My feelings on The Demon Rush
Game page: Doesn't exist yet.
Single-segment
Verifier Responses:
Decision: Rejected
Reason: If you read all of the verifier responses, you will see that reviews were very mixed. Some liked the run, some thought it was just good enough to be passed, and others thought it was too sloppy. Mixed reviews usually are not a good sign of a run's quality. Furthermore, Mega Man 9 is a very popular game, so if this run was posted, I'm sure there would be flamers/haters/trolls who would go "this run sucks blahblahblah", and that's never good for SDA's reputation.
Also, I think this verifier quote sums up the run pretty well.
Single-segment
Verifier Responses:
Quote:
Hey Mike
I've watched the entire Megaman 9 run.
There was no audio sync problems so watching was ok.
There was some colour flickering mainly in the menus and the companies' logo screens. It wasn't easy to notice the colour errors during gameplay.
The run doesn't use cheats so it's legit.
It's also a SS run and I didn't noticed any cuts during the video (so there was secret editing).
I was impressed with the run and there were some tricks that the player used but the difficulty factor for each one is risky and messing it up can be slower than playing it safe.
There were some levels that could be easily improved mainly Hornet Man
The main reasons were:
*This is a level where you face Clock Flower (mini-boss) that is luck based (you want the flower to pop up in a good position to destroy it right away) in the late part of the game. Usually if you were unlucky you could defeat it in 2 cycles, but this one had 3 or 4.
* The player got hit one too many times on the stage that he had to do a small detour and collect the Big Energy Pellet to avoid dying.
Plug Man's stage went really well until the small time loss at the end when he used the last J. Sat. too early.
The Jewel Man fight was ok. It can still be defeated faster.
The Wily Levels are quite tough to know the most optimised route (trick usage because of limited weapon energy). At one point in the 4th Screen of Wily 2 he had a hard time to get through the fake block when using R.Coil.
The run main highlights were:
Completing the game SS quickly, no deaths, playing one part of the game with only 1 pixel of life left.
Result: Accepted.
Many thanks.
A verifier
I've watched the entire Megaman 9 run.
There was no audio sync problems so watching was ok.
There was some colour flickering mainly in the menus and the companies' logo screens. It wasn't easy to notice the colour errors during gameplay.
The run doesn't use cheats so it's legit.
It's also a SS run and I didn't noticed any cuts during the video (so there was secret editing).
I was impressed with the run and there were some tricks that the player used but the difficulty factor for each one is risky and messing it up can be slower than playing it safe.
There were some levels that could be easily improved mainly Hornet Man
The main reasons were:
*This is a level where you face Clock Flower (mini-boss) that is luck based (you want the flower to pop up in a good position to destroy it right away) in the late part of the game. Usually if you were unlucky you could defeat it in 2 cycles, but this one had 3 or 4.
* The player got hit one too many times on the stage that he had to do a small detour and collect the Big Energy Pellet to avoid dying.
Plug Man's stage went really well until the small time loss at the end when he used the last J. Sat. too early.
The Jewel Man fight was ok. It can still be defeated faster.
The Wily Levels are quite tough to know the most optimised route (trick usage because of limited weapon energy). At one point in the 4th Screen of Wily 2 he had a hard time to get through the fake block when using R.Coil.
The run main highlights were:
Completing the game SS quickly, no deaths, playing one part of the game with only 1 pixel of life left.
Result: Accepted.
Many thanks.
A verifier
Quote:
There is a sound hiccup at 29:47. I assume that's from editing out a pause. So if it's not, better look into it.
Performance is just fine, if not great. There are some choices I disagree with, though. For example, he shouldn't have gotten the first screw in Hornet Man's stage. Not only did he screw up jumping to it, he ended up having 20 screws left over before entering the Wily stages. He had tough luck in the Wily stages, especially in the last stage. There are other mistakes, 30 seconds or so, maybe a minute, but nothing worthy of rejection.
Accepted.
Performance is just fine, if not great. There are some choices I disagree with, though. For example, he shouldn't have gotten the first screw in Hornet Man's stage. Not only did he screw up jumping to it, he ended up having 20 screws left over before entering the Wily stages. He had tough luck in the Wily stages, especially in the last stage. There are other mistakes, 30 seconds or so, maybe a minute, but nothing worthy of rejection.
Accepted.
Quote:
Audio and video quality was fine, and there was no cheating.
The first thing I noticed about the run was that there could have been a LOT more effort put into optimizing weapon switches, as accessing the screen each time is time consuming. This was particularly evident in magma man and jewel man's stages, as well as wily 1 and 2. There were a lot of places where weapons were switched without need, costing time. In addition, the play style eroded significantly near the end, with the last few wily stages being played in a mediocre manner. There were plenty of times in wily where the runner was fiddling around the menu, trying to figure out what he wanted.
I'm also wondering about the decision to use gather bolts and purchase the mystery tank, as the runner had weapons in his arsenal that could defeat the 2nd form of the wily 2 boss without the need to refill the weapons and gathering bolts, which may have cost more time. I'm not sure about this though, but that's the way it seemed.
The game is fairly difficult, but the play at the end was not top notch.
Can I vote 'meh'?
The first thing I noticed about the run was that there could have been a LOT more effort put into optimizing weapon switches, as accessing the screen each time is time consuming. This was particularly evident in magma man and jewel man's stages, as well as wily 1 and 2. There were a lot of places where weapons were switched without need, costing time. In addition, the play style eroded significantly near the end, with the last few wily stages being played in a mediocre manner. There were plenty of times in wily where the runner was fiddling around the menu, trying to figure out what he wanted.
I'm also wondering about the decision to use gather bolts and purchase the mystery tank, as the runner had weapons in his arsenal that could defeat the 2nd form of the wily 2 boss without the need to refill the weapons and gathering bolts, which may have cost more time. I'm not sure about this though, but that's the way it seemed.
The game is fairly difficult, but the play at the end was not top notch.
Can I vote 'meh'?
Quote:
The run is a little sloppy and not nearly as polished as I hoped it would be, but for a single-segment, new-game run, I think that this run is barely passable.
On another note, I think that real-time should be used instead of the in-game timer so that people can't jack around on the weapon-select screen. I know that this probably isn't the popular mentality, though.
On another note, I think that real-time should be used instead of the in-game timer so that people can't jack around on the weapon-select screen. I know that this probably isn't the popular mentality, though.
Quote:
The run is pretty alright.
I say alright for a few reasons.
-the Runner does some tricks that benefit him but some of the basics don't seem to work out well enough.
He seems too stringent with his C. Shot ammo in wily 3 - 4. he has to use the M can before Wily anyway, cause of the Tornado Lack, so why not use more C. Shot in wily 3 against some of the cannons?
-There are some sloppy mistakes, I feel that the runner could preformed a little better, and not so cautiously. Like for example, having to pick up the Energy bit in hornet man's stage.
-The runner doesn't hit galaxy man as soon as he is able and thus has slower fights. Galaxy man can be hit just slightly before he actually appears. This allows for more damage within that short time (about at least 1 more shot in!)
-The first iteration of the flower boss went badly, it took WAYYY to long by any standard, I felt this was the low point of the run, and it didn't recover momentum from this point.
Overall; I don't think this run is quite the right material, there were too many bad moments and the wait in wily 2 to take damage to avoid the spike when he had the spike guard still was just ugh!
He didn't use the spike guard and shouldn't have held up there at all.
I see this run as improveable, by at least 30 seconds with maybe a few more tries.
Rejected.
I say alright for a few reasons.
-the Runner does some tricks that benefit him but some of the basics don't seem to work out well enough.
He seems too stringent with his C. Shot ammo in wily 3 - 4. he has to use the M can before Wily anyway, cause of the Tornado Lack, so why not use more C. Shot in wily 3 against some of the cannons?
-There are some sloppy mistakes, I feel that the runner could preformed a little better, and not so cautiously. Like for example, having to pick up the Energy bit in hornet man's stage.
-The runner doesn't hit galaxy man as soon as he is able and thus has slower fights. Galaxy man can be hit just slightly before he actually appears. This allows for more damage within that short time (about at least 1 more shot in!)
-The first iteration of the flower boss went badly, it took WAYYY to long by any standard, I felt this was the low point of the run, and it didn't recover momentum from this point.
Overall; I don't think this run is quite the right material, there were too many bad moments and the wait in wily 2 to take damage to avoid the spike when he had the spike guard still was just ugh!
He didn't use the spike guard and shouldn't have held up there at all.
I see this run as improveable, by at least 30 seconds with maybe a few more tries.
Rejected.
Quote:
This run is poorly conceived, poorly planned, and poorly executed -- it is definitely not up to SDA's standards. The quality of gameplay is mediocre from the very beginning and only declines afterwards. Some of the strategies used in the levels really puzzled me; it seemed as if the runner was playing with safety as his first priority and speed as his second.
Much of the run didn't seem to have any strategy at all, the runner just seemed to wing it. I can honestly say that I literally did a couple of the levels faster the very first time I played
the game.
Considering the game has been out for just one month, this is a good effort, but certainly isn't acceptable. I think that at least another 90 seconds should be knocked off before a run is accepted.
Much of the run didn't seem to have any strategy at all, the runner just seemed to wing it. I can honestly say that I literally did a couple of the levels faster the very first time I played
the game.
Considering the game has been out for just one month, this is a good effort, but certainly isn't acceptable. I think that at least another 90 seconds should be knocked off before a run is accepted.
Decision: Rejected
Reason: If you read all of the verifier responses, you will see that reviews were very mixed. Some liked the run, some thought it was just good enough to be passed, and others thought it was too sloppy. Mixed reviews usually are not a good sign of a run's quality. Furthermore, Mega Man 9 is a very popular game, so if this run was posted, I'm sure there would be flamers/haters/trolls who would go "this run sucks blahblahblah", and that's never good for SDA's reputation.
Also, I think this verifier quote sums up the run pretty well.
Quote:
The first iteration of the flower boss went badly, it took WAYYY to long by any standard, I felt this was the low point of the run, and it didn't recover momentum from this point.
Thread title: