A question on consistency

Archive of the old message board

Moderator: Chad

Locked
Q.T.Quazar

A question on consistency

Post by Q.T.Quazar »

So, my magical drop difficulty splits have been eliminated with the reasoning that they were 'too similar'. Star Luster splits bit the dust last night as well, even though the adventure level is more complex and has elements not found in Training or Command. Fair enough, they're all still fairly similar.
<p>

Now, I'm not challenging Camel Try or Pole Position 2 or Macross 2 here, but it seems to me like the splitting process is becoming a touch inconsistent. If we're eliminating similar splits, why do we still have splits existing for Pang!3 (10 level) and Block Block (8 level)? These games are really just the beginner versions of the 100 level course and the 50 level course, respectively. Seems a bit silly to me.

<p>

As for the golf games, it's pretty debatable whether playing one course is any harder than another, but that's almost a different debate.

<p>

Anyway, I'd like to hear back on what the rationale for all this is.

<p>

QCN

--
qan@home.com
Gameboy9

Post by Gameboy9 »

Pat Laffaye's splitting rule, to my knowledge:
<p>

If it's a completly different course, then it's split.

<p>

Magical Drop isn't a completly different course - except maybe in
puzzle mode. That's why Pang 3 is split like that. And Block
Block. I don't know what Star Luster pertains... but neo turf
masters? definatly split, four completly different courses. Same
for Mario Golf, and Top Player's Golf. And so forth. GB9

--
goldengameboy@yahoo.com
Q.T.Quazar

Post by Q.T.Quazar »

Magical Drop IS a completely different course. The balloons come in
different orders, at different speeds. You cannot rationalize a split
for Block Block (8) and Pang 3 (10) and not rationalize a split for
the different Magdrops and Star Luster. Hell, Block Block's (8) are
even taken from the pool of 50 that plays out as the harder level.

<p>

This is silly. I'm not asking for the Magdrops to be reinstated,
because I see the logic behind not splitting. But by the same token,
Block Block and Pang 3 should be collapsed.

--
qan@home.com
***PL***

Post by ***PL*** »

Splits are handled on a case-by-case basis, and I must tell you I have
not made all of them. If there are issues, I will investigate.

<p>

A game cannot be split based on difficulty levels alone, but there can
be limited exceptions. With Star Luster, I determined the play modes
were really easy, medium, hard in disguise. In retrospect, it never
should have been split, but at the time of the split there was only
one INP for the training level, so I gave the benefit of doubt. After
reviewing the INPs from all three levels, I decided to recombine them.

<p>

In general, if a game has a VS mode, has multiple courses, or game
play is SIGNIFICANTLY different, the game will be split. However, you
do bring up a good point about Pang!3 and Block Block, so I will
review those games and combine appropriately...

--
laffaye@mail.com
Q.T.Quazar

Post by Q.T.Quazar »

OK, thanks Pat. Your statement: "With Star Luster, I determined the
play modes were really easy, medium, hard in disguise" captures
exactly what I was trying to say in my post.

--
qan@home.com
Gameboy9

Post by Gameboy9 »

I will maintain the argument of pang3 having completly different
levels (I watched about 40 of these last month - I should know!) and
has the interesting object of trying to be perfect, which is why it
should remain split... in my opinion anyway. Oh - the secret levels
have TEN DIFFERENT LEVELS, not FIFTY. That definatly needs to be
changed. Still split, but the number should be changed.

<p>

Block Block - I really don't know what that entails - so I don't know
why I said Block Block was split because it had a different course -
so I'll apologize to QT for that one. GB9

--
goldengameboy@yahoo.com
Q.T.Quazar

Post by Q.T.Quazar »

Nobody is taking issue with whether or not Pang! 3 (10) has different
levels--it's the fact that as Pat said, some splits are really just
beginner or training difficulty levels. Star Luster at training level
has no missiles, Command Level adds missiles and increased
difficulty, Adventure level adds more enemies, planets with keys,
etc. Yet there really isn't any reason to play anything below the
highest level for STar Luster, any more than Pang!3. The highest
level allows higher scores, has more challenge, and is just overall
more interesting to watch. There's nothing that can be gained from
watching Pang!3 (10) that wouldn't be gained from watching Pang!3(50)
(as for the secret levels, I can't really commment, not having played
them).

--
qan@home.com
Gameboy9

Post by Gameboy9 »

Actually, you know who split those games? Zwaxy did. Not Pat
Laffaye, Zwaxy. GB9

--
goldengameboy@yahoo.com
Chris Gushue (seymour)

Post by Chris Gushue (seymour) »

I agree with Gameboy9 about pang3 - trying to obtain a more perfect
score on the 10 level mode is what is making that fun and different.
There are only so many points that you can possibly get from it. Plus
the levels aren't the same as any in the regular Tour Mode game. I
think that one should stay split.

--
seymour@marpirc.net
TJT, the

Post by TJT, the »

Another non-splitting recently was splitting namco classics-series.
They were splitted to only "arrangement"-wise. In my opininion
Galaga "original" is a bit different compared to original galaga/
galagamw etc. Maybe it's just because I played it using default
difficulty, not TG. But there is one BIIIG difference: ncv1-galaga
has an ending, while galaga has not...game ends after completing all
different challenge stages, around level ummmm...around 300 000 points
(Krogman maybe 400K:). "You have beaten Galaga", or something like
that+ you get 10 000 for each ship left, cool.

<p>

It doesn't matter anyway, if Stephen decides to make a comeback. I
hate second places ;)

--
tiihoto@hotmail.com
Locked