1-Up!
Game Page: Doesn't exist yet
ILs
Verifier Responses
Decision: Accept
Congratulations to Wouter M. “WMJ” Jansen!
ILs
Verifier Responses
Quote:
Good quality for both video and audio. No evidence of cheating. Learned some new tricks though watching this that I hadn't known about before with F-Zero. Good use of alternating between Time Attack and Grand Prix in order to manipulate a boost from other racers. I'm glad that over 20 years after the game was released, I get to see a speed run of this game.
From what I observed, all the times except one (noted below) in the videos match the times that are in the IL Table in the comments.
Full Track:
Mute City I -Time Attack Also, nice squeezing between the edge and the slow-down patches on the first lap.
Big Blue - TA. 11/11/11. Good.
Sand Ocean - TA. Good. Bit of slowdown at the end for hitting the edge too much, but at least runner had boost on during that time.
Death Wind I - TA. Runner hits every boost. Looks good.
Silence - TA. I'm curious as to why the runner chooses to hold 'down' on the jumps the entire jump. Iirc, you get a faster boost from holding up. You lose that speed when you land if you're still holding up, but if you hold down as you land, you retain the same speed, right? Very good still, other than a few hard bumps.
Mute City II - Grand Prix. Good use of narrow gaps and jumps. Other racers did not interfere.
Port Town I - GP. SHORTCUT! I like it. Ran into a good number of walls the third lap though, so this one could be better.
Red Canyon I - GP. Good. Error in the comments though. Comments say 2:18.82 for this level. Both cover for video and end time for video show 2:18.86.
White Land I - TA. Good.
White Land II - GP. Good. That's got to be a tough shortcut at the beginning landing the two jumps in a row.
Mute City III - GP. Good. Practically the same as Mute City I.
Death Wind II - GP. Missed a couple of boosts, it looks like. Hit a racer. Could be improved, even though this level is a pain to do in the first place (especially in GP).
Port Town II - TA. Big shortcut again. Good.
Red Canyon II - GP. Good.
Fire Field - GP. LONG course. Well done though.
Lap Time:
Mute City I - TA. Little bit of slowdown on that last turn, but hard to make it otherwise.
Big Blue - TA. Good.
Sand Ocean - TA. Good.
Death Wind I - TA. Good.
Silence - TA. Good.
Mute City II - GP. Good.
Port Town I - GP. Fast.
Red Canyon I - GP. Good.
White Land I - TA. Good.
White Land II - GP. Good.
Mute City III - GP. Good.
Death Wind II - GP. Good.
Port Town II - TA. Good.
Red Canyon II - GP. Good.
Fire Field - GP. Good.
Overall, ACCEPT. Only one level looks like it needed some noticeable improvements, but besides that the other levels were ran extremely well.
From what I observed, all the times except one (noted below) in the videos match the times that are in the IL Table in the comments.
Full Track:
Mute City I -Time Attack Also, nice squeezing between the edge and the slow-down patches on the first lap.
Big Blue - TA. 11/11/11. Good.
Sand Ocean - TA. Good. Bit of slowdown at the end for hitting the edge too much, but at least runner had boost on during that time.
Death Wind I - TA. Runner hits every boost. Looks good.
Silence - TA. I'm curious as to why the runner chooses to hold 'down' on the jumps the entire jump. Iirc, you get a faster boost from holding up. You lose that speed when you land if you're still holding up, but if you hold down as you land, you retain the same speed, right? Very good still, other than a few hard bumps.
Mute City II - Grand Prix. Good use of narrow gaps and jumps. Other racers did not interfere.
Port Town I - GP. SHORTCUT! I like it. Ran into a good number of walls the third lap though, so this one could be better.
Red Canyon I - GP. Good. Error in the comments though. Comments say 2:18.82 for this level. Both cover for video and end time for video show 2:18.86.
White Land I - TA. Good.
White Land II - GP. Good. That's got to be a tough shortcut at the beginning landing the two jumps in a row.
Mute City III - GP. Good. Practically the same as Mute City I.
Death Wind II - GP. Missed a couple of boosts, it looks like. Hit a racer. Could be improved, even though this level is a pain to do in the first place (especially in GP).
Port Town II - TA. Big shortcut again. Good.
Red Canyon II - GP. Good.
Fire Field - GP. LONG course. Well done though.
Lap Time:
Mute City I - TA. Little bit of slowdown on that last turn, but hard to make it otherwise.
Big Blue - TA. Good.
Sand Ocean - TA. Good.
Death Wind I - TA. Good.
Silence - TA. Good.
Mute City II - GP. Good.
Port Town I - GP. Fast.
Red Canyon I - GP. Good.
White Land I - TA. Good.
White Land II - GP. Good.
Mute City III - GP. Good.
Death Wind II - GP. Good.
Port Town II - TA. Good.
Red Canyon II - GP. Good.
Fire Field - GP. Good.
Overall, ACCEPT. Only one level looks like it needed some noticeable improvements, but besides that the other levels were ran extremely well.
Quote:
Audio and video are okay. The runs are well done with not a lot of mistakes.
accept
accept
Quote:
the video and audio is pretty good quality. it is PAL and it looks slow but it looks just like it should. there was no cheating detected either.
as usual, a great display of skill from our friend WMJ. like always, GP mode throws the bad things on the runner like the cars that make you turn wide but that's more the game's fault. what we have here is quite good. TA looked pretty good and tight.
accept to all of them.
as usual, a great display of skill from our friend WMJ. like always, GP mode throws the bad things on the runner like the cars that make you turn wide but that's more the game's fault. what we have here is quite good. TA looked pretty good and tight.
accept to all of them.
Quote:
Good audio and video quality. Being a PAL-kid, I can't say it looks slow, though
Ran into walls quite a few times where it looked unnecessary to me—Port Town 1 would be the most prominent example.
Also what I find inconsistent concerning the energy-flashing-thingys on the sides of the track: If they make you faster, why doesn't the runner abuse them more? If they make you slower, why doesn't he avoid touching them more? If they do nothing to your speed, it would still look better imho, if he avoided them anyhow
Would still accept the runs. Not perfect, room for improvement, but impressive and fast enough to be here.
Also file naming inconsistency: mc_HQ.mp4 vs mc1lap_HQ.mp4. And nice to see a high-quality slap-video =D
Ran into walls quite a few times where it looked unnecessary to me—Port Town 1 would be the most prominent example.
Also what I find inconsistent concerning the energy-flashing-thingys on the sides of the track: If they make you faster, why doesn't the runner abuse them more? If they make you slower, why doesn't he avoid touching them more? If they do nothing to your speed, it would still look better imho, if he avoided them anyhow
Would still accept the runs. Not perfect, room for improvement, but impressive and fast enough to be here.
Also file naming inconsistency: mc_HQ.mp4 vs mc1lap_HQ.mp4. And nice to see a high-quality slap-video =D
Quote:
Riding on the guard rails only costs time when not boosting. It does look sloppy, however, but the vehicles can be somewhat hard to control when boosting, so some of that is understandable.
Pausing between laps is annoying, and should be avoided. This happens in Big Blue, Mute City 1, Mute City 3, Red Canyon 1, Silence, and White Land 1.
Track Comments:
Death Wind 2: Hitting the wall in lap 3 caused a missed boost, which cost a bit of time. That unlucky rear-ender in lap 4 didn't cost much time, luckily, thanks to the booster afterwards. This is a very hard track. Very nice wall damage boosting!
Port Town 1: That skip is so awesome. Hitting the wall 2 different times each cost a small amount of time because of boosting that is always done after that tight turn.
Port Town 2: Looks like hitting the wall at the beginning is manipulation to get another rear ender boost. Nice. Hitting the wall once only cost a small amount of time because of boosting afterwards.
Port Town 2 LAP: Same as Port Town 2 with 1 wall hit.
Red Canyon 1: I like that corner cut. That is not something that I would have dared to do.
Silence: Hitting the wall in lap 1 cost a bit of time. Hitting the wall in lap 4 only cost a small amount of time because of the boost afterwards. Holding down on the jump is done, I believe, to make that corner turn close to the wall. But up is held when landing to avoid the crash land that causes a speed loss.
White Land 1: Nice shortcut with that jump! This is where riding on the guard rails to avoid the jumps is fastest because jumps are slower when boosting.
White Land 2: Nice corner cut with the double bounce on the first lap! Hitting the wall in lap 3 while boosting only cost a small amount of time. You didn't cut the corner on the last lap, losing a small amount of time. This is where riding on the guard rails when not boosting saves time because you are allowed to drive through the "walls" on the hairpin turns, saving lots of time.
Accept all of them.
Pausing between laps is annoying, and should be avoided. This happens in Big Blue, Mute City 1, Mute City 3, Red Canyon 1, Silence, and White Land 1.
Track Comments:
Death Wind 2: Hitting the wall in lap 3 caused a missed boost, which cost a bit of time. That unlucky rear-ender in lap 4 didn't cost much time, luckily, thanks to the booster afterwards. This is a very hard track. Very nice wall damage boosting!
Port Town 1: That skip is so awesome. Hitting the wall 2 different times each cost a small amount of time because of boosting that is always done after that tight turn.
Port Town 2: Looks like hitting the wall at the beginning is manipulation to get another rear ender boost. Nice. Hitting the wall once only cost a small amount of time because of boosting afterwards.
Port Town 2 LAP: Same as Port Town 2 with 1 wall hit.
Red Canyon 1: I like that corner cut. That is not something that I would have dared to do.
Silence: Hitting the wall in lap 1 cost a bit of time. Hitting the wall in lap 4 only cost a small amount of time because of the boost afterwards. Holding down on the jump is done, I believe, to make that corner turn close to the wall. But up is held when landing to avoid the crash land that causes a speed loss.
White Land 1: Nice shortcut with that jump! This is where riding on the guard rails to avoid the jumps is fastest because jumps are slower when boosting.
White Land 2: Nice corner cut with the double bounce on the first lap! Hitting the wall in lap 3 while boosting only cost a small amount of time. You didn't cut the corner on the last lap, losing a small amount of time. This is where riding on the guard rails when not boosting saves time because you are allowed to drive through the "walls" on the hairpin turns, saving lots of time.
Accept all of them.
Decision: Accept
Congratulations to Wouter M. “WMJ” Jansen!
Thread title: