49 karma · joined June 4, 2014
There has been years of doubt about Todd's scores, among those by other gamers. TG was recently purchased by a new owner. That new owner launched a 'dispute' system whereby any score could be challenged and examined by the community. There was never a formal process until now that would have allowed for this, regardless of how many doubters there were.
Particularly on the MAME (emulator) side of arcade scoring - on a previous incarnation of the TG website, the rules for submission to a game were not public until a score had been submitted for that game. Some folks with many high scores were simply submitting any score at all so that others could even play along.
I do enjoy some games of this type like Robotron that have enough variation in the random patterns of the enemies to still feel fresh. I also love games like Pole Position or Outrun that have well-defined endings and force you to play 'perfectly' like you describe. However most games of this earlier time period are unfortunately just not designed that way.
And it's not as simple as just 'memorizing' the combos if you never play well enough to get yourself in a position to land them. There's still a journey there both outside the game to learn and inside the game to break down the patterns in your opponent's play that will never be present in a single-player game. That's what keeps fighting games interesting and new 20+ years later for me.
Most importantly, arcade games by their nature are finite. The limits of whatever storage medium used as well as the inability to rewrite or update them easily means that they exist in a vacuum. Once you've 'explored' the levels or found the 'secrets' they cease to be new. There are no more secrets. The strategy to beat single-player games never changes.
However the person you're playing against in a fighting game is always going to be different. Even if they play the same character as another person they will play them differently. They will have different skill levels and unique weak points to attack. No round of a fighting game is ever exactly the same. This is why fighting games are beautiful. They turn a static game into something timeless. There are still weekly Street Fighter 2 tournaments all over the world. When was the last time you competed with tens of other friends in say, Qbert 25+ years later?
For example, there are two related stats: went to showdown, and won money at showdown. These calculate how often you get to the last card and reveal your hand against another player/group of players to win the pot, as well as the frequency you actually win these showdowns. Generally, the more you are showing down hands against opponents, the lower your chances of winning money, simply because it's not always possible on average to have better hands than your opponents above a certain frequency of times you're getting to showdown. If a bot/player had access to other players' hole cards (like actually happened on the Ultimate Bet network) a telling example might be that they go to showdown way more than average while also winning money at showdown far above an average rate.
There are tens (if not hundreds by now) of common poker stats, this is just a simplified look at one related pair.