M.A.M.E. - Berzerk - Slow Bullets - One Life Only - Random Play (No Pattern Allowed) - 13,720 - Mark Hoff

Is the performance claim below valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Berzerk - Slow Bullets - One Life Only - Random Play (No Pattern Allowed) - 13,720 - Mark Hoff

    02-28-2015, 02:23 PM

    Slow Bullets - One Life Only - Random Play (No Pattern Allowed)
    Track
    https://www.twingalaxies.com/scores.php?scores=131843
    Rules
    ROM Set = "BERZERK"
    Starting lives = 3
    1st extra at 5K, 2nd at 10K
    FAST bullets
    One (1) life ONLY
    Sound must be turned OFF for proper INP playback

    Special Rules:
    1. This variation is for a rom set that has the RC-28 Logic Program installed. This is what makes the bullets long and slow. This also makes OTTO twice as fast as the Fast Bullet OTTO after a score of 5000 points. If there is no RC-28 Logic Program installed, all scores on this rom set will be logged under the Fast Bullets variation.
    2. This section is for RANDOM METHOD of play where no pattern is used even once during a game to gain advanced knowledge of upcoming rooms during any one LIFE. Any loop, box or pattern performed where rooms repeat even once during any one LIFE will classify play under the PATTERN METHOD of play.
    3. A pattern exists whether the ?loop? is elaborate and takes many minutes to complete or if a loop occurs just once during any one LIFE where all four exits are used to make rooms repeat even once FOREKNOWLEDGE of one loop and its rooms therein ? OR ? FOREKNOWLEDGE of hours of loops and its rooms therein constitute the definition of a PATTERN. In random play rooms can repeat, rarely, but NEVER during the same LIFE and never will multiple rooms repeat in the same order where a PATTERN is not being used.
    4. NEVER is a Saved State allowed. Entire game must be recorded and continuously played. Regular TG POINTS Settings for this game applies.
    5. This is a ONE LIFE ONLY Variation, ANY life of a 3 to 5 Life game is eligible. Recording of ENTIRE game is required. Regular TG POINTS Settings for this game applies.
    Submission Message
    WolfMAME106 Berzerk slow bullets romset
    first life
    video is playback of INP
    INP and romset included as attachment

    To TG Admins- the ruleset has a typo where it indicates fast bullets. The title is accurate when it says slow bullets.
    Berzerk [Slow Bullets - One Life Only - Random Play (No Pattern Allowed)]
    So to clarify, fast and slow are 2 different romsets, this recording is using the slow bullets gameplay.
    Attached Files Attached Files
  2. 03-01-2015, 08:02 AM
    LOL the "slow bullets" variation requires Fast Bullets in the rules.
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  3. 03-01-2015, 08:06 AM
    Starting check on 01/03/2015 at 15:59:13.50

    Zip test
    Code:
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Processing archive: T:\LocalMAME\combined\inp\MARP\TGBerzerk.zip
    
    Testing     TGBerzerk
    Testing     TGBerzerk\TGberzerkSLOW.inp
    Testing     TGBerzerk\TGberzerkSLOW.wlf
    
    Everything is Ok
    
    Folders: 1
    Files: 2
    Size:       4629426
    Compressed: 22957
    Zip list
    Code:
    7-Zip 9.20  Copyright (c) 1999-2010 Igor Pavlov  2010-11-18
    
    Listing archive: T:\LocalMAME\combined\inp\MARP\TGBerzerk.zip
    
    --
    Path = T:\LocalMAME\combined\inp\MARP\TGBerzerk.zip
    Type = zip
    Physical Size = 22957
    
    ----------
    Path = TGBerzerk
    Folder = +
    Size = 0
    Packed Size = 0
    Modified = 2015-02-28 15:49:34
    Created = 
    Accessed = 
    Attributes = D....
    Encrypted = -
    Comment = 
    CRC = 
    Method = Store
    Host OS = FAT
    Version = 10
    
    Path = TGBerzerk\TGberzerkSLOW.inp
    Folder = -
    Size = 4628828
    Packed Size = 22366
    Modified = 2015-02-28 14:45:12
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 1B412E76
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    Path = TGBerzerk\TGberzerkSLOW.wlf
    Folder = -
    Size = 598
    Packed Size = 213
    Modified = 2015-02-28 14:45:12
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 6C27A92F
    Method = Deflate
    Host OS = FAT
    Version = 20
    MAME Major Version 106

    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2091MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Sat Feb 28 20:34:44 2015
    
    Checks out OK. [2523]
    Playing back previously recorded game berzerk1 (Berzerk (set 2)) [press return]
    loading rom0.1c     
    loading rom1.1d     
    loading rom2.3d     
    loading rom3.5d     
    loading rom4.6d     
    l
    
    oading rom5.5c     
    loading 1c          
    loading 2c          
                                  
    Average FPS: 
    
    221.843995 (32989 frames)

    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    Info loaded.  WLF rev 9
    
    Recorded for the game 'berzerk1'
    MAME version string: 0.106 (May 16 2006)
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 7
    Approximate clock speed: 2091437164Hz
    
    -- OS info --
    Operating System: Windows NT 6.1 Service Pack 1
    
    -- INP info --
    Number of frames: 37329
    Average record speed: 99.994642%
    System time at start of emulation: Sat Feb 28 20:34:44 2015
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK
    Source driver:
    berzerk src/drivers/berzerk.c
    DIP Info from source:
    Code:
    INPUT_PORTS_START( berzerk )
        PORT_START      /* IN0 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 )
        PORT_BIT( 0xe0, IP_ACTIVE_LOW, IPT_UNUSED )
    
        PORT_START      /* IN1 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_START1 )
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START2 )
        PORT_BIT( 0x1c, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_COIN3 )
        PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_COIN2 )
        PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_COIN1 )
    
        PORT_START      /* IN2 */
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
        PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
        PORT_BIT( 0x60, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
    
        PORT_START      /* IN3 */
        PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_VBLANK )
        PORT_BIT( 0x7e, IP_ACTIVE_LOW, IPT_UNUSED )
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_SPECIAL )    /* Collision */
    
        PORT_START      /* IN4 */
        PORT_BIT(    0x01, 0x00, IPT_DIPSWITCH_NAME ) PORT_NAME("Input Test Mode") PORT_CODE(KEYCODE_F2) 
    
    PORT_TOGGLE
        PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x01, DEF_STR( On ) )
        PORT_BIT(    0x02, 0x00, IPT_DIPSWITCH_NAME ) PORT_NAME("Crosshair Pattern") PORT_CODE(KEYCODE_F4) 
    
    PORT_TOGGLE
        PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x02, DEF_STR( On ) )
        PORT_BIT( 0x3c, IP_ACTIVE_LOW,  IPT_UNUSED )
        PORT_DIPNAME( 0xc0, 0x00, DEF_STR( Language ) )
        PORT_DIPSETTING(    0x00, DEF_STR( English ) )
        PORT_DIPSETTING(    0x40, DEF_STR( German ) )
        PORT_DIPSETTING(    0x80, DEF_STR( French ) )
        PORT_DIPSETTING(    0xc0, DEF_STR( Spanish ) )
    
        PORT_START      /* IN5 */
        PORT_BIT(    0x03, 0x00, IPT_DIPSWITCH_NAME ) PORT_NAME("Color Test") PORT_CODE(KEYCODE_F5) 
    
    PORT_TOGGLE
        PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x03, DEF_STR( On ) )
        PORT_BIT( 0x3c, IP_ACTIVE_LOW,  IPT_UNUSED )
        PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0xc0, "5000 and 10000" )
        PORT_DIPSETTING(    0x40, "5000" )
        PORT_DIPSETTING(    0x80, "10000" )
        PORT_DIPSETTING(    0x00, DEF_STR( None ) )
    
        PORT_START      /* IN6 */
        COINAGE(3)
    
        PORT_START      /* IN7 */
        COINAGE(2)
    
        PORT_START      /* IN8 */
        COINAGE(1)
    
        PORT_START      /* IN9 */
        PORT_DIPNAME( 0x01, 0x00, DEF_STR( Free_Play ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Off ) )
        PORT_DIPSETTING(    0x01, DEF_STR( On ) )
        PORT_BIT( 0x7e, IP_ACTIVE_LOW,  IPT_UNUSED )
        PORT_BIT(0x80, IP_ACTIVE_HIGH, IPT_OTHER ) PORT_NAME("Stats") PORT_CODE(KEYCODE_F1)
    INPUT_PORTS_END
    
    #define COINAGE(CHUTE) \
        PORT_DIPNAME( 0x0f, 0x00, "Coin "#CHUTE ) \
        PORT_DIPSETTING(    0x09, DEF_STR( 2C_1C ) ) \
        PORT_DIPSETTING(    0x0d, DEF_STR( 4C_3C ) ) \
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) ) \
        PORT_DIPSETTING(    0x0e, DEF_STR( 4C_5C ) ) \
        PORT_DIPSETTING(    0x0a, DEF_STR( 2C_3C ) ) \
        PORT_DIPSETTING(    0x0f, DEF_STR( 4C_7C ) ) \
        PORT_DIPSETTING(    0x01, DEF_STR( 1C_2C ) ) \
        PORT_DIPSETTING(    0x0b, DEF_STR( 2C_5C ) ) \
        PORT_DIPSETTING(    0x02, DEF_STR( 1C_3C ) ) \
        PORT_DIPSETTING(    0x0c, DEF_STR( 2C_7C ) ) \
        PORT_DIPSETTING(    0x03, DEF_STR( 1C_4C ) ) \
        PORT_DIPSETTING(    0x04, DEF_STR( 1C_5C ) ) \
        PORT_DIPSETTING(    0x05, DEF_STR( 1C_6C ) ) \
        PORT_DIPSETTING(    0x06, DEF_STR( 1C_7C ) ) \
        PORT_DIPSETTING(    0x07, "1 Coin/10 Credits" ) \
        PORT_DIPSETTING(    0x08, "1 Coin/14 Credits" ) \
        PORT_BIT( 0xf0, IP_ACTIVE_LOW,  IPT_UNUSED )
    
    
    Rules, 1-life:
    ROM Set = "BERZERK"
    Starting lives = 3
    1st extra at 5K, 2nd at 10K
    FAST bullets
    One (1) life ONLY
    
    Sample correct TG:
    Doesn't matter: there are no relevant DIP switches to a one-life game.


    MAME Info
    berzerk is clone of: berzerk
    MAMEInfo.dat entries: berzerk and berzerk.c
    Code:
    MAMEInfo.dat entries for:
    berzerk
    berzerk.c
    ----
    0.29 [Zsolt Vasvari, Christopher Kirmse]
    
    
    Artwork available
    
    
    NOTE:
    
    - The game was named after the Sci-Fi novel 'Berzerkers', a novel about robots which go Berzerk and kill 
    
    everybody.
    
    
    WIP:
    
    - 0.144: Fixed rom names.
    
    - 0.137u1: Team Europe, Volker Hann and David Haywood added clone Berzerk (German Speech).
    
    - 13th March 2010: Smitdogg - Team Europe dumped the German version of Berzerk.
    
    - 23rd April 2009: 3D ARCADE - New 3D cocktail model for Berzerk from btribble.
    
    - 25th March 2009: 3D ARCADE - New rare Australian 3D cabinet model for Berzer from btribble.
    
    - 13th March 2009: 3D ARCADE - New 3D cabinet model for Berzerk from btribble with the aftermarket Willis 
    
    CPO.
    
    -  9th March 2009: 3D ARCADE - btribble updated Berzerk 3D cabinet model.
    
    - 0.129u4: Changed 'Custom' sound to 'Exidy SFX'.
    
    - 13th October 2008: Mr. Do - Ad_Enuff's back?!? After a long hiatus, it looks like Addy's computer is all 
    
    fixed and ready to get back to work now. First up on the list is the loooooong awaited bezel for Berzerk. 
    
    Pictures speak better than words, so just download it. Right up there with Addy's previous quality work.
    
    - 0.125u9: Update S14001A core [Lord Nightmare]: Improved filtering to be more accurate to the chip, 
    
    changed internal audio renderer to produce 4 bit sound as the real chip does. Moved filter outside of the 
    
    main rendering loop into the glue code. Note: With this update, you may hear a whining noise that was not 
    
    previously present. This is accurate to the chip! The real chip would almost always have an analog filter 
    
    placed on its output to suppress this whine.
    
    - 0.122u7: Zsolt Vasvari changed S14001A emulator to allow setting the clock frequency instead of the clock 
    
    multiplier. This is how the real chip works. Changed the Berzerk driver to set the S14001A clock as per the 
    
    schematics.
    
    - 0.115u3: Significant changes to the Berzerk driver [Zsolt Vasvari]: Video timings, memory map and 
    
    interrupt system implemented from schematics. Hooked up colors according to the schematics as well. The 
    
    colors changed significantly. For example the yellow robots are now more like a mustard color. Changed 
    
    VSync to 59.637405 Hz.
    
    - 0.113: Minor cleanup of Berzerk driver [Lord Nightmare].
    
    - 0.112: Proper implementation of noise generator in the Exidy/Berzerk sound circuit and fixed popping in 
    
    Berzerk speech [Lord Nightmare].
    
    - 0.111u6: Lord Nightmare added the missing volume and frequency controls to the Berzerk driver and s14001a 
    
    core. Fixed the issue with random words being spoken instead of the proper ones. Word is now latched at the 
    
    proper time. Changed S14001A clock speed to 5MHz.
    
    - 0.111u5: Lord Nightmare fixed a minor problem with sound clipping in the s14001a. Aaron Giles added sound 
    
    effects emulation to the Berzerk driver. Added Custom sound. Removed samples (01-23.wav).
    
    - 0.111u4: Lord Nightmare, Kevtris and R. Belmont added preliminary emulation of the TSI S14001A speech 
    
    synthesizer as found in Berzerk/Frenzy (and also Stern pinballs). Added S14001A sound.
    
    - 14th January 2007: R. Belmont - The Stern speech synthesis is working (at least preliminarily) and has 
    
    been submitted. Who says we never improve old games?
    
    - 10th January 2007: R. Belmont - The voice synthesis for Berzerk has been converted to MAME-like standards 
    
    but it's not working properly. Some commands cause it to spew a string of words, while many others are 
    
    silent.
    
    -  5th January 2007: R. Belmont - It was pointed out to me that Lord Nightmare (with help from the awesome 
    
    Kevtris) has the speech hardware for Berzerk and Frenzy emulated but his code needs to be assimilated into 
    
    MAME. Sounds like fun...
    
    - 10th January 2006: Frank Palazzolo - For those who haven't heard, the speech chip used in Berzerk has 
    
    been reverse-engineered by "Lord Nightmare"! This is something I've been waiting for for about 7-8 years! 
    
    I'm sure that the emulation will end up in MAME and PinMAME sooner or later. Because of this, I spent some 
    
    time over Christmas looking at the analog filters on the Berzerk speech board (these are applied to the 
    
    sound after it comes out of the chip). I finished the analysis, and it should be pretty straightforward to 
    
    add them into MAME after the chip emulation is done. For what it's worth, I've been trying out Maxima with 
    
    wxMaxima to do the symbolic math for circuit analysis. I know, I could have used SPICE or something - but 
    
    doing the math from scratch makes it easier to understand what is going on. After I worked out about half 
    
    of the math for these filters by hand, I ended up with about 6 pages of algebra. At this point, I figured I 
    
    should use this as an excuse for learning Maxima. Sure enough, I found an error on page 5. Darned minus 
    
    signs! The second half of the analysis took about 5 minutes, since the code from the first half was already 
    
    done, and I could re-use it! For those who care - the filter is a third-order lowpass - a first order 
    
    lowpass, followed by a second order with a resonant peak around 2400 Hz.
    
    - 0.103u1: Major cleanup/rewrite of the Berzerk driver [smf]: Merged memory & IO read/write maps. Video ram 
    
    & magic ram share the same memory. Hooked up NVRAM in frenzy memory map. Emulates magic ram shifter/flopper 
    
    with 9 74LS153's as per the schematics. Emulates magic ram ALU with 2 74LS181's hardwired to logic mode as 
    
    per the schematics. 74LS181 emulation based on the logic diagram from the datasheet, supporting logic mode 
    
    & arithmetic mode.
    
    - 0.101u1: MASH added missing voice roms to Berzerk and Frenzy.
    
    - 0.93: Removed Custom sound.
    
    - 15th May 2002: Zsolt Vasvari cleaned up the Berzerk driver.
    
    - 0.36b7: Added Custom sound.
    
    - 0.35b5: Changed description to 'Berzerk (set 1)' and clone (set 2). Changed visible area to 256x224.
    
    - 21st February 1999: Zsolt Vasvari has worked on Berzerk, cleaning up and making it a bit faster.
    
    - 0.33b2: Zsolt Vasvari fixed speed in Berzerk and Frenzy.
    
    - 0.31: Alex Judd added sound in Zaxxon and Berzerk, through samples.
    
    - 0.30: Aaron Giles support dirty rectangles in Berzerk.
    
    - 0.29: Zsolt Vasvari and Christopher Kirmse added Berzerk (Stern 1980) and the earlier, very rare Berzerk 
    
    (version 1).
    
    -  2nd June 1995: Dumped Berzerk (set 1).
    
    
    LEVELS: 64000 (!!)
    
    
    Other Emulators:
    
    * JAE
    
    * Retrocade
    
    * Sparcade
    
    
    Recommended Games (Maze 2):
    
    Berzerk
    
    Frenzy
    
    Wizard of Wor
    
    Draco
    
    Venture
    
    Warp & Warp
    
    Black Widow
    
    Kram
    
    Naughty Boy
    
    QB-3
    
    Robotron: 2084
    
    Tazz-Mania
    
    Wacko
    
    Gridlee
    
    Mazer Blazer
    
    ***** Loose
    
    Inferno (Williams)
    
    Wiz Warz
    
    Alien Arena
    
    Butasan - Pig's & Bomber's
    
    Smash T.V.
    
    Dynablaster / Bomber Man
    
    Bomber Man World
    
    Super Bomberman 2 (Super Famicom Box)
    
    Neo Bomberman
    
    Exvania
    
    Nitro Ball
    
    Ultraman Club
    
    Last Fighting
    
    BnB Arcade
    
    
    Recommended Games (Robots):
    
    Robot Bowl
    
    Berzerk
    
    Frenzy
    
    Robotron: 2084
    
    Hopper Robo
    
    I, Robot
    
    Marvin's Maze
    
    ***** Loose
    
    Hole Land
    
    Bygone
    
    Galactic Warriors
    
    Metal Clash
    
    Metal Soldier Isaac II
    
    Robo Wres 2001
    
    Mutant Night
    
    Star Guards
    
    Xybots
    
    Atomic Robo-kid
    
    Bakutotsu Kijuutei
    
    Enforce
    
    Povar / Sobrat' Buran / Agroprom (Pssst)
    
    Robocop
    
    Robocop 2
    
    Robocop 3 (Nintendo Super System)
    
    Act-Fancer Cybernetick Hyper Weapon
    
    Escape from the Planet of the Robot Monsters
    
    Robo Army
    
    Terminator 2 - Judgment Day
    
    Turbo Force
    
    Battle of the Solar System
    
    X-Men
    
    Schmeiser Robo
    
    Rise of the Robots
    
    Cyberbots: Fullmetal Madness
    
    
    Romset: 16 kb / 8 files / 12.6 zip
    
    ----
    0.29 [Zsolt Vasvari, Christopher Kirmse]
    
    
    NOTES:
    
    - Original sound driver by Alex Judd. New driver by Aaron Giles, R. Belmont and Lord Nightmare.
    
    
    WIP:
    
    - 0.151: Removed legacy macro from Berzerk [Osso]. Fixed copypaste error in 74181, causing bug(s) in 
    
    Berzerk driver [hap].
    
    - 0.150: Modernized the S14001A and Exidy sound devices [Osso]. Converted 74181 to a device [Dirk Best].
    
    - 0.141u3: Split part of the driver include into a separate multi-driver include file (audio\exidy.h) 
    
    [Atari Ace].
    
    - 0.122u7: Removed includes\berzerk.h.
    
    - 0.122u6: Removed audio\berzerk.c.
    
    - 0.115u4: Removed machine\berzerk.c and video\berzerk.c.
    
    - 0.61: Added includes\berzerk.h.
    
    - 0.31: Added sndhrdw\berzerk.c.
    
    - 0.29: Added berzerk.c driver, machine\berzerk.c and vidhrdw\berzerk.c.
    
    ----
    Human interpretation:
    Achievement accomplished: 13720 (final score of 13770 due to robots colliding after death)
    Recorded speed: 99.994642%
    DIP-switches: n/a
    Time calc: 20:34:44 + 37329 frames @ 60Hz (10.3691 min) ~= 20:44 vs zip mod: 14:45:12
    Dates: good with time offset.
    Autofire used?: n/a
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  4. 03-01-2015, 09:12 AM
    is it just me or is the speed of the video pulsing fast-slow?

    Hec
  5. 03-01-2015, 09:15 AM
    Quote Originally Posted by Fly View Post
    is it just me or is the speed of the video pulsing fast-slow?
    Yeah it is - it's not you Hec. :) Probably where frames have been dropped in the video (but the audio remains consistent).
    Lots of 1sts to be surpassed: what are you waiting for? Play the game, submit the score...
  6. 03-01-2015, 10:14 AM
    I have voted accept of course, but this is one case where the rules for the track clearly need to be corrected.
Results 1 to 6 of 6
Join us