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Game Page: http://speeddemosarchive.com/LittleBigAdventure.html
Little Big Adventure (Any %) (Single Segment)
Verifier Responses
Decision: Accept
Congratulations to Michael 'CrimsonxxMana' Davies!
Little Big Adventure (Any %) (Single Segment)
Verifier Responses
Quote:
Audio and video looks really good (and rewatching the segmented run on site makes you appreciate this by far)
All in all this seems like a reasonably executed run. There's a lot of running into walls but guess what, that's impossible to avoid when playing this game. Perhaps the runner should have utilized aggressive stance movement some more for the areas where running into things would be more than expected (museum barrels comes to mind), there's definitely time to be saved with better stance planning.
There's also a lot of missed ball throws. Lining up these shots is however a pain, especially when trying to hit grobos since they tend to get knocked sideways from a hit thus making your next shot(s) miss. Given how annoying this game mechanic is, most of the areas with repeatedly missed throws still get a pass.
I question the use of the ball for the white leaf desert guard on third revisit since you have the saber already (especially seeing as this encounter had quite a few missed throws). All I could guess is that the runner is afraid of getting chained by this guard this late into the run. Some better planning around his position and you should be able to get up to him without getting hit.
The red grobo fiasco outside the mutant lab is just painful, but there's not much to do about it. The situation is salvaged but there's a lot of time lost for sure. Given that he's stationary, you should definitely be able to better line up your first shot using cues in the environment together with normal stance aiming for more precise turning.
The jumping mutant eggs are just stupid. Never have I seen them cooperate so it's understandable that it takes the runner awhile to get them all.
There's 2 deaths in this run. The first one was just sloppy and could definitely have been avoided, costing the runner a good 15 seconds. The second one I don't think there's much the runner could have done about it. Getting chained by a drill machinegunner is just very deadly.
All in all there's very little hesitation and the runner clearly knows his way around the route which shows that there has definitely been effort into the making of this run.
I estimate a run with no deaths and smoother movement should come out as at least 2 minute improvement from this run.
I do wonder why the run videos are in 4 parts if it's really supposed to be a single-segment. From my understanding the recording software for this game apparently started on a new video every time there was a cutscene. Given how many cutscenes there are in this game however, wouldn't this have generated far more parts in that case?
This will make a good run to go up alongside the old segmented run and I will accept this run if the question regarding the video parts can be resolved.
All in all this seems like a reasonably executed run. There's a lot of running into walls but guess what, that's impossible to avoid when playing this game. Perhaps the runner should have utilized aggressive stance movement some more for the areas where running into things would be more than expected (museum barrels comes to mind), there's definitely time to be saved with better stance planning.
There's also a lot of missed ball throws. Lining up these shots is however a pain, especially when trying to hit grobos since they tend to get knocked sideways from a hit thus making your next shot(s) miss. Given how annoying this game mechanic is, most of the areas with repeatedly missed throws still get a pass.
I question the use of the ball for the white leaf desert guard on third revisit since you have the saber already (especially seeing as this encounter had quite a few missed throws). All I could guess is that the runner is afraid of getting chained by this guard this late into the run. Some better planning around his position and you should be able to get up to him without getting hit.
The red grobo fiasco outside the mutant lab is just painful, but there's not much to do about it. The situation is salvaged but there's a lot of time lost for sure. Given that he's stationary, you should definitely be able to better line up your first shot using cues in the environment together with normal stance aiming for more precise turning.
The jumping mutant eggs are just stupid. Never have I seen them cooperate so it's understandable that it takes the runner awhile to get them all.
There's 2 deaths in this run. The first one was just sloppy and could definitely have been avoided, costing the runner a good 15 seconds. The second one I don't think there's much the runner could have done about it. Getting chained by a drill machinegunner is just very deadly.
All in all there's very little hesitation and the runner clearly knows his way around the route which shows that there has definitely been effort into the making of this run.
I estimate a run with no deaths and smoother movement should come out as at least 2 minute improvement from this run.
I do wonder why the run videos are in 4 parts if it's really supposed to be a single-segment. From my understanding the recording software for this game apparently started on a new video every time there was a cutscene. Given how many cutscenes there are in this game however, wouldn't this have generated far more parts in that case?
This will make a good run to go up alongside the old segmented run and I will accept this run if the question regarding the video parts can be resolved.
Quote:
First of all, the reason why the run split into 4 parts, is because the runner couldn't get the full run to work on anrichan.
Great video quality and audio quality.
The run's well done throughout, and it's cool to see this new trick.
Accept.
Great video quality and audio quality.
The run's well done throughout, and it's cool to see this new trick.
Accept.
Decision: Accept
Congratulations to Michael 'CrimsonxxMana' Davies!
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