Post subject: Now possible - 5 player TASing
fruitbane
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Joined: 3/28/2005
Posts: 216
The TG-16 supports 5 controllers. Assuming this support is also in Mednafen, this means some bizarre TASes could be made with 5 players. Dungeon Explorer 1 & 2 are non-sports games which would support this, but sports games could be optimized out the wazoo too.
adelikat
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For the record, 5 inputs is also possible with SNES9x /SNES games. THough I still don't know any 5 player games made for the SNES.
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Super Bomberman 3-5 are the main 5p ones, though it's really only for multiplayer. The others are mostly sports games and some racing.
Post subject: Dungeon Explorer, 5 player TAS.
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Joined: 11/15/2004
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So, adelikat sez, Dark, you gotta add 5 controllers to PCEjin. Lucky for me, Itsa already there. So, I aska myself, "What game has-uh 5 controllers?" Dungeon Explorer was one of a very limited subset of games that used 5 controllers, the normal being sports games. So, I said, I can do this! Wrote a multitrack script for PCEjin, and away I went. Dungeon Explorer is basically a Gauntlet rip-off with better music, graphics, a few RPG elements thrown in, and bosses. So, Gauntlet plus betterness. Here are the first 3 bosses down. Link to video Now, this TAS would probably be faster with just the fighter, thief, and bard... but that isn't as interesting as a 5 player TAS. Let me know you think.
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Post subject: Re: Dungeon Explorer, 5 player TAS.
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DarkKobold wrote:
Let me know you think.
The more, the better! Awesome!
Patashu
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Posts: 4017
Very rarely is there enough work for all five characters to do at once, so it doesn't feel very superplay-y. Gets a bit better at the end because more people = statues go down faster, so it depends on how demanding late game is. If you think 5-player co-ordination would be novel and useful more and more, then by all means continue. Also, in cases where some extra firepower will help but there's not enough room for everyone to fit, wouldn't it be faster to send all the people you can't fit back? (You do this some times, but not every time - for example, 0:22 didn't use everyone)
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Patashu wrote:
Very rarely is there enough work for all five characters to do at once, so it doesn't feel very superplay-y. Gets a bit better at the end because more people = statues go down faster, so it depends on how demanding late game is. If you think 5-player co-ordination would be novel and useful more and more, then by all means continue. Also, in cases where some extra firepower will help but there's not enough room for everyone to fit, wouldn't it be faster to send all the people you can't fit back? (You do this some times, but not every time - for example, 0:22 didn't use everyone)
So, my feeling on this was to have all 5 players, regardless of the necessity, much like the TMNT movie. (its assumed that 2 turtles would be faster than 4, due to less enemies and less boss health). Also, no deaths, so I don't simply have unnecessary characters dead the entire game. At 0:22, there was no staircase to go back to, so I have to take all characters through that level, which happens numerous times during the game, making the 5 player TASa harder TAS, and hopefully more interesting. Plus, I think the boss battles look cooler with 5 players.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
fruitbane
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Joined: 3/28/2005
Posts: 216
I think it is impressive to have all 5 characters moving around the screen, but I was a little disappointed how most of the time half the characters are unused. When they're all in play it's pretty cool, but too many of them effectively spend so much time "on the bench". Also, I noticed what appeared to be a distinct lack of magic use. I think more magic use could really make this more interesting assuming it can fit without slowing things down.