Holy crap, I thought the run was amazing until the full-suit phase, but after it it became FUCKING INCREDIBLE.
10 in entertainment, that's for sure.
Btw, does the powerbomb shockwave expand faster than spaceboosting?
-------+-------------
1 | L
2 | A
3 | B
4-9 |
10-15 | >
-------+-------------
Average| 2.17677 ppf
Looks like the method I posted above, but by my calculations it's 2.20833 px/f, not 2.17677. Are you taking into account the one frame stop after a cycle? IIRC, I used 30 or so cycles to average out the stops.
Aww, sad to hear that, Zoizite. :\
It might be that I and some other players will give it a shot in the [possibly] near future, though; so anyway, thanks for your help.
Warp's point still stands, though. Seems like the relevant MovieStatistics panes are now useless as they don't represent the real numbers anymore, unless you're meaning to restore it somehow. Having Track & Field as one of the most downloaded AVIs makes my head go round.
Sounds good, I'll see if I can make the videos (technically there's nothing preventing me from doing that, but they have either to be excerpts from the existing TASes, or manually set up demos, which can take some time). But first I suppose I need to stuff some more 10+ ppf characters on the list — I'm more than sure it isn't complete yet.
This topic is confusing ???
Are we talking about general gameplay here or when characters are moving at glitched speeds?
Of course you're confused, you haven't even read the first two posts
(where it's made clear that glitches don't and shouldn't count, otherwise there would be little to no point in this topic at all).
Randil wrote:
It should be pointed out that zipping through walls does not count as "top speed" here, since that is not a "programmed" top speed.
moozooh wrote:
Things not taken into account:
[…]
• zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates;
• glitches leading to infinite or otherwise impossible acceleration rates;
• theoretical speed limits not attainable in the game (for games that don't have sensible speed caps)
-Enguarde from DKC3 (seems to go faster than in DKC2)
Nah, only goes at 6 px/f.
comicalflop wrote:
-Mischief Makers, when going off a spring (10 pixels/frame)
Except those aren't real pixels, since you can render the screen at any resolution you like and values will stay the same.
comicalflop wrote:
-Battle of Olympus using left+right
-Gradius full speed powerups
-Castlevania: HoD: using whip-launch (I've gotten 17 pixels per frame or higher with Maxim)
Not noted (glitches/autoscrollers).
comicalflop wrote:
Now, one more idea I'd like to add is which character has the fastest reaction time (can maneuver throughout obstacles quickly and make many different moves very fast), not just max horizontal speed.
Take any character that has neither inertial movement nor uninterruptible motion sequences, and you get Vic Viper, Arkanoid paddle, and so on. :)
No way to determine since there are no pixels in a 3D-rendered game — only level coordinates, which are pretty much impossible to convert to pixels.
Also, I wouldn't count BLJ speeds since it's a glitch.
I'm currently doing a research and will be updating my post with new values.
Things that are taken into account:
• horizontal speed for sidescrollers;
• one vector (any of them) for top-down/isometric scrollers;
• highest registered speed value in games that don't have sensible speed caps, attainable without glitching.
Things not taken into account:
• double-vectoring (vector sums);
• vertical speed (largely irrelevant in most games, anyway);
• any speeds measured during uncontrollable cutscenes or autoscrollers;
• zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates;
• glitches leading to infinite or otherwise impossible acceleration rates;
• theoretical speed limits not attainable in the stages shipped with the game (for games that don't have sensible speed caps);
• singular and momentary effects (such as damage-induced position displacements);
• speeds lower than 10 px/f.
143 px/f:
Arkanoid "ship" (when controlled using an arkanoid paddle) — Arkanoid (NES, 1987)
I'm not sure if it's a good choice to include it since it's basically an arbitrary teleportation device, but whatever, let it be here.32 px/f:
Vinnie — Biker Mice From Mars (SNES, 1994)
25 px/f:
Sonic — Sonic Advance 2 (GBA, 2002) (This is the highest I've registered, perhaps more is possible)
24 px/f:
Knuckles (when gliding) — Sonic 3 & Knuckles (Genesis, 1994)
23 px/f:
Sonic (when running off slopes) — Sonic 3 & Knuckles (Genesis, 1994)
22 px/f:
Epsilon-Eagle (zero-teleport speed) — Alien Soldier (Genesis, 1995)
20 px/f:
Any unicycle — Uniracers (SNES, 1994)
16 px/f:
Mask — The Mask (SNES, 1995)
Sparkster (when rocket-boosting) — Sparkster (SNES, 1994)
15 px/f:
Samus Aran (shinespark at max acceleration) — Super Metroid (SNES, 1994)
11 px/f:
Ecco — Ecco the Dolphin (Genesis, 1992)
10 px/f:
Sparkster (when rocket-boosting) — Rocket Knight Adventures (Genesis, 1993)
The Drasles (with treasure speed scroll) — Legacy of the Wizard (NES, 1987)
Correct me if any of this information is wrong.
Honorable mentions (characters who were close but didn't make it):
Excitebike guy (9.25 px/f);
Rambi (DKC2, 8 px/f).
If you mean that I don't switch out to other bullet souls often enough, I'm planning to do that. When I redo the last room (since I'm not satisfied with it), I'm going to equip the ghost soul, which I'll then trade for student witch when I get that. I know it doesn't say that on my outline, but I've been playing around a bit, and I think that's best.
That's good; for example, I liked it very much that pirate switched souls often and used things like Creaking Skull — they add variety to the run.
arkiandruski wrote:
Are you sure you mean Medusa head? I can see how it might pull on RNG, but I don't see how hovering in midair is a speed boost.
What I did like: optimization and the fact that you're collecting more than one soul of any kind (it counts when calculating the stat bonus from Headhunter, although I'm not entirely sure it will help much since you're getting it too late in the game).
What I didn't like: that you didn't use bullet souls for fun, killing enemies with them like pirate did.
Medusa head must be gotten as early as possible in the game, because it both shuffles RNG like mad and provides a very substantial speed boost.
Speaking of Misty Star World, I think it would be neat to make a demonstration of that level only, disregarding lag, power-changing, and other timed stuff, to allow freedom in going crazy and showing oddities in the game. Two things I'm thinking are to bring in a sub-item (cloud?) and maybe use that fireball powerup from Big Boo's Secret.
I agree, that level is a gift for various kinds of playaround.
Also, yes vote for major awesomeness.