer should manage them as optimally as possible in order to get a perfect run (or score, or whatever is one of the goals.) So this tag would be effectively saying "this is a game where there's a significant amount of resource management, and this run demonstrates such management to the extreme"?