
Shepardus - 1,649,630 - 2-2 - Yes - MAMEPlus 0.160, "outzonea" romset
Video
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
This is an unusual approach. What normally happens in case of a counterstop at least over in Japan is that the run that reaches the counterstop earlier is considered to be better as you have to do riskier things and score well as opposed to just play it super safe and get the max score later on. Oftentimes higher loops are a simple repetition and survival doesn't pose a further challenge. Scoring, however, always increases difficulty. This way you also get way more interesting 1st loops and not simple survival runs which keeps counterstop challenges more engaging. This is particularly true in the case of Out Zone with all its neat little scoring secrets.Despatche wrote:I see we have entered the "stage number is score" phase of Out Zone's life. Congrats! Updated.
This seems like a very good idea. There is definitely potential to get this score earlier and it would be a fitting challenge for players to try to beat it faster, rather than play it really safe and only get the score because they survived for long enough.Plasmo wrote: Therefore, it ultimately becomes somewhat of a speedrun challenge who can reach the counterstop first. I personally consider maximo's score to be the best since he reaches the counterstop already in stage 6-6 showing off many interesting scoring techniques and secrets.
I agree, it should be whoever reaches the counterstop first as it's the old standard. If someone can counterstop the game, they should be able to keep on playing for a long time. Using survival only, if someone wants to claim first place, it would be a matter spending the whole day doing this over and over, which isn't really interesting. For example my 9-4 run was something like 3 hours and a half, which is already pretty long. I know Jaimers also has a 14-ALL which is 5 hours and a half long he never submitted, so beating this gets a bit absurd. In loop 2 I messed up the Zero Wing secret and couldn't find a way to get them back despite trying, which was entirely my fault and caused me to do a few more loops to get the CS, while maximo and Jaimers managed to get most of them judging by when they reach the CS (there's probably a difference regarding bomb usage, but the Zero Wing secret is the main score factor). So their runs can be seen as better as they probably routed that part better (I only routed them for loop 1).Plasmo wrote:This is an unusual approach. What normally happens in case of a counterstop at least over in Japan is that the run that reaches the counterstop earlier is considered to be better as you have to do riskier things and score well as opposed to just play it super safe and get the max score later on. Oftentimes higher loops are a simple repetition and survival doesn't pose a further challenge. Scoring, however, always increases difficulty. This way you also get way more interesting 1st loops and not simple survival runs which keeps counterstop challenges more engaging. This is particularly true in the case of Out Zone with all its neat little scoring secrets.Despatche wrote:I see we have entered the "stage number is score" phase of Out Zone's life. Congrats! Updated.
Therefore, it ultimately becomes somewhat of a speedrun challenge who can reach the counterstop first. I personally consider maximo's score to be the best since he reaches the counterstop already in stage 6-6 showing off many interesting scoring techniques and secrets.
An alternative way of ranking counterstops is to simply not treat them in a hierarchy at all, making them all first places.
Thoughts?
I agree with this, I think it's important to record three separate factors with respect to counterstops:Plasmo wrote:This is an unusual approach. What normally happens in case of a counterstop at least over in Japan is that the run that reaches the counterstop earlier is considered to be better as you have to do riskier things and score well as opposed to just play it super safe and get the max score later on.
You are correct about keeping the Zero Wing secret active for as long as possible ( and then getting it back if you accidently pick up more C items) ends up being the main difference between getting the CS earlier vs playing additional stages/loops. Especially as you probably want to use a few bombs in certain spots ( like one on the stage 5 boss) to improve consistency and minimal score loss. I ended up getting a bit lucky with re-triggering the Zero Wing secret in that run, since I lost track of the C item count a few times.NMS wrote:I agree, it should be whoever reaches the counterstop first as it's the old standard. If someone can counterstop the game, they should be able to keep on playing for a long time. Using survival only, if someone wants to claim first place, it would be a matter spending the whole day doing this over and over, which isn't really interesting. For example my 9-4 run was something like 3 hours and a half, which is already pretty long. I know Jaimers also has a 14-ALL which is 5 hours and a half long he never submitted, so beating this gets a bit absurd. In loop 2 I messed up the Zero Wing secret and couldn't find a way to get them back despite trying, which was entirely my fault and caused me to do a few more loops to get the CS, while maximo and Jaimers managed to get most of them judging by when they reach the CS (there's probably a difference regarding bomb usage, but the Zero Wing secret is the main score factor). So their runs can be seen as better as they probably routed that part better (I only routed them for loop 1).Plasmo wrote:This is an unusual approach. What normally happens in case of a counterstop at least over in Japan is that the run that reaches the counterstop earlier is considered to be better as you have to do riskier things and score well as opposed to just play it super safe and get the max score later on. Oftentimes higher loops are a simple repetition and survival doesn't pose a further challenge. Scoring, however, always increases difficulty. This way you also get way more interesting 1st loops and not simple survival runs which keeps counterstop challenges more engaging. This is particularly true in the case of Out Zone with all its neat little scoring secrets.Despatche wrote:I see we have entered the "stage number is score" phase of Out Zone's life. Congrats! Updated.
Therefore, it ultimately becomes somewhat of a speedrun challenge who can reach the counterstop first. I personally consider maximo's score to be the best since he reaches the counterstop already in stage 6-6 showing off many interesting scoring techniques and secrets.
An alternative way of ranking counterstops is to simply not treat them in a hierarchy at all, making them all first places.
Thoughts?
Judging survival after the counterstop isn't a particularly good metric as we all probably got more reckless after reaching it (or killed runs), because at this point it doesn't really matter. I personally played a bit differently after reaching the CS because I was more relaxed, the mindset is just not the same (although what caused my game over was still an honest mistake that could have happened before the counterstop, not a change of route). In a way, it would also be unfair to rank lower a run that ended simply because the player killed it on purpose (which I think is what happened in maximo's run), while the survival skills were present.
The "easier" board is the one that even MAME said was the most common board. It was replaced with the "harder" board because that board was deemed to be "newer" and MAME has this obsession with making the newest set the parent. Still amazed DOJBL was never promoted to parent at any point.Sumez wrote:What's the basis for using the easier rom set as the default, and regarding what the OP now says, what caused MAME to change their official priority?
Give me 18 days and I might be able to have the answer for you! No promises, though.Sumez wrote:Honestly, I'd really love to hear the story of these revisions, from the horse's mouth if possible.