Post subject: fast walkthroughs - your thoughts?
Former player
Joined: 10/27/2004
Posts: 518
skimmed through here and saw no topic with the name... so i figured id ask. what are your thoughts on fast walkthroughs? and what exactly defines a fast walkthrough? is it that the game is too linear and there are no glitches to exploit or is it that the game is painstakingly long and boring no matter how well played it is (ie: player is not at fault)? and... should there be a small section dedicated to them? not published into AVI, just left in movie format so as not to waste space.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
What do you mean 'fast walkthroughs'? I see them as a very rough idea of what the ideal path is with a some less than perfect playthroughs, but nothing worth submitting or even viewing unless youre getting a general idea of what must be done.
hi nitrodon streamline: cyn-chine
Former player
Joined: 10/27/2004
Posts: 518
http://tasvideos.org/forum/viewtopic.php?t=1746 TNSe quotes it as being a pure walkthrough. it just gave me the idea. i understand the difference between rough planning and most optimized.
Joined: 7/1/2005
Posts: 56
Location: Central Pennsylvania, USA
A "fast walkthrough", in my opinion, would be a run through the game without skipping important parts or abusing prgramming errors. Basically, the fastest a player could do based on the intended programming of the game. However, some time saving tricks can be performed by an average player, and I'm not sure where to draw the line. Any hard tricks would not be allowed (like ones requiring exact frame timing or pixel positioning), but I question easy time savers (ones you could do on a normal console with a few tries). You could abuse the programming, but where to draw the line at "too hard for a walkthrough" is fuzzy in my mind. Anything that takes more than, say, 3 rerecords would not be allowed. Left+Right or Up+Down tricks are out of the question. Avoiding damage would be reasonable. Luck manipulation would be allowed for picking up money and stuff that you could normally get with enough tries. All "required" items would, of course, be needed. These walkthroughs should be 100%, so all secrets are revealed (as in a normal walkthrough). The idea is to give a novice player a route to follow to the end of the game. Maybe there could be just a regular Video Walkthroughs section, those text guides on Gamefaqs.com aren't good enough sometimes...
That's what she said!
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Hmmm 100%.... What if a run that tries to show as many things there are to the game, as quickly as possible? of course, some things would have to be left out because of the route. But choosing the route that shows most tricks, secrets, etc. Even if humanly impossible tricks.
Active player (278)
Joined: 5/29/2004
Posts: 5712
I like that idea, even though it would make for very long videos most of the time. I think some examples would be that SMB1 movie and the SMB3 work-in-progress as well as Saturn's RPG movies.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 7/1/2005
Posts: 56
Location: Central Pennsylvania, USA
Foda wrote:
"Hmmm 100%.... What if a run that tries to show as many things there are to the game, as quickly as possible?" ... "shows most tricks, secrets, etc. Even if humanly impossible tricks."
Good point. I'm all for any tricks you can use to show off, as long as they don't take a shortcut. (For example, you can show that Rygar can "fly", but shouldn't use it to cross an impossible gap.) I'm not against any corner cutters, as long as it's pretty obvious what was done (like running across the ceiling in SMB). The hard part is deciding whether a trick is easy enough to use in a walkthrough. Any RPG would be a good target for the "Video Walkthrough." I've been trapped way too many times in some games... Besides, we'd all like to know where every treasure is. =)
That's what she said!