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Messages - stanski

Pages: [1] 2
1
Rules Revisions / Re: Playing as Sonic and Tails in 2D games
« on: May 17, 2008, 05:42:44 am »
I vote yes, playing default rules is standard for pretty much every gaming competition everywhere...

2
Leaderboard Disputes / Re: RPGNUTTER'S CONFESSIONS (TM)
« on: September 07, 2007, 01:16:44 pm »
Just curious which S2 stats were BS? I don't even remember you having any ridiculous looking times in there (not like some of the other times on the time chart *cough eh1 18 cough*)

3
Competition Central / Re: Your best and worst records.
« on: August 25, 2007, 05:29:08 pm »
Top 5:
Oil Ocean 1 sonic/knux: Someone may be able to smoothly make it under all 4 platforms halfway through the level without stopping, but I think stopping to spindash is faster.

Marble 1: Don't really see any improvement happening here.

Death Egg sonic: 12 hits on death egg before he rises, need I say more?

Hill Top 1 Sonic: You would have to get lucky with the pass through lava glitch putting you in the right spot to beat this. Otherwise it was hard as fuck to get :39 vs. 40

Wing fortress Sonic: This is perfect, only because of check abuse but whatever.

Worst records:
hill top 2 knux: wouldn't be hard to get :56 if i wasn't lazy.

Mystic caves 1 sonic/knux: This level is annoying as fuck

Wing fortress knux: Can't get 12 hits with knux

The only other bad ones i can think of are special stages in sonic 2, not that they are THAT bad, but i didn't concetrate on them a lot and just got good at them by playing them over and over during sonic 2 100% attempts.

4
Leaderboard Disputes / Re: Metro 1 S2 Sonic score.
« on: August 06, 2007, 07:24:36 pm »
Yea I record directly from a genesis also and the files don't have to be that large.

http://speeddemosarchive.com/yabb/YaBB.pl?board=sda_site;action=display;num=1184139136 is an easy tool to get a quick LQ video. It will probably be a little bit bigger if you use that, as the standards are a little bit higher even for low quality, but its easy to use.

That is definitely not the easiest way to get all rings, its much easier to push the screws down and then climb back up the screws to scroll glitch to the rest of the level.

5
Leaderboard Disputes / Re: Metro 1 S2 Sonic score.
« on: August 05, 2007, 05:51:29 pm »
Yea you don't need to upload any more (though i'll watch if you do still :-)), I just figured out how to get around that one spring that was stopping me from using the route that you have up there (the one in the half pipe area with 2 "scroll glitchable" walls, I didn't think it was possible to go left there). Good job, working on matching your score now.

Also, if you want to post videos in the future, just make a really small encode. For a 5 minute level, you should be able to get a 2 mb file and still have it be viewable for verifying.

6
Leaderboard Disputes / Metro 1 S2 Sonic score.
« on: August 04, 2007, 11:05:24 pm »
Would like to see the video that exists for this. There is one enemy that cannot be killed for sonic because the nuts and bolts reset. Knux can get around this by climbing. Gotta see how you get that enemy or else this stat is bs.

7
Competition Central / Re: Sonic 2 time records
« on: June 29, 2007, 07:09:41 pm »
Also improved 4 more of them that will be up in the coming weeks/month. Mostly the time differences between the runs i linked to and the times i have here comes from abusing death. Many levels have that opportunity (aquatic 2, casino 2, hill top 1 and 2 but it didn't help, wing fortress), but I'm not allowed to do that for SDA.

8
Competition Central / Re: Sonic 2 time records
« on: June 28, 2007, 09:21:58 pm »
For vids (Some don't apply, as they were played with tails): http://speeddemosarchive.com/Sonic2.html#IL

9
Leaderboard Disputes / Re: Guess what I'm calling!
« on: June 25, 2007, 12:43:36 am »
Check out where the rings are with a debug program: they are stuck in walls :-(.

10
Competition Central / Re: Sonic Pinball Party charts.
« on: June 22, 2007, 09:54:12 pm »
When have we EVER run from something because it's hard?  We don't track Spinball because of the potential for infinite scores :)

You can get infinite scores in any pinball game. Doesn't stop people from keeping track of scores.

11
Competition Central / Re: Anyone up for a Time Attack Duel?
« on: June 22, 2007, 09:32:19 pm »
Well i'm out of this for sure. I took 10 deaths and 2 hours to complete s3k. God I'm bad.

12
Competition Central / Re: Anyone up for a Time Attack Duel?
« on: June 20, 2007, 06:56:02 pm »
Sounds like a plan. Anyways, if it takes long enough to get this organized, I may be able to learn the s3k routes at least decent enough so that if I garner enough of a lead at the beginning, I may actually have a chance.

13
Competition Central / Re: Anyone up for a Time Attack Duel?
« on: June 20, 2007, 01:25:56 pm »
I would compete, but I'll be 10 minutes ahead of everyone by sonic 3, then 25 minutes behind before sonic and knuckles :-P. Seriously I don't know any of the routes hardly at all for s3k :-(.

And really, you should just declare the winner based on the total time for all 3 games (real time). It seems kind of dumb that, for example, I have a good enough computer to run 3 instances of gens, so I can immediately start recording after I finish one game, then my internet connection is really good so I can upload and post very fast.

14
Competition Central / Re: Looking forward...
« on: May 13, 2007, 02:26:05 am »
Mike, I must say that this literally brought me to tears, because I know how the lowest of the lows feels and your situation reminded me situations I have been in many times in my life. I really feel for you and your situation and history here. I really wish you luck with anything else that you may pursue in life, and am at the same time sad about losing a speedrunner of your caliber. I was really hoping you would eventually try and beat my Sonic 2 SS at SDA, but I guess I'll just have to keep competing with myself.

15
Leaderboard Disputes / Re: A couple more BS calls.
« on: May 12, 2007, 05:44:35 pm »
Wow. Why did they lie about their stats so badly? Was there a prize involved at all? I can't believe that people would BS about stats that badly when there is no prize involved at all.

16
Leaderboard Disputes / Re: A couple more BS calls.
« on: May 12, 2007, 03:55:07 am »
Well, originally I had no doubts that :18 was impossible. With knuckles, I have been EXTREMELY close to :18 though. And assuming someone could stop as well with sonic as knux does, they could get :18. It would seriously be the hardest IL time i've ever tried though, harder than 12 hits on death egg for sure (which i also haven't gotten).

Remember, there are a ton of stats that people thought were impossible. I was 100% confident that 1:48 was the max for wing fort and that 7 hits was the max until i tried the level again.

17
Tournament Central / Re: Tournaments
« on: May 08, 2007, 04:23:31 am »
If we have a sonic 2 single segment tournament and anyone beats me, i'll give them a cookie.


Seriously.

18
Competition Central / Re: Sonic The Hedgehog Speedrun (Updated)
« on: March 16, 2007, 12:33:28 am »
comments:

GH3: Why no bouncy bounce on the item boxes like the TAS does? Its not that hard.

M1: You can get through the lava part much cleaner then that.

sy1: A little sloppy as a whole

sy2: overly cautious

L1: Not sure what you were so slow at the end about.

SL2: No shortcut?

sl3: work on your boss battle

sb1: whats up with your route here?


19
Competition Central / Re: Possible Overall Rankings ideas
« on: March 11, 2007, 01:08:32 am »
mike, i see, you have sweet sonic 3d stats and your knuckles chaotix stats kick ass :-P

20
Competition Central / Re: Possible Overall Rankings ideas
« on: March 09, 2007, 05:54:42 pm »
Mike creates a formula then puts himself in first... I CALL BS!

21
Leaderboard Disputes / Re: I partially call semi-BS.
« on: March 05, 2007, 04:26:41 pm »
Basically you only have like 10 frames of error room, so you just copy everything done in the TAS exactly. The hardest part for me was getting the timing of how long to hold jumps down for.

22
Competition Central / Re: Sonic The Hedgehog Speedrun...
« on: February 18, 2007, 07:16:24 pm »
tell us the secret, I almost guarantee i'll get a 24 on video tommorow just for you if you do!

Watch the TAS?

23
Competition Central / Re: Sonic The Hedgehog Speedrun...
« on: February 17, 2007, 09:44:50 pm »
Please please please tell me you were recording.

I wasn't. Just a casual playthrough. I was only half going for it (i.e. i used the right route but wasn't restarting a million times), and just happened to get it.

24
Competition Central / Re: Sonic The Hedgehog Speedrun...
« on: February 17, 2007, 12:34:05 pm »
I got it yesterday playing on console. Its not impossible.

25
Rules Revisions / Re: S3&K special stage inclusion?
« on: February 15, 2007, 06:08:41 pm »
Against:

I think competition in the S2 special stages is stupid, and no one even really bothers to compete. I think it will be the same way with the s3k stages, but worse.

26
Competition Central / Re: Sonic The Hedgehog Speedrun...
« on: February 15, 2007, 02:24:11 pm »
Congrats on beating mike's run (could you tell us the total time of all levels? and yes, you have to beat his time adding up in game levels, which if i read correctly you think you did). Is it done on emulator or on console? Hopefully it is done on console so you can submit it.

27
General Sonic / Re: TSC and the Secret Rings
« on: February 09, 2007, 12:51:15 am »
you don't even know if the games good yet (it probably won't be) and you're already looking to time attack it?

wow.

28
Rules Revisions / Re: New Games Are Up, But OLD Rules Remain Ambiguous
« on: February 09, 2007, 12:44:54 am »


Well, the slot machines are evil: if you get all robotniks, you lose all your rings (well, i think like 100 or 150 technically). I suppose you could take your chances...

29
Rules Revisions / Re: New Games Are Up, But OLD Rules Remain Ambiguous
« on: February 07, 2007, 06:20:10 pm »
Yea, I think score should be added as well. What about the bumpers that give 10 points? At some points, you can get stuck and hit them like 3 or 4 times. I suppose they are only worth 10 points, and you can only hit them 10 times, so you could just not worry about them and make the player decide whether its worth it or not to hit the bumpers. That was the big problem i saw with scores in casino nights.

I agree about the slot machines, if you can't avoid them, you shouldn't be ring attacking the level, period.

30
Hax0ring / Re: The Hardest Sonic Game Ever. Period.
« on: February 07, 2007, 03:59:07 pm »
If you need any help in the design aspects, I'd be happy to help out with input. Are you looking at more free flowing levels, or more of a puzzle element involved? I realize you want this to be hard, so I have a lot of ideas.

Obviously, there should be a few spots where taking damage is required. I'm thinking something like taking damage on a spike bed, then a spindash jump on the spikebed over a gap. Putting in a few platform-falling through objects areas would be cool. Obviously the up-down scroll glitch could be abused in certain areas as well to pass through. There should be some areas that require a huge jump that just barely makes it (obviously, give enough room for error), ala chem plant 2's big shortcut jump at the beginning. If you included tails, a few close call flying areas, like launch base shortcut, would be pretty neat.

I think you should also include some areas where you have to take damage, but you have to keep a ring as well. Say, hitting 3 switches to pass through an area, but every time you hit a switch you take damage, so you must take damage falling to the left in order to keep your one ring. Playing around with underwater timing would also be a good addition, making it very close getting from each air bubble area to the next.

In the autoscroller idea, you should make it so that you have to hit a seemingly impossible to reach checkpoint (i.e. like going below the plane in sky chase, obviously you can come up with another idea here).

Also, you HAVE to have a level where you play around with combos. For example, big jumps down to an item box that propel you, then you have to bounce on a bunch of enemies in a row in order to pass over a gap. Don't make it too ridiculous, and don't make everything too blind, but I think it would be really cool to have to get like a 20 hit combo in order to beat a stage.

Another idea is that maybe you should make people change characters for certain levels? I.e. show mastery of every character in order to pass. Obviously the falling glide can be abused to make it over some ungrabbable wall for knux, and tails could have some perfect flight levels. Sonic could have to use certain shields that are hard to uncover/get to to get past certain parts, and could also do most of the levels.

Manipulating enemies for damage boosts would be pretty cool too.

Sorry my ideas all pretty much come from sonic 2, but I know its quirks better than s3k, and it basically has the same quirks, just multiplied for s3k. I have a ton more ideas that i've thought of, but i'm sure you guys are intelligent and have thought of a lot of the same ones/can work with some of the ideas i gave. Good luck!

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