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Eppy37
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Posted on 04-21-12 09:45:36 PM Link
My playthrough of all of the levels(Sans Sine).

Done in a random order.

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AxemJinx
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Posted on 04-21-12 10:08:10 PM (last edited by AxemJinx at 04-21-12 07:13 PM) Link
I've played all the levels, and felt like giving a bit of random feedback.

Sukasa:
-When players go through this level the first time, it's possible they'll collect the coins intended for the p-switch run before they even realize what they're for, making that first jump a bit harder than it needs to be. Also, if players know they can spin jump off of the ball n' chain instead, I imagine it would be tempting to do just that instead of backtracking with the p-switch. Maybe I just don't remember commercial Mario games very well, but I don't recall them ever requiring players to backtrack with items to continue on the main path.
-In the underwater section, the big cluster of enemies before the whistling chuck seems pretty tough to get past as big Mario without getting hit, especially if you go for the Yoshi coin.
-The transition to the layer 2 falls area is a neat idea, but that single rip van fish never felt like much of a threat. It would constantly swim around me (rather than at me) and abruptly get stuck on arbitrary tiles...but that might just have been my experience.
-How many powerups does your level have? I only remember getting one, not counting the midway bar.

Paulguy:
-My first instinct was to kill all of those enemies by sliding, but as I tried to jump over the gap a bullet bill hit me mid-jump. I thought that was kind of unfair, since I thought sliding was a reasonable approach and didn't have much time to react because I had already jumped. The coins even lead you right into its line of fire...
-Since you exit the secret bonus room the same way you come in, you can exploit that to get additional powerups (and lives, if you know the invisible block is there). It might have been better to place the exit further on somewhere. Also, in most cases, the bottom row isn't visible, so unless you've seen this sort of thing before it's not immediately obvious how to get down there.
-Why limit that powerup in the second section to small Mario? I mean, if players find the bonus room they'll probably be fully powered up anyway.

Nicole:
-In the secret area, how are you supposed to grab a shell during a star run? I suppose you could bring in a shell from the main path beforehand, but how many people will have the foresight to do that the first time around? I didn't even know there was a secret exit there (or that a shell was necessary to access it) until I reached the top.
-Hitting the silver p-switch to reach the secret area also nullifies most of the enemies on the main path, which seems a bit odd to me, personally.
-I didn't really like the boo ceiling section toward the end, since it seemed to drag on for a while and the boos never really swooped low enough to be a problem. I personally would have been fine if the stage had simply ended here instead or done something else for a few screens.

AlexAR:
-I didn't really like having to carry items around to continue, even if the items were used close to where I found them. Maybe it's just that I've seen it overdone so much, but it took away from the flow of the level for me. The level also felt really long, which made the item carrying seem even more drawn out when it happened.
-105, screens D-E: Once you get the p-switch, it's easy to forget where the note blocks are, and the camera doesn't scroll enough to tell you.
-105, screens 15-19: This felt really long and flat, which didn't make it very interesting to play, plus if you go for the Yoshi coin, that's a ridiculous amount of backtracking :b
-1CB, screen 10: If you bounce on the koopas to get the Yoshi coin here, you'll get stuck, since they'll be killed by the lava and won't respawn.

Tyty:
-No major complaints.

Lunaria:
-I expected a side room, not a full-blown level that's pretty much just as long as the castle :b I mean, why not just have two separate levels (from the overworld) if both paths are going to be that involved? It's not like the grassland and castle have anything to do with each other, either...no major complaints apart from that, though.

Sine:
-Why do I have to carry a springboard throughout most of the level to reach the secret exit? :/
-Why does the coin guide at the beginning tell me to do an optional area first?
-There are a couple of blind drops into lava (screens 6 and 8). The camera doesn't scroll low enough for players to react in time, unless they already know the danger.
-It's hard to get the mushroom on screen 6 (unless you spinjump off of the grinders) since Mario skids on the escalator.

Miasmir:
-The time limit seems pretty low if you're going for the secret exit. I mean, you have to get a Yoshi, eat a blue shell to backtrack to the side area, and then carry a key throughout most of the stage (which I also don't like, personally) to get there. Other than that, though, no major complaints.

MM200:
-All those portable springboards cause some fairly major slowdown toward the end of each area.
-I assume it was due to time constraints, but the sudden onslaught of cement blocks wasn't very visually appealing :b
-The chuck and sliding koopas at the beginning are fine, but after that the level feels pretty empty in terms of (interesting) enemies for a while. The same goes for the return journey in the second area, since players probably will have defeated some enemies on the way down.
-The second area feels like a rehash of the second, and seems longer since you have to carry an item all the way back up.
-In the goal area, I'm not sure players will have enough time to react to the chuck blitzkrieg- I mean, one of them's already throwing baseballs by the time you reach the ground, and then you have to immediately figure out what the other ones are doing.
-Though you hear the shell being kicked in the beginning, it's not a very friendly way to start the level off, I think.

Koolboyman:
-Once I get that first mushroom, I can either go through all those enemies twice more just to get a fire flower, or just continue onward. I'll take the latter option, thanks :b Even if you start with a powerup, there's no incentive to get that fire flower, since you can just get one from the question block, no backtracking required. Of course, I'm speaking from hindsight, but what I'm trying to say is that the fire flower doesn't seem like a good reward given what you have to do to get it.
-The time limit seems a little low, especially if you go out of your way to do all the optional stuff.
-It might just be me, but I felt like some of the swoopers swooped a bit too early/low or were easily fake-out-able.

Gabu:
-I guess you can bring in powerups from another level, but I spent the first couple of playthroughs wondering how to get on top of any of those cloud platforms. Also, there's only one powerup in plain sight, which doesn't seem like enough given how many enemies there are.
-A couple of spots have massive slowdown due to sprite overload. I guess it does achieve the "zoo" aesthetic, but I don't think you needed quite as many enemies in those spots as you used.
-The monty moles in the middle of the stage can easily be dealt with just by rushing past them.

Blue Whirl:
-13, screen 5: In my first playthrough, all I could think of doing with that springboard was skipping ahead to the star run. If it's meant for the Yoshi coin, you might want to move it up a tile or two, since you can get it with a regular jump.
-It might just be me, but going from a ghost house to a castle and then back to a ghost house felt kind of abrupt and nonsequiturish.
-The star run seems like kind of an odd choice. I mean, either you can get a free 1up chain off of the eerie generator just for making it past the first half of the stage, or you can reach the goal before it even wears off.
-Some of the architecture, especially in the castle section, has too many long, straight lines for my taste. I would have liked a bit more varied/uneven terrain, personally.



I think the three I enjoyed the most were Tyty's, Lunaria's, and Miasmir's, though I wouldn't say any of the entries are terrible. I've seen much worse, actually :b
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Posted on 04-21-12 10:12:17 PM Link
Originally posted by "AxemJinx"
-In the secret area, how are you supposed to grab a shell during a star run? I suppose you could bring in a shell from the main path beforehand, but how many people will have the foresight to do that the first time around? I didn't even know there was a secret exit there (or that a shell was necessary to access it) until I reached the top.

Hm- I was worried about this. The explanation is:


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AxemJinx
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Posted on 04-21-12 10:22:44 PM (last edited by AxemJinx at 04-21-12 07:28 PM) Link
@Nicole:



Edit:

paulguy

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Posted on 04-21-12 10:27:41 PM Link
Paulguy's Post configuration
I wated to avoid the player getting the flower, since that'd make the water area easier, but allow them to get a mushroom if they had lost it, or didn't get it before.

Also, can people serioisly not use/test rom hacks in zsnes? It's no end of problems, and results in rom hacks that only work in zsnes, and not real hardware.

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Nksor

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Posted on 04-21-12 10:37:43 PM Link
Thank you very much for the feedback, AxemJinx.

Originally posted by AxemJinx
Blue Whirl:
-13, screen 5: In my first playthrough, all I could think of doing with that springboard was skipping ahead to the star run. If it's meant for the Yoshi coin, you might want to move it up a tile or two, since you can get it with a regular jump.

I noticed that a bit too, especially after I submitted it. The idea was to make it so that the Yoshi Coin wasn't accessible by regular jumping; however, being that my mind was stuck in the idea of using the springboard every time, I never actually tested for that.

Originally posted by AxemJinx
-It might just be me, but going from a ghost house to a castle and then back to a ghost house felt kind of abrupt and nonsequiturish.

The idea of mine was to make it a dungeon inside of a haunted house, or something. Perhaps editing the palette would have made it flow better, but I had trouble with getting it look right so I didn't mess with it at all. *BlueWhirl shrugs

Originally posted by AxemJinx
-The star run seems like kind of an odd choice. I mean, either you can get a free 1up chain off of the eerie generator just for making it past the first half of the stage, or you can reach the goal before it even wears off.

I decided to include the star in there because my testers were complaining about being screwed over too much by the Eerie generator, the Boo circle, and everything else. It was more to even out difficulty than to be a "star run," as the original version didn't have a star at all, rather a 1-Up mushroom. Would you think it'd be better with the mushroom instead of the star, or something else, or?

Originally posted by AxemJinx
-Some of the architecture, especially in the castle section, has too many long, straight lines for my taste. I would have liked a bit more varied/uneven terrain, personally.

The idea of mine was to make it go straight -> uneven -> straight -> uneven etc. Unfortunately, it doesn't seem that it worked out that way. The net was meant to be much longer and more puzzle-like than what it ended up to be, but I had a lot of trouble working with it, since the "snap-on" of the side pieces kept screwing up. Also, the second half of the ghost level didn't work out like I wanted it to. It seems that I put the platforms too close together, since you can completely bypass what was supposed to be a rather lengthy platform-to-platform maze.
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Posted on 04-21-12 11:15:02 PM Link
Originally posted by paulguy
Also, can people serioisly not use/test rom hacks in zsnes? It's no end of problems, and results in rom hacks that only work in zsnes, and not real hardware.

But you might end up with a hack that onlu works in SNES9x, or one that crashes zsnes if you do that.

It's not tough to run it through on bsnes, zsnes, and SNES9x to make sure it works

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AxemJinx
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Posted on 04-22-12 12:09:01 AM Link
Originally posted by paulguy
I wated to avoid the player getting the flower, since that'd make the water area easier, but allow them to get a mushroom if they had lost it, or didn't get it before.

I understand where you're coming from, but have you ever heard of a Mario level withholding powerups because they'd make the game too easy? Again, maybe I just don't remember the commercial games too well, but it doesn't strike me as something they would do.

Also, you probably already know, but you can use a mushroom sprite, or make a question block that acts like a yellow switch block through Map16, though it looks like the latter wouldn't be allowed in this contest.

Originally posted by BlueWhirl
Thank you very much for the feedback, AxemJinx.

Eh, I didn't do much :b I should have gone more in-depth, but coming off the heels of another (larger) contest, I'm not really up to it at the moment ^^;

Originally posted by BlueWhirl
I decided to include the star in there because my testers were complaining about being screwed over too much by the Eerie generator, the Boo circle, and everything else. It was more to even out difficulty than to be a "star run," as the original version didn't have a star at all, rather a 1-Up mushroom. Would you think it'd be better with the mushroom instead of the star, or something else, or?

That's odd- I didn't really have any trouble with the generator at all. Granted, I've played a lot of levels, so my skill level's probably above average, but even so, that generator only lasts a couple of screens...interesting. Having a powerup there instead wouldn't be a bad idea, though, since the last one before that is back at the beginning of the castle section (?).

Originally posted by BlueWhirl
The net was meant to be much longer and more puzzle-like than what it ended up to be, but I had a lot of trouble working with it, since the "snap-on" of the side pieces kept screwing up.

Not sure if it would be allowed, but couldn't you just paste the pieces directly out of Map16? I don't think it would have counted as "manipulation," since the tiles are already there...
Originally posted by DarkData
You may use direct MAP16 Access to place objects

Ah, well, that answers my question :b
Nksor

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Posted on 04-22-12 12:21:22 AM Link
Originally posted by AxemJinx
Not sure if it would be allowed, but couldn't you just paste the pieces directly out of Map16?

In retrospect, yeah, that would have been a better idea.
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Posted on 04-22-12 01:29:39 AM (last edited by Koolboyman at 04-22-12 04:25 AM) Link
Originally posted by Eppy37
My playthrough of all of the levels(Sans Sine).

Done in a random order.


Watched my section of the video. Here's my thoughts on your thoughts.

- Yeah the beginning might have a few too many sprites, but I wanted something that would keep the player constantly alert. Normal difficulty Mario hacks bore me, but at the same time I think what I did was close to reasonable for moderate difficulty.
- Midpoint is close to the end because I didn't have much time to finish the second half of the level so I had to cut it short.
- That jump IMO is not that hard. I designed it so you would be faked out by that swooper (which worked), but for the most part it's harmless. Just jump when the Piranha plant is not there and the two spike turtles aren't on the top of the other ledge and you'll make it every time. Plus, there's a shortcut over that part that you missed if its too hard for you. You shouldn't have played through the level with a linear part of view, there's way around a few of the difficult parts that you didn't even look for.

Ironically, I looked a few other levels you played, and I liked the levels that you gave thumbs down, and visa versa. All of the levels I disliked (five of them) you gave thumbs up. Sure they might be hard, but I believe they put a hell of a lot more thought into level design and whatnot than the levels you gave thumbs up to. The Dinosaur level was one of my favorites, but I also liked Swooper which you liked too. Part of me feels that the sole reason you gave these levels a thumbs down was because they were hard. I'm not saying that's true, I just somewhat got that impression when watching your video. To each his own, we like different kinds of levels.

Originally posted by AxemJinx
I've played all the levels, and felt like giving a bit of random feedback.
Koolboyman:
-Once I get that first mushroom, I can either go through all those enemies twice more just to get a fire flower, or just continue onward. I'll take the latter option, thanks :b Even if you start with a powerup, there's no incentive to get that fire flower, since you can just get one from the question block, no backtracking required. Of course, I'm speaking from hindsight, but what I'm trying to say is that the fire flower doesn't seem like a good reward given what you have to do to get it.
-The time limit seems a little low, especially if you go out of your way to do all the optional stuff.
-It might just be me, but I felt like some of the swoopers swooped a bit too early/low or were easily fake-out-able.



- Yeah, you're given the choice, and I think it's a decent reward since you are not given another power up until after the midpoint. It might be helpful if you entered the level as small Mario, but you can just ignore it if you're already big and get a fire flower from that block. From what I saw, if you keep dying in the ice cave, you'll keep entering the level as Small Mario. The player would eventually notice the clouds and then the fire flower and see that if they do a little something extra they can make the preceding part easier (especially with the chuck). It also encourages people to actually explore through my level and not just take a linear path from start to end. That was just my point of view, but I understand yours too.
- I think the time limit is decent enough. It's a medium sized level. But I can see how that can be a problem for people who aren't that good at playing SMW. I should have added 50 seconds or so.
- Some were fake out, some went in a direction that you wouldn't assume that they would go into. In retrospect, some of those were a bad idea.

Thank you both for the feedback.
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Posted on 04-22-12 02:38:14 AM (last edited by Sine at 04-21-12 11:39 PM) Link
It's an enigma
----------------------------------------------------

Sine:
-Why do I have to carry a springboard throughout most of the level to reach the secret exit? :/
-Why does the coin guide at the beginning tell me to do an optional area first?
-There are a couple of blind drops into lava (screens 6 and 8). The camera doesn't scroll low enough for players to react in time, unless they already know the danger.
-It's hard to get the mushroom on screen 6 (unless you spinjump off of the grinders) since Mario skids on the escalator.
1: It essentially gives you a normal version and 'challenge' version of the level - One in which you dont need to care about the springboard, and another in which you do have to care about the springboard. I personally enjoy levels that have a second layer to them where you need to go through the level in a slightly more crafty fashion for some extra reward.

That being said, this idea was poorly planned out in advance (RE: The night before as I was remembering how to use LM) and thus poorly executed, so I would definitely do things different should I go back and make a level like this again.

2: The coin guide was partially to clue the player in to the optional area... though I probably overdid that. (I was just remembering how to use LM when I made that part of the level so I was proud of myself for being able to actually make a coin guide again ).

Plus there's a 1-up. People love 1-ups, right?

3: Yeah. Now that you mention that, the coins dont help at all. My bad.

4: I thought I fixed that. Whoops.

And of course, thanks for the input.

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Posted on 04-22-12 12:57:19 PM Link
Eppy: I really liked watching you play my level! You were wrong about where the key is I, of course, think you should go look for it some more, but you had a lot of levels to play, after all.

AxemJinx: The relationship between the timer and the level size is intentional. I've always thought that the timer should be more relevant than it is in most of the original game and in hacks. Because not everyone likes that kind of thing, the normal exit is not particularly taxing to complete. But it is possible to get every Yoshi coin and still get the secret exit, with about 50 seconds left.

The thing I'm least satisfied with is that you can't bring both Yoshi and a key through a pipe. That, and that I couldn't make the bottom of the lava pit solid, so it's possible to die in it from below. I would just make solid versions of those tiles and call it 'vanilla enough' but rules are rules.

I understand having to carry the key for a long distance upsets some people. If I was going to make a full-length hack I don't think I would use it that much.

Thanks for playing my level and giving your feedback!
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Posted on 04-22-12 06:44:14 PM (last edited by BlueWhirl at 04-22-12 03:46 PM) Link
I finished watching Eppy's playthrough of my level. I'm glad you liked it. Some responses, and questions:


  • Yes, it is possible to jump over to the next platform by taking advantage of the springboard. Not sure if it's worth it or not since the castle sub-level is pretty simple and short anyways, and you'd have to get the angle just right to get to the other end (I've only been able to do it twice, and I'm the level's creator ffs).

  • The palette was actually just like that when I started working with the level, and I never got to modifying it. The result is a strangely green dungeon, haha. Imagine that there's moss everywhere.

  • You actually chose to take advantage of the second springboard different than what I intended. My intention for it was for the player to jump over the large crate wall, hence the Yoshi Coin at the other end of it and the large rope bridge to reconnect to the platforms. Again, it's questionable to whether or not it's even worth the effort, since you can backtrack over the rope bridge to get the Yoshi Coin not too much farther down the level.

  • Seeing as I've gotten complaints about the inclusion of a star in the final stretch of the level, and you appeared to not comment a whole lot about it, do you think that it'd be better if I had included a mushroom in there rather than a star?

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Posted on 04-22-12 09:20:49 PM Link
Aaaah, Ok, not reading any posts, must not be influenced!

I'm having a bit more trouble than I thought making the rating scheme fair for the final judgement, so I ask that you give me a little more time.

Other Judges, I'll have something for you tonight, sorry for the delay.

I know you're all excited for the results, I'll try to have them for you soon! :x

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Posted on 04-22-12 11:21:09 PM Link


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Yeah, I know the results for this contest aren't even out, but are you considering to do another one of these sometime? I've watched Eppy's playthrough video earlier (and recently rewatched the Raws of the Game Center CX SMW episodes) and feel like trying my hand at making SMW levels again and stuff


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paulguy

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Posted on 04-23-12 03:58:22 AM Link
Paulguy's Post configuration
Originally posted by AxemJinx
Originally posted by paulguy
I wated to avoid the player getting the flower, since that'd make the water area easier, but allow them to get a mushroom if they had lost it, or didn't get it before.

I understand where you're coming from, but have you ever heard of a Mario level withholding powerups because they'd make the game too easy? Again, maybe I just don't remember the commercial games too well, but it doesn't strike me as something they would do.

Also, you probably already know, but you can use a mushroom sprite, or make a question block that acts like a yellow switch block through Map16, though it looks like the latter wouldn't be allowed in this contest.

Ah. A bit of an oversight. I hadn't used lunar magic in years and only made like 1 level ever.

Also tyty, the problem is that people don't and you end up with tons of hacks that rely on it (most anything that uses addmusic), and there's no benefit to using zsnes nowadays. It's outdated and terribly inaccurate, even compared to snes9x which is a very acceptable compromise, and yeah, if you're doing development, use bsnes. Zsnes is honestly a detriment to the rom hacking community as a whole.

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Xenesis

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Posted on 04-23-12 04:54:33 AM Link
zsnes is kind of like nesticle.

It was great for it's time (The early 90s), but with modern capabilities it's not worth keeping around.
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Posted on 04-23-12 11:51:21 AM Link
Paulguy's Post configuration
You can still find people on youtube recommending nesticle. D:

Luckily zsnes doesn't result in all the 100s of super mario bros rom hacks that just turn mario in to a penis (against a bad smb rom because the original doesn't work in nesticle).

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Posted on 04-23-12 08:52:30 PM Link
snes9x doesn't have video recording.

That's a pretty big problem right there. bsnes doesn't anymore either unless you go out of your way to use the weird TASVideos branch, and even then it's even rerecording.

Being able to make short quick videos of something in a small amount of time is scary useful. Furthermore, the reason addmusic was a terrible glitchy mess wasn't lol ZSNES (that's why it kept getting used), it's because it was made by Japanese hackers.

You think Brutal Mario would run on an actual SNES? Hahahaha no. Japan doesn't give a shit. They use tons of outdated hacking stuff simply because it works for them and their preferred emulator. Meanwhile, SMWC did make a version of addmusic that doesn't have those weird glitches that make it not work on a real SNES.

Though I still think addmusic is a clunky piece of crap to use and wonder why people still use midi to MML for it rather than coming up with a program that edits the files directly with a piano roll.

____________________
--------------------
I sure am in a dilly of a pickle.
Darkdata
Ruins!? ♥
Level: 103


Posts: 2607/2892
EXP: 11437230
For next: 34176

Since: 07-04-07


Since last post: 194 days
Last activity: 2 days

Posted on 04-26-12 05:00:23 PM (last edited by Darkdata at 04-26-12 02:08 PM) Link
Results Sunday

Originally posted by xdaniel
Yeah, I know the results for this contest aren't even out, but are you considering to do another one of these sometime? I've watched Eppy's playthrough video earlier (and recently rewatched the Raws of the Game Center CX SMW episodes) and feel like trying my hand at making SMW levels again and stuff



I'll let someone else run the next one. I'm going to be busy for a while.

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Jul - General Game/ROM Hacking - Pure Vanilla SMW Contest (Soon, before Monday) New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

33 database queries, 6 query cache hits.
Query execution time:  0.104367 seconds
Script execution time:  0.053939 seconds
Total render time:  0.158306 seconds


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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 384 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
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Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md