My feelings on The Demon Rush
Game Page: Doesn't exist yet.
'Paraxade's IL runs
Verifier Responses
Decision: Accept
Reason: Just because a Sonic game doesn't have physics doesn't mean it can't make a good speedrun.
'Paraxade's IL runs
Verifier Responses
Quote:
Alright, I watched all these runs as he completed them but I'll watch them again anyway.
Splash Hill 1: Probably the most optimized level, due to the heavy competition on it. This beats all the competition. (31.94)
Splash Hill 2: Excellent use of dashing into enemies and quick use of vines. (31.30)
Splash Hill 3: Good zipline and powerup abuse. (39.40)
Splash Hill Boss: Although this probably can be done faster, this seems near optimal for a RTS, with cool double and triple hits. (24.21)
Casino Street 1: I personally tried this, and thought I was pretty good. This blew my record away. Lots of difficult shortcuts, executed perfectly. (27.91)
Casino Street 2: It's seems like the spring enemy could be done better, and I wonder if there could be a way to avoid a homing attack on the ring item, but I doubt it would be plausible to attempt it. The route looks great, too, with many hard to find intentional shortcuts. (1:18.50)
Casino Street 3: Clever drum and cannon usage/skips. It seems like this would be a nightmarish level to plan out. (1:11.69)
Casino Street Boss: Each attack was done at an optimal time, and the ending was good too. (23.98)
I'll finish the rest in a few hours.
Lost Labyrinth 1: Ingenious strategies. (1:12.35)
Lost Labyrinth 2: Boring, tedious level but done very well. (1:54.82)
Lost Labyrinth 3: Manages to make the underwater section seem interesting... (1:22.60)
Lost Labyrinth Boss: Way to go the extra .01... (35.49)
Mad Gear 1: I was impressed by how little homing attack was used, that is not a very easy thing to do. (1:04.16)
Mad Gear 2: Very annoying unskippable cogs... It seems like a few enemies cost a bit of time, but no big deal. (1:42.08)
Mad Gear 3: Cool tilting platforms strat. (1:24.94)
Mad Gear Boss: Very quick hits on both stages. (39.67)
EGG Station: Wow. (3:15.93)
Overall, some of the most impressive ILs Ive ever seen.
The video and audio quality is very close to perfect.
I couldnt see any cheating.
Decision: Accept
Splash Hill 1: Probably the most optimized level, due to the heavy competition on it. This beats all the competition. (31.94)
Splash Hill 2: Excellent use of dashing into enemies and quick use of vines. (31.30)
Splash Hill 3: Good zipline and powerup abuse. (39.40)
Splash Hill Boss: Although this probably can be done faster, this seems near optimal for a RTS, with cool double and triple hits. (24.21)
Casino Street 1: I personally tried this, and thought I was pretty good. This blew my record away. Lots of difficult shortcuts, executed perfectly. (27.91)
Casino Street 2: It's seems like the spring enemy could be done better, and I wonder if there could be a way to avoid a homing attack on the ring item, but I doubt it would be plausible to attempt it. The route looks great, too, with many hard to find intentional shortcuts. (1:18.50)
Casino Street 3: Clever drum and cannon usage/skips. It seems like this would be a nightmarish level to plan out. (1:11.69)
Casino Street Boss: Each attack was done at an optimal time, and the ending was good too. (23.98)
I'll finish the rest in a few hours.
Lost Labyrinth 1: Ingenious strategies. (1:12.35)
Lost Labyrinth 2: Boring, tedious level but done very well. (1:54.82)
Lost Labyrinth 3: Manages to make the underwater section seem interesting... (1:22.60)
Lost Labyrinth Boss: Way to go the extra .01... (35.49)
Mad Gear 1: I was impressed by how little homing attack was used, that is not a very easy thing to do. (1:04.16)
Mad Gear 2: Very annoying unskippable cogs... It seems like a few enemies cost a bit of time, but no big deal. (1:42.08)
Mad Gear 3: Cool tilting platforms strat. (1:24.94)
Mad Gear Boss: Very quick hits on both stages. (39.67)
EGG Station: Wow. (3:15.93)
Overall, some of the most impressive ILs Ive ever seen.
The video and audio quality is very close to perfect.
I couldnt see any cheating.
Decision: Accept
Quote:
The video quality and audio quality of this run definitely meet the standards for a run on SDA. It's handy for making sure those homing attack blips actually happen.
The gameplay is simply amazing. The runner shows off about two handfuls of tricks throughout every level, using air dashes and homing attacks with near exact timing to make crazy fast routes and hit springs or bosses at the earliest possible moments. The runner also exemplifies using enemies or item boxes to get boosts in speed and height. And the tricks used in the final fight with Eggman's mech go so well, that Eggman doesn't get to even attack more than three times. Overall, a fun run to watch.
As for cheating, I saw no hint of it. Every homing attack was preceded by the cue beep, and there were no moments where the runner should have taken damage, but didn't. So all is fair for this run.
Decision: Accept
Reason: This run is all about showing off Sonic speed and skill, and is a very welcome addition to the 2D Sonic family.
The gameplay is simply amazing. The runner shows off about two handfuls of tricks throughout every level, using air dashes and homing attacks with near exact timing to make crazy fast routes and hit springs or bosses at the earliest possible moments. The runner also exemplifies using enemies or item boxes to get boosts in speed and height. And the tricks used in the final fight with Eggman's mech go so well, that Eggman doesn't get to even attack more than three times. Overall, a fun run to watch.
As for cheating, I saw no hint of it. Every homing attack was preceded by the cue beep, and there were no moments where the runner should have taken damage, but didn't. So all is fair for this run.
Decision: Accept
Reason: This run is all about showing off Sonic speed and skill, and is a very welcome addition to the 2D Sonic family.
Quote:
Splash Hill Zone 1 - Great route, I had no idea that some of those areas could be jumped over like that.
Splash Hill Zone 2 - You lose some style points for jumping over all the cool spirals, haha. Some of those rope swings seemed unnecessary to me, as the layman viewer, but I'm sure something that obvious was all planned out as well as they could be. Everything else looked incredible.
Splash Hill Zone 3 - The jump at 26 seconds in was amazing, looks hard to pull off. Great fun level to watch with the speed boots.
Splash Hill Boss - Looks great. I presume Robotnik is flying too low in order to spindash and jump to the right-hand platform instead of ending up in the bottom right, correct?
Casino Street Zone 1 - There's some genuinely stunning pinpoint platforming in this level, hugely impressive, TAS-quality.
Casino Street Zone 2 - I knew when I bought this game that a speedrun on this level would looks awesome, 'cause of the card sequences spliced in, this proves the point, very tidy!
Casino Street Zone 3 - Impressive cannon work, in my experience they're almost impossible to aim while the camera is still moving, especially while taking "unintended" paths. I imagine there was a huge amount of trial and error in planning this route. Another leaderboard thrashing of nearly 13 seconds!
Casino Street Boss - Looked very tidy, bit of a boring boss fight unfortunately, but handled well.
Lost Labyrinth Zone 1 - It's good to see this zone get a good thrashing, hate these levels. Great route.
Lost Labyrinth Zone 2 - Speaking of hateful levels... Very tidy. Another leaderboard thrashing of 17 seconds.
Lost Labyrinth Zone 3 - Great route, and nice work on the falling sections the was obviously some great planning involved. First by 18 seconds.
Lost Labyrinth Boss - Haha, I had no idea you could keep catching up to Robotnik this way after he gets around the first couple of corners, hugely entertaining.
Mad Gear Zone 1 - Was that a glitch or just a quick move at 0:15? Just interested for my own curiosity more than anything, looked awesome anyways. Very entertaining level to watch.
Mad Gear Zone 2 - The cogs must've been pretty annoying, they seemed to take about nearly 50% of the time. First by, wait for it... 45 seconds, hahaha. I thought these leaderboards were really competetive, which is why I decided to include comparisons, but it looks like people lose patience towards the end of the game. Still hammered nearly all of the super sonic times.
Mad Gear Zone 3 - This is the most impressive level by a huge margin for me, those tilting platforms are just plain evil. Great strategy to get past them, it looked amazingly precise though, there's going to be a lot of people out there that won't appreciate how hard this must've been.
Mad Gear Boss - Very precise, I don't think this could get much faster.
Egg Station Zone: Everything in this level is spectacular. The Casino boss was awesome, and I'm sure a lot harder than it was made to look. Oh and I loved the spindashing to the music at the start and after the bosses haha. I forsee this to be a pretty long-standing record, it's hard to imagine any of those bosses done quicker.
All up it's hard to see any improvement on many of these levels, no noticable mistakes, great planning and pioneering of routes. No noticable cheating, the video and audio quality were great and the run was very entertaining.
The only thing I'd like to see is a newgame+ category for some Super Sonic runs in the near future.
Decision: Really Accept!
Splash Hill Zone 2 - You lose some style points for jumping over all the cool spirals, haha. Some of those rope swings seemed unnecessary to me, as the layman viewer, but I'm sure something that obvious was all planned out as well as they could be. Everything else looked incredible.
Splash Hill Zone 3 - The jump at 26 seconds in was amazing, looks hard to pull off. Great fun level to watch with the speed boots.
Splash Hill Boss - Looks great. I presume Robotnik is flying too low in order to spindash and jump to the right-hand platform instead of ending up in the bottom right, correct?
Casino Street Zone 1 - There's some genuinely stunning pinpoint platforming in this level, hugely impressive, TAS-quality.
Casino Street Zone 2 - I knew when I bought this game that a speedrun on this level would looks awesome, 'cause of the card sequences spliced in, this proves the point, very tidy!
Casino Street Zone 3 - Impressive cannon work, in my experience they're almost impossible to aim while the camera is still moving, especially while taking "unintended" paths. I imagine there was a huge amount of trial and error in planning this route. Another leaderboard thrashing of nearly 13 seconds!
Casino Street Boss - Looked very tidy, bit of a boring boss fight unfortunately, but handled well.
Lost Labyrinth Zone 1 - It's good to see this zone get a good thrashing, hate these levels. Great route.
Lost Labyrinth Zone 2 - Speaking of hateful levels... Very tidy. Another leaderboard thrashing of 17 seconds.
Lost Labyrinth Zone 3 - Great route, and nice work on the falling sections the was obviously some great planning involved. First by 18 seconds.
Lost Labyrinth Boss - Haha, I had no idea you could keep catching up to Robotnik this way after he gets around the first couple of corners, hugely entertaining.
Mad Gear Zone 1 - Was that a glitch or just a quick move at 0:15? Just interested for my own curiosity more than anything, looked awesome anyways. Very entertaining level to watch.
Mad Gear Zone 2 - The cogs must've been pretty annoying, they seemed to take about nearly 50% of the time. First by, wait for it... 45 seconds, hahaha. I thought these leaderboards were really competetive, which is why I decided to include comparisons, but it looks like people lose patience towards the end of the game. Still hammered nearly all of the super sonic times.
Mad Gear Zone 3 - This is the most impressive level by a huge margin for me, those tilting platforms are just plain evil. Great strategy to get past them, it looked amazingly precise though, there's going to be a lot of people out there that won't appreciate how hard this must've been.
Mad Gear Boss - Very precise, I don't think this could get much faster.
Egg Station Zone: Everything in this level is spectacular. The Casino boss was awesome, and I'm sure a lot harder than it was made to look. Oh and I loved the spindashing to the music at the start and after the bosses haha. I forsee this to be a pretty long-standing record, it's hard to imagine any of those bosses done quicker.
All up it's hard to see any improvement on many of these levels, no noticable mistakes, great planning and pioneering of routes. No noticable cheating, the video and audio quality were great and the run was very entertaining.
The only thing I'd like to see is a newgame+ category for some Super Sonic runs in the near future.
Decision: Really Accept!
Decision: Accept
Reason: Just because a Sonic game doesn't have physics doesn't mean it can't make a good speedrun.
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