1-Up!
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Easy segmented run.
Verifier Responses
Decision: Reject
Reason: This run, while planned out, doesn't utilize enough time saving strategies.
This run was never completely torrented to us and verifiers had to use segments on YouTube, so I can't send it to you. You can find it on YouTube.
Easy segmented run.
Verifier Responses
Quote:
Decision: I would “pass/accept” this run... but it's a close call really.
Reason: Overall thoughts on the run
This is overall very well executed with the strategy and all. However some levels seems like they are frapsed during the first couple of tries, and could be improved by a little effort. And there's a lot of pausing and it's kinda of annoying to watch. It doesn't effect the ingame timer, but it sure does effect the viewing pleasure and the “actual time”. Still the run is impressive, and a lot of effort has surely been put into this run. Maybe also overtime other runner, maybe myself will improve the individual levels.
I will not comment on the quality, as I Saw it on youtube. I see no reason to suspect the runner of cheating or anything like that. As for counting the time... I am not sure how you should do it, personally I think the “pausing” time should count. But that's my personal preference.
Individual levels.
LEVEL 1:
The time I really good, at least the ingame timer. However I am not a big fan of the pausing in the first 20 seconds of the mission.
I do not know exactly how to measure the time for the run, by the viewing pleasure sure drops.
My own speedrun of the same level is slower in the “gametime” however I thinks it's faster in real time, thanks to not pausing in the start for 20 seconds.
With that said, it's still a solid tactic, and performed well. Room for improvement by not pausing, but if we ignore that, the level is done very very smooth.
Link to my run on level 1:
LEVEL 2:
I really like the tactic used for this level. I didn't knew about the transportboat glitch until this very runner showed it to me... however there's still the usage of “pause”.
My run is only 10 seconds slower without using the pausing, and my actual game time is still lower. The run is however, still very impressive.
Link to my run on level 2:
LEVEL 3:
This level, far better than the last two. The pausing is at a minimum, and the time is brilliant.
LEVEL 4:
Done exactly as I would do it on my later runs, simple and easy... and yet so effective. Well done.
LEVEL 5:
Good run, not much to add. Maybe room for minor improvement with the mirco and killing the buildings in the end, but nothing major.
LEVEL 6:
This is a pretty straight forward level... and we have the same “issue” as with level 1 and 2.
The pause is improving the ingame time, but the real time could be improved by a little bit, if we didn't pause. Still a fast clear of the level...
LEVEL 7:
The best level so far in my humble opinion. Only room for very small improvements.
LEVEL 8:
Really nice trick (discovered by me?), anyways really fast time for such a level. But I still think it could be done without that much pausing. It would do increase the viewer pleasure, however it would most likely hurt the in game time, as it's pretty damn close to perfect !
LEVEL 9:
Weird black screen in the start of the level, don't know why? Also Gargarensis, is for some reason standing in the middle ? Why is that ? I guess it's the lightning storm you use really early before the viewer can see. Are you just playing in darkness, or do we need the first second of the mission or something ?
Besides that, it's a good run. Only room for slight improvements, still a few times you pause, and I think you could do it without.
LEVEL 10:
A good run, but you still have hit the pause bottom a lot. Less frequently than earlier levels, but still enough to annoy me. THERE'S no god damn reason for it. Still only a few seconds you would shave of the “actual” time, so not a big issue.
On level I might add you made good use of those shades. Well done.
LEVEL 11:
How is your time so much better than mine ?
I get 08:14, could indeed be better. But you get 07.57.
And sorry if you've said it during the run, I can't read it due 360 res.
Oh and the pausing in the start is pretty long for what you are doing... however you still get almost 20 seconds faster than me, so maybe I am the idiot.?
LEVEL 12:
It's a nice level, but the age teching is WAY to slow for no reason ? This level should be redone. Such an obvious mistake...
LEVEL 13:
Well done, not much to add. Could maybe be done with a sec slower pausing in the start, but that's about it.
LEVEL 14:
Nice and easy, I like the trick with going into the citadel in the start.
LEVEL 15:
You can use the same trick as in 13 to speed up the card. This was done with some pausing but still:
http://imageshack.us/f/200/level15c.jpg/
With that said, it still a very very nice run.
LEVEL 16:
I'm getting tired of repeating myself, but level “2”, could be done with less saving.
Still impressive none the less, and good use of the Hydra for more of Arkantos roars.
LEVEL 17:
Best level so far, and god knows how you found figured out the transport glitch :-)
LEVEL 18:
Why the god damn need for pausing in the start?
It will at max give you one or two seconds!
Still easy level, not much to say.
LEVEL 19:
Well done, surprisingly easy :-)
LEVEL 20:
I guess you technically could improve the time by the level 13 trick. But the time is still very impressive!
LEVEL 21:
What's the reason for waiting such a long time with building the 3'ed minotaur?
Anyways, a good and fast level no doubt.
LEVEL 22:
Really really impressive! The timing is perfect, and we see no mistakes. Very nice level!
LEVEL 23:
The level I for one had must trouble with... you for once build a base !
Anyways very well done, could be a little better split with the units in the end, but that's about that. Very VERY nice run!
LEVEL 24:
You lose your armory, and for that reason lose a lot of wood. Which in the end results in the 3'ed ram is greatly delayed and so is the whole speedrun of this level.
Should be redone.
LEVEL 25:
Sure it's quick. But the pause in the start is too slow, should use shift when you give the orders. This could be done slightly faster in “real” time I think. Still fast!
LEVEL 26:
Not much to say, just plain and simply push forward. Nice kiting and good managing of everything. Well done
LEVEL 27:
Room for small improvements, as well as less pausing in the middle of the action. Anyways it's fast.
LEVEL 28:
This could also be done without the pausing. Anyways only a matter a few seconds. You're after all very fast!
LEVEL 29:
weird Windows sounds? Anyways... Good level, as always could it be done with less pausing ?
LEVEL 30:
I can't read the text : ( Anyways is boooooring as expected, but not your fault. Just a stupid level for speedrunning. Anyways, I think you could pause a second less in the beginning, but who cares when the level takes freaking 32 min!
LEVEL 31:
Very nice... now just with less pauses it would be more enjoyable to watch. But this is no doubt the fastest it could be done, if we don't count the pauses.
LEVEL 32:
Pretty sure it could be done faster, with one extra vault. But not sure? Less pausing would decrease the “actual time”. Anyways very nice. Good way of finishing the run none the less.
Reason: Overall thoughts on the run
This is overall very well executed with the strategy and all. However some levels seems like they are frapsed during the first couple of tries, and could be improved by a little effort. And there's a lot of pausing and it's kinda of annoying to watch. It doesn't effect the ingame timer, but it sure does effect the viewing pleasure and the “actual time”. Still the run is impressive, and a lot of effort has surely been put into this run. Maybe also overtime other runner, maybe myself will improve the individual levels.
I will not comment on the quality, as I Saw it on youtube. I see no reason to suspect the runner of cheating or anything like that. As for counting the time... I am not sure how you should do it, personally I think the “pausing” time should count. But that's my personal preference.
Individual levels.
LEVEL 1:
The time I really good, at least the ingame timer. However I am not a big fan of the pausing in the first 20 seconds of the mission.
I do not know exactly how to measure the time for the run, by the viewing pleasure sure drops.
My own speedrun of the same level is slower in the “gametime” however I thinks it's faster in real time, thanks to not pausing in the start for 20 seconds.
With that said, it's still a solid tactic, and performed well. Room for improvement by not pausing, but if we ignore that, the level is done very very smooth.
Link to my run on level 1:
LEVEL 2:
I really like the tactic used for this level. I didn't knew about the transportboat glitch until this very runner showed it to me... however there's still the usage of “pause”.
My run is only 10 seconds slower without using the pausing, and my actual game time is still lower. The run is however, still very impressive.
Link to my run on level 2:
LEVEL 3:
This level, far better than the last two. The pausing is at a minimum, and the time is brilliant.
LEVEL 4:
Done exactly as I would do it on my later runs, simple and easy... and yet so effective. Well done.
LEVEL 5:
Good run, not much to add. Maybe room for minor improvement with the mirco and killing the buildings in the end, but nothing major.
LEVEL 6:
This is a pretty straight forward level... and we have the same “issue” as with level 1 and 2.
The pause is improving the ingame time, but the real time could be improved by a little bit, if we didn't pause. Still a fast clear of the level...
LEVEL 7:
The best level so far in my humble opinion. Only room for very small improvements.
LEVEL 8:
Really nice trick (discovered by me?), anyways really fast time for such a level. But I still think it could be done without that much pausing. It would do increase the viewer pleasure, however it would most likely hurt the in game time, as it's pretty damn close to perfect !
LEVEL 9:
Weird black screen in the start of the level, don't know why? Also Gargarensis, is for some reason standing in the middle ? Why is that ? I guess it's the lightning storm you use really early before the viewer can see. Are you just playing in darkness, or do we need the first second of the mission or something ?
Besides that, it's a good run. Only room for slight improvements, still a few times you pause, and I think you could do it without.
LEVEL 10:
A good run, but you still have hit the pause bottom a lot. Less frequently than earlier levels, but still enough to annoy me. THERE'S no god damn reason for it. Still only a few seconds you would shave of the “actual” time, so not a big issue.
On level I might add you made good use of those shades. Well done.
LEVEL 11:
How is your time so much better than mine ?
I get 08:14, could indeed be better. But you get 07.57.
And sorry if you've said it during the run, I can't read it due 360 res.
Oh and the pausing in the start is pretty long for what you are doing... however you still get almost 20 seconds faster than me, so maybe I am the idiot.?
LEVEL 12:
It's a nice level, but the age teching is WAY to slow for no reason ? This level should be redone. Such an obvious mistake...
LEVEL 13:
Well done, not much to add. Could maybe be done with a sec slower pausing in the start, but that's about it.
LEVEL 14:
Nice and easy, I like the trick with going into the citadel in the start.
LEVEL 15:
You can use the same trick as in 13 to speed up the card. This was done with some pausing but still:
http://imageshack.us/f/200/level15c.jpg/
With that said, it still a very very nice run.
LEVEL 16:
I'm getting tired of repeating myself, but level “2”, could be done with less saving.
Still impressive none the less, and good use of the Hydra for more of Arkantos roars.
LEVEL 17:
Best level so far, and god knows how you found figured out the transport glitch :-)
LEVEL 18:
Why the god damn need for pausing in the start?
It will at max give you one or two seconds!
Still easy level, not much to say.
LEVEL 19:
Well done, surprisingly easy :-)
LEVEL 20:
I guess you technically could improve the time by the level 13 trick. But the time is still very impressive!
LEVEL 21:
What's the reason for waiting such a long time with building the 3'ed minotaur?
Anyways, a good and fast level no doubt.
LEVEL 22:
Really really impressive! The timing is perfect, and we see no mistakes. Very nice level!
LEVEL 23:
The level I for one had must trouble with... you for once build a base !
Anyways very well done, could be a little better split with the units in the end, but that's about that. Very VERY nice run!
LEVEL 24:
You lose your armory, and for that reason lose a lot of wood. Which in the end results in the 3'ed ram is greatly delayed and so is the whole speedrun of this level.
Should be redone.
LEVEL 25:
Sure it's quick. But the pause in the start is too slow, should use shift when you give the orders. This could be done slightly faster in “real” time I think. Still fast!
LEVEL 26:
Not much to say, just plain and simply push forward. Nice kiting and good managing of everything. Well done
LEVEL 27:
Room for small improvements, as well as less pausing in the middle of the action. Anyways it's fast.
LEVEL 28:
This could also be done without the pausing. Anyways only a matter a few seconds. You're after all very fast!
LEVEL 29:
weird Windows sounds? Anyways... Good level, as always could it be done with less pausing ?
LEVEL 30:
I can't read the text : ( Anyways is boooooring as expected, but not your fault. Just a stupid level for speedrunning. Anyways, I think you could pause a second less in the beginning, but who cares when the level takes freaking 32 min!
LEVEL 31:
Very nice... now just with less pauses it would be more enjoyable to watch. But this is no doubt the fastest it could be done, if we don't count the pauses.
LEVEL 32:
Pretty sure it could be done faster, with one extra vault. But not sure? Less pausing would decrease the “actual time”. Anyways very nice. Good way of finishing the run none the less.
Quote:
Decision: Reject
Reason:
I enjoyed watching the run, and can definitely tell that the runner has spent a considerable amount of time planning everything, but I'm afraid I feel that this speed run does not live up to SDA's standards. There is an excessive use of the pause button, which increases the real-world run time (while decreasing the time measured by the in-game timer). The player is still in control of the units while pausing, hence this time should be taken into account. If we would not include such pausing, then there is no reason for the speed run to be nearly TAS-like, since every move can easily be perfected. Furthermore, the runner didn't use of several game mechanics that would greatly increase his APM (Actions per minute), such as assigning groups or using hotkeys for, for instance, selecting the HQ and getting some villagers. Instead he relies on scrolling and selecting all units manually at all times.
The video quality was very bad (360p on Youtube), but this is most likely due to Youtube's terrible compression. It made the verification process a bit difficult, as it was, for instance, difficult to tell how many resources the runner had at times. Sound quality was perfect, on the other hand. I presume that the A/V quality of the actual recording is a lot better.
I believe the runner did not cheat at any time.
Here are my comments for the individual levels:
Level 1: The level is very simple, almost tutorial-like, and hence doesn’t make use of any really clever strategy. Nevertheless, I don’t really see any room for improvement, apart from building the three towers near the harbours a tiny bit sooner (when the third kraken shows up). The runner didn’t have a large abundance of any resource.
Level 2: The start of this level seemed a bit too slow (harbour placement, for instance). Ships were also idle around 1:50 – something that shouldn’t really be happening with this low number of unit. The runner makes use of seemingly unnecessary pausing, which probably costs him a few seconds. I quite like the glitch of making the units teleport, though. Nevertheless, the level was beaten fairly quickly. I liked the use of the wall at the end.
Level 3: Quite precise placement by the player at the beginning. The targets that had to be destroyed to complete the level were demolished nearly simultaneously; the timing and hence allocation of units seemed to be quite efficient.
Level 4: Very well done.
Level 5: Minor discrepancy here; the units are all selected before the screen is visible; Would like to know how the runner pulled that off. Seems like there was simply no video for the first second. Other than that, the runner manages to roll straight through the enemy base. Windows sound at 2:05 – why was that audible? Seems a bit odd if you’re in-game. Sound is again hearable at 3:03…
Level 6: Not much to say about this level; the runner simply gathers as much wood as possible and then builds the horse. Most of it is kind of like watching paint dry. The end portion of the level was handled efficiently, with the runner distracting the enemy infantry while stealing the siege units. Good use of the god powers.
Level 7: Very straight forward level where the runner simply rushes through everything by ignoring most of the infantry he runs into. Good use of the god powers.
Level 8: All the pausing seems quite unnecessary since all those actions could just as well have been performed in real time. Runner spends quite a few seconds trying to position the underworld passage correctly around the 3-minute mark; I think it could’ve been done a bit quicker. The good use of this god power makes up for it, though.
Level 9: Black screen for the first second. Bit strange, since the units were already being controlled. I don’t see why Gargarensis is standing idly near the ram; is there some kind of glitch involved, which was not recorded (due to the black screen)? Idle soldiers at 3:20. This is a level with little action, and mostly just waiting until the ram finally dies.
Level 10: I again fail to see the purpose of pausing right at the start.. The level isn’t particularly interesting, but is run through in a quickly fashion.
Level 11: Completely unnecessary pausing at the start. I also can’t read what the runner typed around the start. Some issues with micro-management around 4:00 (though it doesn’t really matter much). Very little to remark about this level; it’s just a matter of waiting until the miners have uncovered the relic.
Level 12: More excessive pausing. The strategy used is good, but all the pausing makes the level take considerably longer than it should. Furthermore, the runner has an excessive amount of food available when he finally clicks the ‘age up’ button. Doing so would have allowed him to teleport the units sooner, thus finishing the level sooner.
Level 13: Not much to say about this level. It’s completed swiftly, though the pausing at the start seems partly redundant (though in this case, it would’ve made very little difference).
Level 14: Excellent run through this level. But *why* does the runner pause at the very end…?
Level 15: Pause, pause, pause… this has gotten quite tiring. Love the use of meteorites to destroy the gate, though
Level 16: Screw all this pausing.
Level 17: Fantastic use of the transporter glitch. Also clever use of jumps to make the character walk a bit faster. Best level in the speed run.
Level 18: *shrug* More pausing… Apart from that, the level was completed very well.
Level 19: Well done.
Level 20: Good job – don’t see any room for improvement here.
Level 21: Another simple, fast level. Not really much to say about it.
Level 22: Arkantos’ text loops twice, for some reason. Bit odd. This level was coordinated very well and thus completed very impressively.
Level 23: Perfectly timed age-up near the end. This must have been one of the more difficult level to run through. Very impressive.
Level 24: Screw up with the armoury – first one got destroyed, which wasted some resources and time. This could easily have been improved substantially.
Level 25: Shame about the huge pause at the start. Other than that, it’s done quite well.
Level 26: Not much to say here. Good run through a simple level.
Level 27: Good job on clearing the path for the larger army.
Level 28: Very well done.
Level 29: Bit slow at the start. Another ‘windows error sound’ around 1:10 and 1:20. APM is low in general during this level, with the runner sometimes hesitating about where to move some units. The level is mostly a waiting game, but nevertheless, well done.
Level 30: As the runner already realises the level cannot really be speed run, so it doesn’t matter that much what he does at the start, and what his APM is. Streamer wastes several seconds when selecting the final age. No idea why the player clicks on the unit-bio several times throughout this run. Why the damned pause at the end?
Level 31: Another level that is plagued by excessive pausing.
Level 32: Slow selection at the 1:20 minute mark. Very long pausing to give out orders. Good strategy – good control over Arkantos at the end.
Reason:
I enjoyed watching the run, and can definitely tell that the runner has spent a considerable amount of time planning everything, but I'm afraid I feel that this speed run does not live up to SDA's standards. There is an excessive use of the pause button, which increases the real-world run time (while decreasing the time measured by the in-game timer). The player is still in control of the units while pausing, hence this time should be taken into account. If we would not include such pausing, then there is no reason for the speed run to be nearly TAS-like, since every move can easily be perfected. Furthermore, the runner didn't use of several game mechanics that would greatly increase his APM (Actions per minute), such as assigning groups or using hotkeys for, for instance, selecting the HQ and getting some villagers. Instead he relies on scrolling and selecting all units manually at all times.
The video quality was very bad (360p on Youtube), but this is most likely due to Youtube's terrible compression. It made the verification process a bit difficult, as it was, for instance, difficult to tell how many resources the runner had at times. Sound quality was perfect, on the other hand. I presume that the A/V quality of the actual recording is a lot better.
I believe the runner did not cheat at any time.
Here are my comments for the individual levels:
Level 1: The level is very simple, almost tutorial-like, and hence doesn’t make use of any really clever strategy. Nevertheless, I don’t really see any room for improvement, apart from building the three towers near the harbours a tiny bit sooner (when the third kraken shows up). The runner didn’t have a large abundance of any resource.
Level 2: The start of this level seemed a bit too slow (harbour placement, for instance). Ships were also idle around 1:50 – something that shouldn’t really be happening with this low number of unit. The runner makes use of seemingly unnecessary pausing, which probably costs him a few seconds. I quite like the glitch of making the units teleport, though. Nevertheless, the level was beaten fairly quickly. I liked the use of the wall at the end.
Level 3: Quite precise placement by the player at the beginning. The targets that had to be destroyed to complete the level were demolished nearly simultaneously; the timing and hence allocation of units seemed to be quite efficient.
Level 4: Very well done.
Level 5: Minor discrepancy here; the units are all selected before the screen is visible; Would like to know how the runner pulled that off. Seems like there was simply no video for the first second. Other than that, the runner manages to roll straight through the enemy base. Windows sound at 2:05 – why was that audible? Seems a bit odd if you’re in-game. Sound is again hearable at 3:03…
Level 6: Not much to say about this level; the runner simply gathers as much wood as possible and then builds the horse. Most of it is kind of like watching paint dry. The end portion of the level was handled efficiently, with the runner distracting the enemy infantry while stealing the siege units. Good use of the god powers.
Level 7: Very straight forward level where the runner simply rushes through everything by ignoring most of the infantry he runs into. Good use of the god powers.
Level 8: All the pausing seems quite unnecessary since all those actions could just as well have been performed in real time. Runner spends quite a few seconds trying to position the underworld passage correctly around the 3-minute mark; I think it could’ve been done a bit quicker. The good use of this god power makes up for it, though.
Level 9: Black screen for the first second. Bit strange, since the units were already being controlled. I don’t see why Gargarensis is standing idly near the ram; is there some kind of glitch involved, which was not recorded (due to the black screen)? Idle soldiers at 3:20. This is a level with little action, and mostly just waiting until the ram finally dies.
Level 10: I again fail to see the purpose of pausing right at the start.. The level isn’t particularly interesting, but is run through in a quickly fashion.
Level 11: Completely unnecessary pausing at the start. I also can’t read what the runner typed around the start. Some issues with micro-management around 4:00 (though it doesn’t really matter much). Very little to remark about this level; it’s just a matter of waiting until the miners have uncovered the relic.
Level 12: More excessive pausing. The strategy used is good, but all the pausing makes the level take considerably longer than it should. Furthermore, the runner has an excessive amount of food available when he finally clicks the ‘age up’ button. Doing so would have allowed him to teleport the units sooner, thus finishing the level sooner.
Level 13: Not much to say about this level. It’s completed swiftly, though the pausing at the start seems partly redundant (though in this case, it would’ve made very little difference).
Level 14: Excellent run through this level. But *why* does the runner pause at the very end…?
Level 15: Pause, pause, pause… this has gotten quite tiring. Love the use of meteorites to destroy the gate, though
Level 16: Screw all this pausing.
Level 17: Fantastic use of the transporter glitch. Also clever use of jumps to make the character walk a bit faster. Best level in the speed run.
Level 18: *shrug* More pausing… Apart from that, the level was completed very well.
Level 19: Well done.
Level 20: Good job – don’t see any room for improvement here.
Level 21: Another simple, fast level. Not really much to say about it.
Level 22: Arkantos’ text loops twice, for some reason. Bit odd. This level was coordinated very well and thus completed very impressively.
Level 23: Perfectly timed age-up near the end. This must have been one of the more difficult level to run through. Very impressive.
Level 24: Screw up with the armoury – first one got destroyed, which wasted some resources and time. This could easily have been improved substantially.
Level 25: Shame about the huge pause at the start. Other than that, it’s done quite well.
Level 26: Not much to say here. Good run through a simple level.
Level 27: Good job on clearing the path for the larger army.
Level 28: Very well done.
Level 29: Bit slow at the start. Another ‘windows error sound’ around 1:10 and 1:20. APM is low in general during this level, with the runner sometimes hesitating about where to move some units. The level is mostly a waiting game, but nevertheless, well done.
Level 30: As the runner already realises the level cannot really be speed run, so it doesn’t matter that much what he does at the start, and what his APM is. Streamer wastes several seconds when selecting the final age. No idea why the player clicks on the unit-bio several times throughout this run. Why the damned pause at the end?
Level 31: Another level that is plagued by excessive pausing.
Level 32: Slow selection at the 1:20 minute mark. Very long pausing to give out orders. Good strategy – good control over Arkantos at the end.
Quote from Verifier 1:
In retrospect, when I look at the run again, and thinking about counting the pausing time, it's simply too much to accept the run.
I would, REJECT the run now, and I think I was wrong before. Verifier 2 is absolutly correct in his comments.
I know it would had been better if I realised this the first time around, but I made a mistake, and I will not make it twice, this run, as much as I would love to accept it, isn't SDA run, too easy to improve, and annoying to watch at times.
I would, REJECT the run now, and I think I was wrong before. Verifier 2 is absolutly correct in his comments.
I know it would had been better if I realised this the first time around, but I made a mistake, and I will not make it twice, this run, as much as I would love to accept it, isn't SDA run, too easy to improve, and annoying to watch at times.
Decision: Reject
Reason: This run, while planned out, doesn't utilize enough time saving strategies.
This run was never completely torrented to us and verifiers had to use segments on YouTube, so I can't send it to you. You can find it on YouTube.
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