M.A.M.E. - Performan [Japan] - Points - 77,040 - Darren Mcgahey

Is this Performance Claim valid?

    This poll is closed
This poll is closed
  1. M.A.M.E. - Performan [Japan] - Points - 77,040 - Darren Mcgahey

    03-14-2019, 12:31 PM
    vzaar-player


    Points
    WolfMame version
    183
    Score Track
    https://www.twingalaxies.com/scores.php?scores=16297
    Rules
    ROMSet: PerFrMan
    Unused: Off
    Dipswitch Test: Off
    Screen Test: Off
    Cabinet: Upright
    Bonus Life: 20k, then each 200k
    Game level: 0
    Lives: 3
    Special Rules: None
    Submission Message
    thanks for watching


    Attached Files Attached Files
    Thanks JJT_Defender thanked this post
  2. 03-26-2019, 02:06 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.


    Starting check.bat on Tue 03/26/2019 at 17:19:11.92

    Zip test
    Code:
    Zip:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 40008 bytes (40 KiB)
    
    
    Testing archive: C:\WolfMAME\183\inp\TG\perfrman77040.zip
    --
    Path = C:\WolfMAME\183\inp\TG\perfrman77040.zip
    Type = zip
    Physical Size = 40008
    
    
    Everything is Ok
    
    
    Size:       96667
    Compressed: 40008
    RAR:
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:

    Zip list
    Code:
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    1 file, 40008 bytes (40 KiB)
    
    
    Listing archive: C:\WolfMAME\183\inp\TG\perfrman77040.zip
    
    
    --
    Path = C:\WolfMAME\183\inp\TG\perfrman77040.zip
    Type = zip
    Physical Size = 40008
    
    
    ----------
    Path = perfrman77040.inp
    Folder = -
    Size = 96667
    Packed Size = 39876
    Modified = 2019-03-14 20:08:28
    Created = 
    Accessed = 
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = 58F8D7F5
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    
    
    7-Zip [64] 15.14 : Copyright (c) 1999-2015 Igor Pavlov : 2015-12-31
    
    
    Scanning the drive for archives:
    MAME Major Version 183

    What MAME thinks:
    Code:
    Input file: perfrman.inp
    INP version 3.5
    Created Thu Mar 14 16:02:49 2019
    
    
    Recorded using 0.183W (unknown)
    Total playback frames: 20289
    Average recorded speed: 100%
    Average speed: 102.44% (341 seconds)
    Source driver:
    perfrman slapfght.cpp
    Generic Info for game:
    Code:
    ROM set changed: no
    0.106-0.204: perfrman - "Performan (Japan)"
    
    
    Resolution, 0.106-0.204: 256x240 @ 60.000000Hz
    
    
    TG Game Entry: https://www.twingalaxies.com/game/performan-japan/mame/
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=16297
    INP dump not relevant

    MAME Info
    perfrman is the parent set.
    MAMEInfo.dat entries: perfrman and slapfght.cpp
    Code:
    MAMEInfo.dat entries for:
    perfrman
    slapfght.cpp
    ----
    0.37b10 [Quench]
    
    
    
    
    Bugs:
    
    
    - There are some speed problems with the music. Stefan Lindberg (ID 00203)
    
    
    
    
    WIP:
    
    
    - 0.153: Changed visible area to 240x256.
    
    
    - 0.133u1: Renamed (perfrmau) to (perfrmanu).
    
    
    - 0.126u1: Stephane Humbert cleaned/fixed dipswitches and added port locations to Performan. Added dipswitches 'Intermissions' and 'Difficulty'.
    
    
    - 0.111u1: Mamesick fixed music speed in Performan.
    
    
    - 0.111: Pierpaolo Prazzoli added palette banking to Performan.
    
    
    - 0.110u5: Pierpaolo Prazzoli fixed the background color in Performan.
    
    
    - 0.37b16: Added clone Performan (US). Changed parent description to 'Performan (Japan)'.
    
    
    - 0.37b11: Changed Z80 CPU1 clock speed to 4MHz, Z80 CPU2 and the 2x AY-8910 to 2MHz. Fixed gfx1/2 rom loading.
    
    
    - 0.37b10: Quench added 'Performan' (Toaplan 1985 / Data East).
    
    
    - 12th December 2000: Quench fixed the sprite colors and graphics priorities in Performan.
    
    
    -  4th December 2000: Quench added Performan to the Slap Fight driver.
    
    
    
    
    LEVELS: 99 (endless)
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    
    
    Recommended Games (Maze Digging):
    
    
    Digger
    
    
    The Adventures of Robby Roto!
    
    
    Dig Dug
    
    
    Namco Classic Collection Vol.2 (Dig Dug)
    
    
    Tenkomori Shooting (Dig Dug)
    
    
    Dig Dug II
    
    
    Zig Zag
    
    
    Digger (CVS)
    
    
    Gold Bug
    
    
    Mr. Do!
    
    
    Neo Mr. Do!
    
    
    The Pit
    
    
    Wiping
    
    
    Boulder Dash / Boulder Dash Part 2
    
    
    Boulder Dash (Max-A-Flex)
    
    
    Boulder Dash (DECO Cassette)
    
    
    Performan
    
    
    Calorie Kun vs Moguranian
    
    
    Diamond Run
    
    
    Dangerous Dungeons
    
    
    Toffy
    
    
    Super Toffy
    
    
    Mr. Driller
    
    
    Mr. Driller 2
    
    
    Mr. Driller G
    
    
    Mr. Dig
    
    
    Digger Man
    
    
    
    
    Romset: 90 kb / 15 files / 47.3 zip
    
    
    ----
    0.33b2 [Keith Wilkins, Carlos Baides]
    
    
    
    
    WIP:
    
    
    - 0.182: Added machine\taito68705interface.cpp/h.
    
    
    - 0.181: Start putting some 68705 functionality in the CPU core rather than copy+pasted in all the drivers. As this is a lengthy task I've created a derived CPU type with the new functionality to aid in the process without disrupting existing drivers that haven't yet been updated. Started with Alcon/Slap Fight, Guardian and Tiger Heli [David Haywood].
    
    
    - 0.171: Added Guardian PCB readme [Guru].
    
    
    - 0.153: Driver cleanup. Verified that Tiger Heli music speed is correct, and made CPU sync perfect instead of only 10 times per frame (gotta ensure good comms timing with shared ram and MCU). Moved generic functions out of machine to driver, only keep MCU stuff in there. Renamed/Combined some functions and added irq ack and soundnmi disable. Port 0 d0 is vblank bit (see Tiger Heli game start). Shared ram is 2kb. Added support for savestates [hap].
    
    
    - 0.149u1: Made some more additions and fixed some errors in Stephh's notes. Removed outdated comments[Alex Jackson, Guru].
    
    
    - 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Slap Fight driver.
    
    
    - 0.131u2: MooglyGuy merged memory maps and cleaned up some comments in Slap Fight driver.
    
    
    - 0.131u1: Angelo Salese merged memory maps in Slap Fight driver, also cleaned-up the ram sharing.
    
    
    - 0.125u5: Added includes\slapfght.h.
    
    
    - 0.33b2: Added slapfght.c driver, machine\slapfght.c and vidhrdw\slapfght.c.
    
    
    ----
    Click image for larger version. 

Name:	dips.PNG 
Views:	66 
Size:	44.9 KB 
ID:	85713Click image for larger version. 

Name:	game over.PNG 
Views:	66 
Size:	40.4 KB 
ID:	85714

    NOTE: In version 0.126u1, "Game level" DIP was renamed to "Difficulty", and the "0" setting for this DIP was renamed to "Easy". This submission was played on a harder difficulty than required by the rules ("Hard", which is analogous to "Game level" set to "2").
    Thanks terencew, ivanstorm1973, JJT_Defender, HugDD thanked this post
    Likes JJT_Defender, HugDD liked this post
  3. 03-26-2019, 02:13 PM
    For reference, the relevant information for the "Game level" DIP in 0.106 is here (from the slapfight.c driver):

    Click image for larger version. 

Name:	106.PNG 
Views:	67 
Size:	27.7 KB 
ID:	85715

    And the information for the "Difficulty" DIP in 0.183 is here (from the slapfight.cpp driver):

    Click image for larger version. 

Name:	183.PNG 
Views:	66 
Size:	24.2 KB 
ID:	85716

    Note that the default setting was changed - it was "0" or "Easy" in 0.106, and is "Hard" in 0.183.

    Bottom line - unless it allows for more scoring opportunities, it has historically been allowed for players to set the difficulty in a game to harder than required by the rules. Unless someone can demonstrate an advantage was gained by having this set harder than required, I don't see an issue here.
    Thanks terencew, ivanstorm1973, JJT_Defender, HugDD thanked this post
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  4. 03-27-2019, 09:34 AM
    Question
    1. Does the Game Give you more Points on the HARDER difficulty 2 the 0?
    My Personal Experience it Does on almost all the Video Games I Played.
    I may be wrong on this game.

    "Game level" DIP was renamed to "Difficulty", and the "0" setting for this DIP was renamed to "Easy". This submission was played on a harder difficulty than required by the rules ("Hard", which is analogous to "Game level" set to "2").

    I am Abstaining for Now on whether a Player gets More Points on a Hard difficulty 2 than Easy Difficulty 0 before Voting Yes Accepted
    Congratulations Darren a WR
    1 144,420 100.00% Darren Mcgahey 2019-03-16 IN PROCESS 183 [Vote]
    2 138,010 95.56% Carsten Hirche 2007-10-16 INP 106 [Undisputed]
    3 135,720 93.98% Riccardo Moretti 2007-09-23 INP 106 [Undisputed]
    4 77,040 53.34% Darren Mcgahey 2019-03-14 IN PROCESS 183 [Vote]
    5 59,610 41.28% Robert T Mruczek 2005-11-07 INP N/A [Undisputed]



    Game Starts at 5:36 Left on the video Click image for larger version. 

Name:	image.png 
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ID:	85765
    Game Settings Begin at Left on the video
    M.A.M.E. - Performan [Japan] - Points - 77,040 Final score is at Left on the video
    MAME Analyst by JAsonV91 in Reply 2
    Attachment 85713Attachment 85714

    NOTE: In version 0.126u1, "Game level" DIP was renamed to "Difficulty", and the "0" setting for this DIP was renamed to "Easy". This submission was played on a harder difficulty than required by the rules ("Hard", which is analogous to "Game level" set to "2").
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,803 Match Wins 49Cities
    Thanks ivanstorm1973 thanked this post
  5. 03-27-2019, 09:37 AM
    M.A.M.E. - Performan [Japan] - Points - 77,040 Final score is at :32 Left on the video Click image for larger version. 

Name:	image.png 
Views:	57 
Size:	369.1 KB 
ID:	85766
    JJTJohnnyLightning World #1 Racer on Arcade Game Fast & Furious Super Cars 1,803 Match Wins 49Cities
    Thanks ivanstorm1973 thanked this post
  6. 03-27-2019, 10:44 AM
    I can replay this game on the easier setting if anyone wishes.
  7. 04-02-2019, 07:21 AM
    Quote Originally Posted by ivanstorm1973 View Post
    I can replay this game on the easier setting if anyone wishes.
    Hi Darren - can you experiment with the two settings and see what the differences are? I've never played this game myself.
    Thanks ivanstorm1973 thanked this post
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  8. 04-02-2019, 11:42 AM
    Hi Jason, i have played several games on the "easy" setting and i don't see any difference in the awarding of points. The only difference from what i can tell (at this stage), is that the speed and aggression of the enemies "appears" to be slightly less, but even saying that its very close to call. Maybe the enemies "tunnel" a little more frequently on the "Hard" setting, but i cannot see any advantage of higher points being awarded on the more difficult setting. I get roughly the same points on completion of each level if i play on "easy" or "hard", but this variance is down to having a slightly better or worse run. I will play some more games just to be sure, but either way i do not mind if adjudicators vote no for these scores. I can always play again.
    Likes JasonV91 liked this post
  9. 04-02-2019, 11:57 AM
    Quote Originally Posted by ivanstorm1973 View Post
    Hi Jason, i have played several games on the "easy" setting and i don't see any difference in the awarding of points. The only difference from what i can tell (at this stage), is that the speed and aggression of the enemies "appears" to be slightly less, but even saying that its very close to call. Maybe the enemies "tunnel" a little more frequently on the "Hard" setting, but i cannot see any advantage of higher points being awarded on the more difficult setting. I get roughly the same points on completion of each level if i play on "easy" or "hard", but this variance is down to having a slightly better or worse run. I will play some more games just to be sure, but either way i do not mind if adjudicators vote no for these scores. I can always play again.
    Thanks Darren - as I mentioned above, if the harder difficulty simply makes the enemies more aggressive, without providing additional scoring opportunities (which seems to be the case), I am fine with accepting things as they are...would like to hear what others think. Of course, if you plan to keep playing in the hopes of hitting a higher score, then it's a bit of a moot point - you could just ask for no votes on this and the other sub you currently have in the queue, and then play again on the easier setting.
    Thanks ivanstorm1973 thanked this post
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  10. 04-02-2019, 12:08 PM
    Quote Originally Posted by JasonV91 View Post
    Thanks Darren - as I mentioned above, if the harder difficulty simply makes the enemies more aggressive, without providing additional scoring opportunities (which seems to be the case), I am fine with accepting things as they are...would like to hear what others think. Of course, if you plan to keep playing in the hopes of hitting a higher score, then it's a bit of a moot point - you could just ask for no votes on this and the other sub you currently have in the queue, and then play again on the easier setting.
    I agree, in order to keep this "tidy" and stop any conflicting of opinions, i would urge adjudicators to "VOTE NO" on these 2 Performan submissions and i will return to this game at a later stage. Maybe it will make an appearance in the next MGL :)
    Thanks for the analysis Jason.
    Thanks terencew thanked this post
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