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Batman Returns (Any %) (Single Segment) [Good Ending]
Verifier Responses
Decision: Accept
Congratulations to Jason 'honorableJay' Feeney!
Batman Returns (Any %) (Single Segment) [Good Ending]
Verifier Responses
Quote:
A/V are fine throughout. Batman is there in all his 16-bit glory.
No in-game timer for this one. I got a time of 13:14 starting from control in the first act, to loss of control after batman killing the penguin in their final encounter. I did not include the fight with
catwoman at the very end during the credits, as I didn’t think that counted as part of the game (your lives go to zero before that fight and the credits roll past during it).
I couldn't see any evidence of cheating in the run. Item counts matched with pickups, no values changed spontaneously, other than where it would normally (like health reset on new screen). No unexplainable events occurred either.
About the run...
Good points first, the runner uses small jumps and the grapple hook to move faster where feasible. The runner shows good knowledge of the game by understanding enemy patterns and demolishing most bosses about as fast as possible. The runner uses the kick attack when not using gadgets, which is the strongest base attack.
Gotham rooftops: Very smooth over all. Spam catwoman with bat swarms so she doesn’t stand a chance.
Decrepit building: Good use of jumps and grapple in most cases (missed grapple at 1:30). Bad timing of vents looks a bit sloppy. But debatable if waiting would be quicker than taking the hits.
Statue Bosses: Lucky pattern and good positioning means that this fight could hardly have gone better.
Cathedral: Nice use of taking a hit from jesters to make them fall into spikes (missed at 3:00 which costs time by being hit). Took out gargoyles pretty quick. Good manipulation of Penguins pattern to take
him out in three waves.
Gotham Streets: Can afford to just keep jumping and taking hits because of health pickups near the end of the level. Probably could of taken out a few more of the bikes when things got hectic, to minimise so
many hits. It starts to slow the runner down near the end, but probably only a second. Boss was pretty good. Couldn’t have hoped for a much quicker time without exhausting more gadgets.
Mall: Good dodging at the start. Runner uses guided batarang to take shortest level path. Good manipulation of catwomen by taking a hit jumping on her head to force the whip attack and leaving her open.
Mall continued: Same penguin strats as first encounter, just as effective.
Carnival approach: Good dodging and timing for stupid jesters and fire twirlers (watch those guys standing animation, I swear it looks like they’re beating off). Took a few extra hits, but mainly due to bad
luck, less than second lost all up.
Circus tent: Good dodging of the exploding light globes (they are so lame), but missed the biker with batarang and subsequently lost time and health on him. Also chooses not batarang the others, which leads to probably the most forgivable death in the run, as now the runner has full health to get to the mini boss, but still loses 3 seconds. 7:50 Runner chooses not dispose of biker on new life, and ploughs
through most enemies until what could be argued as an avoidable death at 8:13 with 3 seconds lost. Runner position themselves nicely to avoid the bullets from the unicycling clowns and uses kicks to pin them and take them out quickly.
Train: 8:47 Runner uses damage boost from springs to launch themselves forward. 9:05 Runner mistimes crucial jump and gets hits by blades twice, leading to the most preventable death in the run, losing about 3 seconds. Runner could have used excess smokes to minimise damage on the approach to survive the whole level (Yes I realise, it does actually take time to switch to them, and then to throw them, but it would still be slightly faster and look a lot cleaner). Good boss fight, just unlucky with the last kick, maybe half a second lost.
Sewers: Good choice of path and not too many hits results in a good level. The boss fight was well managed, including resorting to batarangs in the end to kill inside the current wave.
Sewers continued: Same as above, Penguin is destroyed in one wave.
Peguins Lair: Big hesitation at 11:30 and takes unnecessary hits on dagger thrower (probably nervous above ‘insta-death’ water below), maybe lost a couple of seconds. Good use of smokes to pass enemies. And good use of glide and grapple through tricky terrain.
Penguins Lair continued: 12:48 takes a bunch of hits trying to get last kick on rubber ducky when could have retreated and finished it off from a distance with throwable weapon. Not sure that would have
saved any time though, as I believe the player has to wait for the penguin to fly away before ascending. 13:01 missed jump pattern (nobody’s perfect Peguin fight went well, using the downtime between
waves to take out the transformer and uses the remaining gadgets to take him out as quick as feasible.
Justification: All in all, a good effort in a poorly designed and unforgiving platformer. This run can definitely be improved on with better execution in parts and possibly some different strats. The number
of deaths does detract from the overall run time and appeal, but not enough to reject on them alone.
I was on the fence for while over this one. But as there is currently no active run, and any future improvements, without new tricks or exploits, wouldn’t much more than 20-30 seconds or so, I will lean
towards accept. (Also, I went back and tried to run this game after the first viewing, and quickly remembered what a bitch this game actually is)
Decision: Accept
No in-game timer for this one. I got a time of 13:14 starting from control in the first act, to loss of control after batman killing the penguin in their final encounter. I did not include the fight with
catwoman at the very end during the credits, as I didn’t think that counted as part of the game (your lives go to zero before that fight and the credits roll past during it).
I couldn't see any evidence of cheating in the run. Item counts matched with pickups, no values changed spontaneously, other than where it would normally (like health reset on new screen). No unexplainable events occurred either.
About the run...
Good points first, the runner uses small jumps and the grapple hook to move faster where feasible. The runner shows good knowledge of the game by understanding enemy patterns and demolishing most bosses about as fast as possible. The runner uses the kick attack when not using gadgets, which is the strongest base attack.
Gotham rooftops: Very smooth over all. Spam catwoman with bat swarms so she doesn’t stand a chance.
Decrepit building: Good use of jumps and grapple in most cases (missed grapple at 1:30). Bad timing of vents looks a bit sloppy. But debatable if waiting would be quicker than taking the hits.
Statue Bosses: Lucky pattern and good positioning means that this fight could hardly have gone better.
Cathedral: Nice use of taking a hit from jesters to make them fall into spikes (missed at 3:00 which costs time by being hit). Took out gargoyles pretty quick. Good manipulation of Penguins pattern to take
him out in three waves.
Gotham Streets: Can afford to just keep jumping and taking hits because of health pickups near the end of the level. Probably could of taken out a few more of the bikes when things got hectic, to minimise so
many hits. It starts to slow the runner down near the end, but probably only a second. Boss was pretty good. Couldn’t have hoped for a much quicker time without exhausting more gadgets.
Mall: Good dodging at the start. Runner uses guided batarang to take shortest level path. Good manipulation of catwomen by taking a hit jumping on her head to force the whip attack and leaving her open.
Mall continued: Same penguin strats as first encounter, just as effective.
Carnival approach: Good dodging and timing for stupid jesters and fire twirlers (watch those guys standing animation, I swear it looks like they’re beating off). Took a few extra hits, but mainly due to bad
luck, less than second lost all up.
Circus tent: Good dodging of the exploding light globes (they are so lame), but missed the biker with batarang and subsequently lost time and health on him. Also chooses not batarang the others, which leads to probably the most forgivable death in the run, as now the runner has full health to get to the mini boss, but still loses 3 seconds. 7:50 Runner chooses not dispose of biker on new life, and ploughs
through most enemies until what could be argued as an avoidable death at 8:13 with 3 seconds lost. Runner position themselves nicely to avoid the bullets from the unicycling clowns and uses kicks to pin them and take them out quickly.
Train: 8:47 Runner uses damage boost from springs to launch themselves forward. 9:05 Runner mistimes crucial jump and gets hits by blades twice, leading to the most preventable death in the run, losing about 3 seconds. Runner could have used excess smokes to minimise damage on the approach to survive the whole level (Yes I realise, it does actually take time to switch to them, and then to throw them, but it would still be slightly faster and look a lot cleaner). Good boss fight, just unlucky with the last kick, maybe half a second lost.
Sewers: Good choice of path and not too many hits results in a good level. The boss fight was well managed, including resorting to batarangs in the end to kill inside the current wave.
Sewers continued: Same as above, Penguin is destroyed in one wave.
Peguins Lair: Big hesitation at 11:30 and takes unnecessary hits on dagger thrower (probably nervous above ‘insta-death’ water below), maybe lost a couple of seconds. Good use of smokes to pass enemies. And good use of glide and grapple through tricky terrain.
Penguins Lair continued: 12:48 takes a bunch of hits trying to get last kick on rubber ducky when could have retreated and finished it off from a distance with throwable weapon. Not sure that would have
saved any time though, as I believe the player has to wait for the penguin to fly away before ascending. 13:01 missed jump pattern (nobody’s perfect Peguin fight went well, using the downtime between
waves to take out the transformer and uses the remaining gadgets to take him out as quick as feasible.
Justification: All in all, a good effort in a poorly designed and unforgiving platformer. This run can definitely be improved on with better execution in parts and possibly some different strats. The number
of deaths does detract from the overall run time and appeal, but not enough to reject on them alone.
I was on the fence for while over this one. But as there is currently no active run, and any future improvements, without new tricks or exploits, wouldn’t much more than 20-30 seconds or so, I will lean
towards accept. (Also, I went back and tried to run this game after the first viewing, and quickly remembered what a bitch this game actually is)
Decision: Accept
Quote:
Sorry this took so long, there was stuff that had to be done. Anyways, lets get down to business.
Audio Quality - Good
Video Quality - Good
Act 1 - Gotham City
The Rooftops: An excellent start, especially the route. It sure is real convenient to get all the needed Bat Swarms to use against Catwoman, which was also well done.
The Rundown Building: Just as good as the rooftops, with not too much hits taken from the clowns below. You miss a grapple swing at 1:36 though, but after that was fairly smooth.
Staues: Luckily, they get a nice pattern here in order to dispose of this boss quickly. Could probably save a second if not for that one fireball that hits they and the cogs that just weren't playing nice, but it's still rather solid.
The Cathedral: Some enemy patters, especially at 2:46, made you lose about 2-3 seconds. The gargoyles were taken out fairly quickly as was The Penguin with some nice manipulation on him to get constant hits.
Act 2 - Shreck's Wonderland
Gotham Streets: They could have probably shot more of the goons with a batarang to avoid getting hit so much. But this section was handled well besides that. The mid-boss was also done rather well aside from getting hit a few times.
Mall: Good execution here, nothing special. The manipulation on Catwoman is especially nice.
Mall Chase: The flight down the escalators is near perfect. The Penguin fight is also well done with all the guided batarangs used up.
Act 3 - The Red Triangle Circus
The Outskirts: Pretty smooth here all throughout. Although, they probably could have used more damage boosts to their advantage since the health refills when you get to the Circus Tent.
Circus Tent: Two death here, Although the deaths don't put you too far back at all. That's probably 4-5 seconds there with both deaths. Otherwise, it's an ok stage. The runner's positioning makes this boss go by real fast. Probably could have been better if they moved out of the way of the clowns to kick them without getting knock-back delay.
Circus Train: You get hit twice by some avoidable saw blades at 9:05, leading to another death. Like the other deaths, you spawn right where you died. So that's about 3 seconds lost there. The clown fight was alright, aside from the air kicks near the end of he fight.
Act 4 - Into The Sewers
The Sewers (Parts 1 and 2): That was a nice route the runner used in the 1st part. The slight wait at 10:00 seemed unnecessary since you could just take damage by running into him and then using that to pass him. Only 1 second lost there though, so no bid deal. The fight against Scarecrow was good. The 2nd part also used a nice route. There wasn't anything that I spotted glaring with this half either, so it's good.
The Toxic Water Cannon: The Penguin fight was just simply great. No complaints here.
Act 5 - The Penguin's Lair
The Lair: ...Yeah, 11:30 was pretty glaring seeing as how they jumped around all over the place. At that point they should just take the damage and get up there anyways. The rest of the stage went smoothly with especially nice use of Smoke Bombs to get past enemies.
The Final Showdowns: The first fight against the giant rubber duck was alright, albeit a little clumsy at the end since they stumbled around trying to land a hit. Probably about 1-2 seconds there. The final fight was great with the use of the Bat Swarm to get him while destroying the generator being genius.
Batman starts moving at 0:25 and stops moving at 13:39. So the final time would be 13:14. Anything after that is the credits and shouldn't be timed seeing as how the Epilouge with Catwoman is already the ending of the game.
The only real complaint that I have is that there were some moments where the runner waited to get hit just to pass several enemies. Wouldn't it be faster to just run into them and keep going rather than wait for them to throw a projectile to get hit with. But these errors are so small that they probably add up to around 5-10 seconds at most.
So my final verdict is an Accept. It's probably improvable by ~20 seconds, Bus as a first run of the game, It's well polished and planned showing that the runner has good understanding of the game.
Audio Quality - Good
Video Quality - Good
Act 1 - Gotham City
The Rooftops: An excellent start, especially the route. It sure is real convenient to get all the needed Bat Swarms to use against Catwoman, which was also well done.
The Rundown Building: Just as good as the rooftops, with not too much hits taken from the clowns below. You miss a grapple swing at 1:36 though, but after that was fairly smooth.
Staues: Luckily, they get a nice pattern here in order to dispose of this boss quickly. Could probably save a second if not for that one fireball that hits they and the cogs that just weren't playing nice, but it's still rather solid.
The Cathedral: Some enemy patters, especially at 2:46, made you lose about 2-3 seconds. The gargoyles were taken out fairly quickly as was The Penguin with some nice manipulation on him to get constant hits.
Act 2 - Shreck's Wonderland
Gotham Streets: They could have probably shot more of the goons with a batarang to avoid getting hit so much. But this section was handled well besides that. The mid-boss was also done rather well aside from getting hit a few times.
Mall: Good execution here, nothing special. The manipulation on Catwoman is especially nice.
Mall Chase: The flight down the escalators is near perfect. The Penguin fight is also well done with all the guided batarangs used up.
Act 3 - The Red Triangle Circus
The Outskirts: Pretty smooth here all throughout. Although, they probably could have used more damage boosts to their advantage since the health refills when you get to the Circus Tent.
Circus Tent: Two death here, Although the deaths don't put you too far back at all. That's probably 4-5 seconds there with both deaths. Otherwise, it's an ok stage. The runner's positioning makes this boss go by real fast. Probably could have been better if they moved out of the way of the clowns to kick them without getting knock-back delay.
Circus Train: You get hit twice by some avoidable saw blades at 9:05, leading to another death. Like the other deaths, you spawn right where you died. So that's about 3 seconds lost there. The clown fight was alright, aside from the air kicks near the end of he fight.
Act 4 - Into The Sewers
The Sewers (Parts 1 and 2): That was a nice route the runner used in the 1st part. The slight wait at 10:00 seemed unnecessary since you could just take damage by running into him and then using that to pass him. Only 1 second lost there though, so no bid deal. The fight against Scarecrow was good. The 2nd part also used a nice route. There wasn't anything that I spotted glaring with this half either, so it's good.
The Toxic Water Cannon: The Penguin fight was just simply great. No complaints here.
Act 5 - The Penguin's Lair
The Lair: ...Yeah, 11:30 was pretty glaring seeing as how they jumped around all over the place. At that point they should just take the damage and get up there anyways. The rest of the stage went smoothly with especially nice use of Smoke Bombs to get past enemies.
The Final Showdowns: The first fight against the giant rubber duck was alright, albeit a little clumsy at the end since they stumbled around trying to land a hit. Probably about 1-2 seconds there. The final fight was great with the use of the Bat Swarm to get him while destroying the generator being genius.
Batman starts moving at 0:25 and stops moving at 13:39. So the final time would be 13:14. Anything after that is the credits and shouldn't be timed seeing as how the Epilouge with Catwoman is already the ending of the game.
The only real complaint that I have is that there were some moments where the runner waited to get hit just to pass several enemies. Wouldn't it be faster to just run into them and keep going rather than wait for them to throw a projectile to get hit with. But these errors are so small that they probably add up to around 5-10 seconds at most.
So my final verdict is an Accept. It's probably improvable by ~20 seconds, Bus as a first run of the game, It's well polished and planned showing that the runner has good understanding of the game.
Decision: Accept
Congratulations to Jason 'honorableJay' Feeney!
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