Hello,
I was wondering if I could be made moderator of this game. I believe my knowledge of this game is something that the mod team, along with the game's community, could benefit from.
Thanks!
Okay, I see what you mean now.
Seems like the fact that your defenseman passes from a higher Y position than your main guy doesn't help matters. I THINK the reverse wouldn't do that as often, but I could definitely be wrong.
I don't tend to play in the lower zones of the field (at least on the india stage), so perhaps that's why I get that less often.
Also, from what I saw there, you seem to take a bit of time to position yourself. I like to keep the ball moving as much as I can, so the opposing team doesn't have as much time to position themselves. Especially with interception-happy teams like India, China, and Kenya. When the round start, I usually take a step and a half back (or dash two steps back on Normal and Difficult), and go for a dash to powershot early. Leaves them less time to adjust.
That's odd, this never happened so often it would be a showstopper for me.
Would you have a clip of this happening, just so I have an idea of what's going on prior? I'll check that after work.
Bumping this up to make this visible to mods. I really do believe there is added value in creating those categories.
My guess is that deathless would require you to use no continues. Any% would technically allow continues.
Just a quick note stating that I'm stepping down as moderator. It's not really a role I requested for to begin with, but rather one that I had to do because I made the original submission for this game. What matter to me was to get that game on the map, and there it is.
Some people are cut for the dirty job that is moderation, some others are not. I found out that I really dislike having to review disputes, especially while being a participant myself.
So I'll leave that in the hands of wpginterceptor, as he's really into this game these days, and would be more invested than I am, as shown by his relentlessness in this WR war. Which I'll gladly admit he won.
I'll also let Dugongue remain mod as he's a much trusted member of the speedrun community.
So long story short: I don't like moderating, period. :P
The matter is resolved regardless as I've just beaten both runs. Thanks again for your input.
Hey guys,
I'd like to have your opinions on the matter here.
I'm a super mod on a game I've submitted a few weeks ago, and I'm also a runner of this game. One of the tops.
Now, another runner submitted a run in which he claims to have beaten my record, but has no actual timing on screen of it. It's an arcade game, and it's being played on the player's MAMEcade cab. We're at a point where the times are so low that millisecond timing is required.
At first sight, he seemed to have beaten my WR, so I allowed it. However, I thought about it and implemented a rule in which times below a certain threshold would be subject to time verifications, starting from the first frame the game starts until the first visible frame of the end-game victory. As the rules originally stated in terms of timing. So no goalposts moving here: simply a frame-perfect enforcement of this rule. That made sense as we're at a level where optimal runs have time differences in milliseconds.
Throughout this exercise, I found out that my previous run was still faster than his submitted run (said run was actually almost a half-second slower than claimed).
Given that I'm a supermod AND a top runner of this game, do you guys see any conflict of interest or ethics issue in the fact that I edited the runs to reflect the time verifications, as this would grant me the WR on the game? I also provided video evidence of those time verifications, to be on the safe side. Do you see any foul play in this at all? I believe there's none, but I wouldn't wanna be an asshole about it either.
I've amended the following to the rules for submitted runs:
- Game difficulty settings: Easy.
The reason is simple: there is no way for moderators to clearly verify how one's MAME emulator / arcade machine DIP switches are set unless the runner chooses to either show his MAME config, or show the physical DIP switches on the arcade booth. The first option can be annoying, especially if you reset a lot, and the second option is just plain ridiculous.
Furthermore, additional investigation on the actual WR (by wpginterceptor as of September 19th 2017) indicate that it's been done on easy difficulty. On normal difficulty, Insane Warrior takes 9 shoulder blocks before he will take two piledrivers in a row. No RNG of any kind influences this as it is directly related to the damage that has been dealt to him. Now, the current WR achieves this after only 7 shoulder blocks, which is exactly how many it takes on easy before he'll take two piledrivers in a row. The next 4 characters take respectively 8, 9, 9 and 10 shoulder blocks on wpginterceptor's run (the exact same it takes on easy), whereas on normal difficulty, the next 4 should take 10, 10, 11, and 11 shoulderblocks. This information can be tested AND counter-verified on any MAME / Mat Mania arcade machine by changing the proper DIP switch settings. Long story short: the victory time was shorter because the difficulty level was lower.
Now since no previous rule was set with regards to difficulty at that point in time, the WR stands as is. It wouldn't be right to invalidate it because of an omission on my part with regards to the rules. However, to level the playing field for everyone, the rules now state that the game's difficulty should be set to easy. Setting it higher will simply be detrimental to the runner.
If there is an interest in making categories for the other difficulty levels, this will be considered. However, this will require the runner to show his difficulty settings before starting the run, which can be a bother, especially if one ends up playing on the actual original hardware. But we'll cross that bridge **if** we ever get to it.
Even with a PB, you don't get to call people bad. Hell, even with WRs, you don't get to call people bad.
I'll preach for my game here, but Super Dodge Ball on easy is particularily difficult to improve on.
Sure, it's easy to play and learn. But improvements when nearing the 6 minute mark on easy are scarce. Not only do the RNG Gods have to favor you, but you have to capitalize on every bit of luck the game throws at you.
Hey guys, just wondering if any of you are using an Elgato Game Capture HD (USB 2.0) device with OBS. If so, I was wondering what the optimal timings would be in terms of delay so that the NES video stream can sync with the audio. The audio goes through the line jack of my sound card, as the Elgato software is a bit too funky in the way it handles the whole thing.
When I was with xSplit, it was set to 1200 ms flat, and it did the job. Doesn't work quite like that on OBS, from what I saw. Had to switch as my subscription with xsplit is done with for the time being.
Also, I was thinking about changing capture cards to one that would natively support composite/component capture at 60 fps. I found this one: https://www.sabrepc.com/yuan-sc542n1-l-hdv-single-channel-dvi-capture-card.html
Anyone got any experience with this one?
Thanks!
Added a part on the original post about knowing when to choose between power shots and regular shots.
Mat Mania on arcade. Matter of fact, I just requested that game a few hours ago.
Menat as a joke, obviously. If these threads are prohibited, feel free to remove / infract.
My resetitis! :(
ESPECIALLY when running Pin Bot on NES. That title screen takes FOREVER!
Got in because of a friendly SMB warpless racing tournament that is still taking place. Discovered I had some potential at that thing. :)