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Game Page: http://speeddemosarchive.com/MechWarrior2GBL.html

MechWarrior 2: Ghost Bear's Legacy () (pc) [Any %] [Single Segment] [Easy] [Bloodname Ending]

Decision: Accept

Congratulations to 'PROX'!
Thread title:  
Run Information

MechWarrior 2: Ghost Bear's Legacy () (pc) [Any %] [Single Segment] [Easy] [Bloodname Ending]

Verification Files

http://v.speeddemosarchive.com/MechWarrior2GBL-20250425/2025-04-23%2023-14-56.mp4

Please refer to the Verification Guidelines before posting.

Please post your opinions about the run and be certain to conclude your post with a verdict (Accept/Reject). If you wish to remain anonymous, you can also send a pm with your reply to 'sdaverification' (please state clearly in that case which run you have verified). This is not a contest where the majority wins - Each verification will be judged on its content.
Edit history:
Worn_Traveler: 2025-05-07 11:10:46 am
Formerly known as Skullboy
Audio is fine, video shows splits but looks really good otherwise.

Using different weapons and such here, along with more aggressive gameplay, has lowered the time on almost every level (Trial on Alshain 2, Trial of Possession, and Bloodright 3 seem to be longer than the currently published run, going by the time on the stat screens). Definite improvement for what sounds like a volatile run.

A few highlights: Please note that any time is referencing the IGT displayed at the end of the mission.
Trial on Alshain 1:The mission is completed so fast that the stats screen doesn't get to adding in the time for killing the mech (current run is 00:15)
Defend of Mannedorf:  40 or so seconds faster. cleaner and faster than the current run. Your buddy didn't get shot at the start of the level too!
Patrol on Mannedorf: Another faster mission, this time by 10 seconds.
Circle of Equals: New strats and ammo are paying off. Bekker learns not to disrespect the runner in 12 seconds here, as opposed to the 21 seconds in the current run.
Defend on Alshain: Defense conducted in 13 less seconds than the current run
Underwater Strike: 5:42 instead of 5:57.
Destroy Orbital Platform: Doing this in about the opposite order of the current run looked cool. 13 second improvement, too.

Accept, if the video can be recropped sans splits.



Quote from Worn_Traveler:
Audio is fine, video shows splits but looks really good otherwise.

Using different weapons and such here, along with more aggressive gameplay, has lowered the time on almost every level (Trial on Alshain 2, Trial of Possession, and Bloodright 3 seem to be longer than the currently published run, going by the time on the stat screens). Definite improvement for what sounds like a volatile run.

A few highlights: Please note that any time is referencing the IGT displayed at the end of the mission.
Trial on Alshain 1:The mission is completed so fast that the stats screen doesn't get to adding in the time for killing the mech (current run is 00:15)
Defend of Mannedorf:  40 or so seconds faster. cleaner and faster than the current run. Your buddy didn't get shot at the start of the level too!
Patrol on Mannedorf: Another faster mission, this time by 10 seconds.
Circle of Equals: New strats and ammo are paying off. Bekker learns not to disrespect the runner in 12 seconds here, as opposed to the 21 seconds in the current run.
Defend on Alshain: Defense conducted in 13 less seconds than the current run
Underwater Strike: 5:42 instead of 5:57.
Destroy Orbital Platform: Doing this in about the opposite order of the current run looked cool. 13 second improvement, too.

Accept, if the video can be recropped sans splits.





My last video had that too, and I remember you guys were able to crop the splits out before. I, unfortunately, cannot do that given that I don't have a very good video editor, otherwise, I would have done so already.

Trial on Alshain 1: Yeah, it won't show if I do it quickly, but the mech usually goes down in 12 seconds or so.

BTW, I have to ask. Is it possible that I could submit another type of run for this game that could be its own separate category? I'm asking because it is possible to skip most of the missions of this game in a full run, but that's no fun to watch in comparison to the current run and I would hate for this to be replaced with that one.
Yeah, cropping is possible. In cases where the runner hasn't used Yua to encode the different qualities, this doesn't really add any workload either. BTW: did you try Yua yet yourself?

Separate category: How does the skipping happen? Just from the menu?

This run: Thanks for the detailed notes first of all! <3 A/V good, no cheating detected.

In the Trials missions, it seems you're not moving towards your targets at all. (At least the Bloodname ones were like that). In case the first volley fails to get them, wouldn't it make the kill a little faster if you'd moved a little closer all the while?

I don't see any reason not to accept as improvement to existing

accept
Edit history:
PROX: 2025-05-13 04:43:12 pm
PROX: 2025-05-13 04:41:55 pm
PROX: 2025-05-13 04:41:38 pm
Quote from LotBlind:
Yeah, cropping is possible. In cases where the runner hasn't used Yua to encode the different qualities, this doesn't really add any workload either. BTW: did you try Yua yet yourself?

Separate category: How does the skipping happen? Just from the menu?

This run: Thanks for the detailed notes first of all! <3 A/V good, no cheating detected.

In the Trials missions, it seems you're not moving towards your targets at all. (At least the Bloodname ones were like that). In case the first volley fails to get them, wouldn't it make the kill a little faster if you'd moved a little closer all the while?

I don't see any reason not to accept as improvement to existing

accept


It doesn't matter in the long run since the missiles have to recharge, and the way that they home in on the enemy isn't always direct. There's rng with missile fire. Plus I don't want to take unnecessary damage if I don't have to.

As for the separate category, it's basically creating dummy mechs, fully completing each trial while using one of the dummy mechs, then when the next mission starts, the dummy mech you used has to be deleted in the combat simulator, and then start the next mission. A divide by 0 error occurs and if you successfully completed the mission beforehand, then the mission will succeed and the level will be skipped. Because this game keeps the last mech you used from the previous mission until a new trial of position occurs, you can keep skipping until you reach a new trial. Each trial will re-roll your mechs and you can freely select which mech you want again. You select another dummy mech, use it on the trial, rinse and repeat. You can also skip underwater strike by abusing a speed glitch in the game that's related to pausing. If the speedometer is in the 5 digits or in the high negatives when you unpause, the game will "crash," boot you out of the mission, and depending on whether or not you succeeded on the last mission, Underwater Strike can be skipped. It's crazy what people find by messing around.
As long as there is a clear-cut line between "playing a level" and "skipping a level", putting the level-skip runs in a separate category sounds reasonable to me. And based on my reading of the explanation, it seems to be the case.
Decision posted.
Quote from ktwo:
As long as there is a clear-cut line between "playing a level" and "skipping a level", putting the level-skip runs in a separate category sounds reasonable to me. And based on my reading of the explanation, it seems to be the case.

alright, sounds good.