For the community deciding thing, this would be letting the community decide -- the people who run the game. If a category is a "meme" category it, by default, will have a small number of runs. I recently added a game to the site and am the only run, it is a rare game and is essentially a "meme" game -- but the Any% category is considered more legitimate than a misc category in others. By default misc categories are hidden on profiles and misc categories are hidden on the boards unless someone goes looking for them.
As an example, the "All Levels" category in SMB2 has less entrants than the Any% (Peach Only) in SMB2, but only 3 mods have submitted a time for that category. It's objectively more popular, but not necessarily with the gatekeepers. I don't see why an empirical metric shouldn't be used instead of an arbitrary metric decided by (mostly) arbitrary people.
You can see evidence of arbitrary decisions in multiple games -- Super Mario Bros. 3, for example, has its Any% as its last category while 100% is its first -- despite Any% having drastically more runners than 100%. Zelda II has Any% as its first category and 100% (all keys) as its second, but 100% has significantly more runs. They have the same situation on both games but with the opposite action -- its arbitrary.
Legend of Zelda "second quest -- Low%" has five entrants, and its one of the most popular games of all time. The Legend of Zelda "Traditional Dungeon Order -- No Glitches" has twenty two entrants. Assuming these were on the same board (the site's intended direction), why would the more popular category be listed as "misc" or "category extension"? What would the process be to change that and is that process the best way of going about it?
If the popularity of a run matters, that can be done automatically. If the decision is arbitrarily chosen by a select few, is that really the best outcome? I have the world record for Wolverine, but it doesn't mean I should decide whether or not a "Wolverine -- 100% All Burgers" category should be considered a 'main' category or not if others would want it to exist as a main category and actively run it.
I don't really care about SMB2 (just a visible example) and I'm not saying that certain categories shouldn't be manually chosen by mods to be considered main categories even if they don't have any runs; there's certainly room for arbitrary decisions, but in the opposite direction. Rather than arbitrary choices being exclusive, they should be inclusive -- e.g., mods saying "even though 100% is an unpopular run due to its length, it is a staple of the boards and a legitimate run that should be showcased".
I do think a system that is arbitrarily exclusive by nature and creates gatekeepers doesn't actually provide any benefit. Having one that allows for the natural, organic growth of a board without having to deal with gatekeepers seems to be a better long-term system, especially when this site doesn't have any direct forms of communication.
|Imaproshaman likes this.|
So I read this thread after watching Arcus play TMNT for fresh five day.
I program games as a hobby and from looking at what you guys are discovering, it looks like you should be able to predict the technodrome spawn if
A) the randomized seed is used for other things
An example would be Redheaded's Bebop/Rocksteady having their AI manipulated by the random seed. This should be easy enough to check by creating a save state post-spawn (after the seed is set), then moving through the game and re-checking the things you think are set by that seed.
This could be things like enemy spawns, drops, etc., etc. You could find things like "oh, if this enemy drops a single ninja star it is the bad star" as a consistent thing. You'd just need to play through twice, know what the randomized seed is set to, and then see what lines up as consistent.
You'd need to do things consistently between the two playthroughs to guarantee it just in case things altered by the seed could also be altered by something else.
*It is possible this seed DOES change during gameplay -- specifically, using a continue -- and this gives you the bad spawn. If this is the case you could test whether you have THAT seed pretty easily by killing yourself immediately at start, using a continue, and then playing through the game and looking for consistencies. Then if you don't see those consistencies, you know you have a 50% shot at a good spawn (instead of 25%).
@Oh_DeeR I think the last pixel of Sabretooth in WhiteHat's video is an artifact -- I thought I had a one frame advantage too at first, but looking closer you can see other artifacts appear on the same frame and the size of the pixels seems off compared to everything else. Unless the resolution of all the sprites in the game was far greater than it appears, I don't think it's possible for those little black spots to be part of Sabretooth.