My feelings on The Demon Rush
Game Page: http://speeddemosarchive.com/FZeroX.html
Wouter M. 'WMJ' Jansen's PAL IL runs
Verifier Responses
Decision: Accept
Reason: These times compare well to the NTSC records we have.
Wouter M. 'WMJ' Jansen's PAL IL runs
Verifier Responses
Quote:
I really don't have good experience judging PAL games, and the flying around is even more insane here, so I've used the high score boards here: http://www.cyberscore.me.uk
They have listed better times for the following:
Full Race
Silence 2
White Land 2
Big Blue 2
Lap
White Land 2
Big Blue 2
I'd like to see these races improved, but as a whole IL table, it's very impressive, so I accept.
They have listed better times for the following:
Full Race
Silence 2
White Land 2
Big Blue 2
Lap
White Land 2
Big Blue 2
I'd like to see these races improved, but as a whole IL table, it's very impressive, so I accept.
Quote:
heh about time i was on the other side of the verification process
let's check out each track one by one.
Big Blue 1: course time had the newest strat and it was pulled off well. the runner seemed to hesitate a bit in lap 2 before the refiller but things went well. the fastlap uses a recently discovered glitch named the air ground glitch (AGG). the effect is that by landing on the rail but floating outside the track makes the game think you're in the actual track at the same time you're in the air and the effects of refillers/ice/sand happen on the ship when it passes over the areas where these strips are regardless of the ship's actual position (the game thinks it is on the road). the float physics seems to get enhanced in this state also, making it easy to gain lots of height fast like shown in the vid. i felt this needed to be detailed a bit since it is too new (it was found like late last year) and the runner didn't include comments on it and plenty of the fastlaps use it. the fastlap itself was good and took advantage of the extra speed. the energy was almost a problem since it ran out at the very end of the flap but the time loss is like 0.01
Big Blue 2: course time had some minor crashes but those are the kind that don't slow you down. lap looked quite simple yet effective.
Big Hand: the course time used a new strat and this is the first time i see it. it looked like the brakes lasted a bit too long but it made other previously slower sections much faster overall. the fastlap was as good as it gets with the strat used.
Devil's Forest 1: course time used the best strat available. fastlap was set up with a float and the payoff was big.
Devil's Forest 2: course time used the AGG quite well in lap 1. the only weak spot i see is that lap 2's DTD landed a bit too much to the right. fastlap set up AGG for a big float. missing the zippers doesn't lose time because zippers have a bout the same boost power as a boost and the energy was plenty for the entire lap.
Devil's Forest 3: course time uses a slightly different strat with good end results. the fastlap was a bit slower than the 3rd lap in the course time at the very end but that pipe is very random to get high TDD speeds.
Fire Field: course time was good. there was a crash in lap 1 but it was minor. fastlap had an average DTD but the rest was good.
Mute City 1: course time used the AGG and gained a lot on the old WR strat. the floating could be improved a bit but overall it was good. fastlap is as good as it gets with the new strat.
Mute City 2: there were some minor crashes on it but it was overall good. the DTDs were very good. fastlap looks like it could be improved a bit.
Mute City 3: course time was as good as it gets except for the end but this is the world record so it can get away with that mistake. fastlap is pretty tight although i feel the start could be a bit faster.
Port Town 1: course time was pretty good. one crash and one missed zipper but they didn't make a difference. fastlap uses an older way to set up the AGG and float which is slower but it doesn't matter for the actual lap.
Port Town 2: this was the track where AGG was used in a course time for the first time. given the amount of curves and general slowness of the first lap, AGG makes it easy to gain a lot of time. the DTD could have been a bit faster but would have required a bit more floating. the fastlap was as good but the end could be a bit better without that bad bounce.
Rainbow Road: the course time was good except for the mine bump but it requires luck to avoind them cleanly. the second DTD in the fastlap could be better and there's another mine bump.
Red Canyon 1: course time was good. the new strat helps a bit. fastlap used floating twice but the DTDs were fast enough to make it gain time.
Red Canyon 2: the course time had a crash that costed 0.2 seconds in lap 1. i would have retried at that point but the rest of the run made up for it big time. the fastlap looked like it could be improved a bit in the DTD but the slim road makes it difficult. it was also funny to see the car go through a section of the track. that's FZX's checkpoint system for you.
Sand Ocean 1: it's not often you see slider Twin Noritta in an actual course record. the AGG and floating are that powerful. the pipe DTDs were a bit weak and there was almost a loss of grip in lap 3 though. the fastlap could be improved only with better pipe DTDs and possibly max speed entry DTD.
Sand Ocean 2: course time used the tricky DTD at the end. there was a crash in one lap but that's expected from the way it is set up. the rest was good. the fastlap used AGG and floating to improve the entry but the wavy road ate most of the speed.
Sector Alpha: course time was as good as it gets with that strat. no crashes despite using the harder version that takes the zippers before the DTD. the ending was very risky. fastlap used a long set up and the gain seemed small since the brakes have to be used very soon but overall it was good.
Sector Beta: course time uses the newest strat. no brakes before the reverse DTD is a very brave move and pays off big. lap 3 was a bit slower because of the sand and there were a few crashes but they're unavoidable at those speeds. the fastlap looked like it was on NTSC because of how fast it was. the landing after the reverse DTD was a bit weak however.
Silence 1: course time used the newest strat. i think the last bunch of zippers were taken wrong but the energy was more than enough to avoid any speed loss from that. the fastlap used AGG but could be better with a DTD at the end.
Silence 2: course time was good. it looked like the runner almost lost control in the refiller in lap 2 but luckily he bounced back. fastlap was good for the most part but the end could be a bit faster if the landling was in the refiller.
Space Plant: course time uses a very new strat. lap 2 had an unfortunate float in the pipe but that pipe is hard to manage. there were several close calls with the sliding near the refiller. the end was risky. fastlap was pretty good but still 1 slow spot due to no spare energy available.
White Land 1: course time uses a very precise strat. the refiller is completely skipped here. this is the second track in FZX where the refiller is never used for the best time. everything went well. fastlap took advantage of the newest strat by having all the energy for 1 lap.
White Land 2: course time was okay but the DTDs could have reached max speed. same with the flap.
audio/video quality: top notch
no cheating detected
veredict: accept all of them. even though some times are somewhat easy to improve, the level of play here is so high that the improvements wouldn't be very big over the current times.
let's check out each track one by one.
Big Blue 1: course time had the newest strat and it was pulled off well. the runner seemed to hesitate a bit in lap 2 before the refiller but things went well. the fastlap uses a recently discovered glitch named the air ground glitch (AGG). the effect is that by landing on the rail but floating outside the track makes the game think you're in the actual track at the same time you're in the air and the effects of refillers/ice/sand happen on the ship when it passes over the areas where these strips are regardless of the ship's actual position (the game thinks it is on the road). the float physics seems to get enhanced in this state also, making it easy to gain lots of height fast like shown in the vid. i felt this needed to be detailed a bit since it is too new (it was found like late last year) and the runner didn't include comments on it and plenty of the fastlaps use it. the fastlap itself was good and took advantage of the extra speed. the energy was almost a problem since it ran out at the very end of the flap but the time loss is like 0.01
Big Blue 2: course time had some minor crashes but those are the kind that don't slow you down. lap looked quite simple yet effective.
Big Hand: the course time used a new strat and this is the first time i see it. it looked like the brakes lasted a bit too long but it made other previously slower sections much faster overall. the fastlap was as good as it gets with the strat used.
Devil's Forest 1: course time used the best strat available. fastlap was set up with a float and the payoff was big.
Devil's Forest 2: course time used the AGG quite well in lap 1. the only weak spot i see is that lap 2's DTD landed a bit too much to the right. fastlap set up AGG for a big float. missing the zippers doesn't lose time because zippers have a bout the same boost power as a boost and the energy was plenty for the entire lap.
Devil's Forest 3: course time uses a slightly different strat with good end results. the fastlap was a bit slower than the 3rd lap in the course time at the very end but that pipe is very random to get high TDD speeds.
Fire Field: course time was good. there was a crash in lap 1 but it was minor. fastlap had an average DTD but the rest was good.
Mute City 1: course time used the AGG and gained a lot on the old WR strat. the floating could be improved a bit but overall it was good. fastlap is as good as it gets with the new strat.
Mute City 2: there were some minor crashes on it but it was overall good. the DTDs were very good. fastlap looks like it could be improved a bit.
Mute City 3: course time was as good as it gets except for the end but this is the world record so it can get away with that mistake. fastlap is pretty tight although i feel the start could be a bit faster.
Port Town 1: course time was pretty good. one crash and one missed zipper but they didn't make a difference. fastlap uses an older way to set up the AGG and float which is slower but it doesn't matter for the actual lap.
Port Town 2: this was the track where AGG was used in a course time for the first time. given the amount of curves and general slowness of the first lap, AGG makes it easy to gain a lot of time. the DTD could have been a bit faster but would have required a bit more floating. the fastlap was as good but the end could be a bit better without that bad bounce.
Rainbow Road: the course time was good except for the mine bump but it requires luck to avoind them cleanly. the second DTD in the fastlap could be better and there's another mine bump.
Red Canyon 1: course time was good. the new strat helps a bit. fastlap used floating twice but the DTDs were fast enough to make it gain time.
Red Canyon 2: the course time had a crash that costed 0.2 seconds in lap 1. i would have retried at that point but the rest of the run made up for it big time. the fastlap looked like it could be improved a bit in the DTD but the slim road makes it difficult. it was also funny to see the car go through a section of the track. that's FZX's checkpoint system for you.
Sand Ocean 1: it's not often you see slider Twin Noritta in an actual course record. the AGG and floating are that powerful. the pipe DTDs were a bit weak and there was almost a loss of grip in lap 3 though. the fastlap could be improved only with better pipe DTDs and possibly max speed entry DTD.
Sand Ocean 2: course time used the tricky DTD at the end. there was a crash in one lap but that's expected from the way it is set up. the rest was good. the fastlap used AGG and floating to improve the entry but the wavy road ate most of the speed.
Sector Alpha: course time was as good as it gets with that strat. no crashes despite using the harder version that takes the zippers before the DTD. the ending was very risky. fastlap used a long set up and the gain seemed small since the brakes have to be used very soon but overall it was good.
Sector Beta: course time uses the newest strat. no brakes before the reverse DTD is a very brave move and pays off big. lap 3 was a bit slower because of the sand and there were a few crashes but they're unavoidable at those speeds. the fastlap looked like it was on NTSC because of how fast it was. the landing after the reverse DTD was a bit weak however.
Silence 1: course time used the newest strat. i think the last bunch of zippers were taken wrong but the energy was more than enough to avoid any speed loss from that. the fastlap used AGG but could be better with a DTD at the end.
Silence 2: course time was good. it looked like the runner almost lost control in the refiller in lap 2 but luckily he bounced back. fastlap was good for the most part but the end could be a bit faster if the landling was in the refiller.
Space Plant: course time uses a very new strat. lap 2 had an unfortunate float in the pipe but that pipe is hard to manage. there were several close calls with the sliding near the refiller. the end was risky. fastlap was pretty good but still 1 slow spot due to no spare energy available.
White Land 1: course time uses a very precise strat. the refiller is completely skipped here. this is the second track in FZX where the refiller is never used for the best time. everything went well. fastlap took advantage of the newest strat by having all the energy for 1 lap.
White Land 2: course time was okay but the DTDs could have reached max speed. same with the flap.
audio/video quality: top notch
no cheating detected
veredict: accept all of them. even though some times are somewhat easy to improve, the level of play here is so high that the improvements wouldn't be very big over the current times.
Decision: Accept
Reason: These times compare well to the NTSC records we have.
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