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BattleTanx: Global Assault (Any %) (Individual Level) (Easy)
Verifier Responses
Decision: Accept
Congratulations to Dylan 'Phazonelite7' McMahon & Tom 'Enkazin' Jones!
BattleTanx: Global Assault (Any %) (Individual Level) (Easy)
Verifier Responses
Quote:
Video and audio are both good.
No cheating. There is one glitch I'm not familiar with, and haven't been able to replicate, but it's pretty obviously not a cheat.
Rather than say the same thing for most levels, I'll start with some general comments. First off, such precise control with the mototank and hovertank is very difficult, especially with "driver" controls. Both tanks really are as floaty (especially the hover tank) as the runners mention in their comments, and all tanks can bounce around like pinballs, even goliaths. Very good job there.
Also, the route planning was superb. On most levels, both runners finished their tasks within a second or two of each other, while taking efficient routes through the levels. I especially liked the use of the Edge. "Use the Edge, Griffin..."
Now for some specific thoughts:
Level 1: This level could be a second or two faster (probably only one), so I'd like to see this improved. Then again, considering how TAS-like an 18 would be, I can't really reject this one.
Level 2: Damage boosting FTW!
Level 3: I suppose you could use a stopwatch or other timer to know exactly when the last tank appears, but it would probably give you the same time anyway...
Level 5: I somehow didn't realize that even though you could see the shots going through the wall, that they still did damage... I would have hated this level a lot less had I known that back in the day.
Level 6: pewpew laz0rz!
Level 7: I love any level with a nuke :). The fact that it made it into the route here gives me a warm and fuzzy feeling inside. Or maybe I just need some Rad Away. At any rate, the mototank maneuvering in this level is particularly stellar.
Level 8: I tried to replicate that ramp glitch to no avail, how do you actually do that? The trick at the end is always amusing though, and maneuvering through minefields is good entertainment, even if the runner slowed down (didn't cost time anyway).
Level 9: Hey! I thought this was supposed to be a two player run! Well, I guess I can excuse a craving for chikin sammiches...
Level 10: I'm pretty sure the quick kill has something to do with wonky hitboxes (maybe Crimson Lord turning just right at the right time?), and the swarmers hitting both the side turret and the main tank. I'm not completely sure about that, but it has happened to me, regardless.
Level 11: More damage boosting! More effective with the hovertank, too.
Level 13: Let me guess, the French farted in your general direction, so you decided to destroy the Eiffel Tower with mind bullets?
Levels 14 and 16: You could have done some "deathmatches" to pass the time. Just sayin'.
Level 15: Nicely done getting through the minefield, that's stupid precise.
Level 17: If only the programmers had messed up the victory conditions for THIS level... Time for several chikin sammiches, I guess.
Level 18: Finally time to show how much Rattlers rule!
Secret Level: I like the spinning and suicide at the end of this level :).
Overall, this is a very solid set of IL's, and should be entertaining even to those who don't have fond childhood memories of the game. Accept.
No cheating. There is one glitch I'm not familiar with, and haven't been able to replicate, but it's pretty obviously not a cheat.
Rather than say the same thing for most levels, I'll start with some general comments. First off, such precise control with the mototank and hovertank is very difficult, especially with "driver" controls. Both tanks really are as floaty (especially the hover tank) as the runners mention in their comments, and all tanks can bounce around like pinballs, even goliaths. Very good job there.
Also, the route planning was superb. On most levels, both runners finished their tasks within a second or two of each other, while taking efficient routes through the levels. I especially liked the use of the Edge. "Use the Edge, Griffin..."
Now for some specific thoughts:
Level 1: This level could be a second or two faster (probably only one), so I'd like to see this improved. Then again, considering how TAS-like an 18 would be, I can't really reject this one.
Level 2: Damage boosting FTW!
Level 3: I suppose you could use a stopwatch or other timer to know exactly when the last tank appears, but it would probably give you the same time anyway...
Level 5: I somehow didn't realize that even though you could see the shots going through the wall, that they still did damage... I would have hated this level a lot less had I known that back in the day.
Level 6: pewpew laz0rz!
Level 7: I love any level with a nuke :). The fact that it made it into the route here gives me a warm and fuzzy feeling inside. Or maybe I just need some Rad Away. At any rate, the mototank maneuvering in this level is particularly stellar.
Level 8: I tried to replicate that ramp glitch to no avail, how do you actually do that? The trick at the end is always amusing though, and maneuvering through minefields is good entertainment, even if the runner slowed down (didn't cost time anyway).
Level 9: Hey! I thought this was supposed to be a two player run! Well, I guess I can excuse a craving for chikin sammiches...
Level 10: I'm pretty sure the quick kill has something to do with wonky hitboxes (maybe Crimson Lord turning just right at the right time?), and the swarmers hitting both the side turret and the main tank. I'm not completely sure about that, but it has happened to me, regardless.
Level 11: More damage boosting! More effective with the hovertank, too.
Level 13: Let me guess, the French farted in your general direction, so you decided to destroy the Eiffel Tower with mind bullets?
Levels 14 and 16: You could have done some "deathmatches" to pass the time. Just sayin'.
Level 15: Nicely done getting through the minefield, that's stupid precise.
Level 17: If only the programmers had messed up the victory conditions for THIS level... Time for several chikin sammiches, I guess.
Level 18: Finally time to show how much Rattlers rule!
Secret Level: I like the spinning and suicide at the end of this level :).
Overall, this is a very solid set of IL's, and should be entertaining even to those who don't have fond childhood memories of the game. Accept.
Quote:
As someone who has only played the Playstation version (which is apparently not identical like I expected), I was confused at several points in this run. Overall though, the mechanics appear to be the same but this version has a much better framerate. Because of that, I could mostly understand what was going on and it was completely obvious that this is a solid set of individual levels. The execution, aiming, and coordination are all fantastic in each level. I also enjoyed how some levels reminded me of the Sonic problem, where the levels themselves seemed to take less time than the score tally.
Vote: Accept
Vote: Accept
Quote:
A/V is fine. I didn't see any cheating, but it is hard to tell when everything is happening to fast.
These ILs are pretty impressive. The level of precision seen in some of the more technical levels is especially great, considering how awkward some of the aiming can be. The runner comments pretty much cover every important part of each level. The few "mistakes" barely add up to any real chunk of time, so I doubt we will be seeing any solid improvements on levels. Aside from that ramp glitch, there aren't any big spots to work on.
Accept.
These ILs are pretty impressive. The level of precision seen in some of the more technical levels is especially great, considering how awkward some of the aiming can be. The runner comments pretty much cover every important part of each level. The few "mistakes" barely add up to any real chunk of time, so I doubt we will be seeing any solid improvements on levels. Aside from that ramp glitch, there aren't any big spots to work on.
Accept.
Decision: Accept
Congratulations to Dylan 'Phazonelite7' McMahon & Tom 'Enkazin' Jones!
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