Post subject: Sonic 1 and sonic 3+k, mike89 style!!!
Player (73)
Joined: 12/20/2006
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You guys really have to check them out... http://speeddemosarchive.com/Sonic3Knuckles.html http://speeddemosarchive.com/Sonic1.html Congrats mike, they are fabulous!!!
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I've just watched the S3&K/Sonic run, and was pretty impressed at the overall quality of such a long and complex run. Although it went beyond my expectations, I should say that I hoped for more route breaking, kinda like in SprintGod's old S3&K TAS (I don't know which of them were possible/feasible in a console run, but his routes sure looked faster). Anyway, good job and my congratulations to Mike.
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Wait a minute ... if the Sonic run is 18:09 on the PAL version, then it would be 15:07.5 on the NTSC version and faster than the TAS?
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Ingame clock vs. realtime clock. EDIT: By ingame clock, JXQ & Upthorn's submission is 12:20.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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So the ending credits also counts towards the time?
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
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You come from SDA and you don't know how do they measure time? o_0 Either that, or I didn't understand your question. If the game has working ingame timer, the total time is measured by it. If the game has separate levels with separate timing, the total time is a sum of the levels' times. Ending credits are obviously ignored, since the ingame timer isn't running during them. Submissions here are measured by frame count, but if you apply the same timing rules, it'll yield the needed result, which I mentioned earlier.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
upthorn
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laughing_gas wrote:
So the ending credits also counts towards the time?
No. Just lag, and scorecounts, and level fadeouts. [Edit] PS: in the sonic 1 submission in question, in game frames that did not increment the timer account for for 637 frames (or ~10.6 seconds), scorecounts and level fadeouts make up approx 20467 frames (or 5 minutes 41 seconds). (I multiplied standard level fadeouts, rather than taking a separate count for each level, so there is some margin of error here) This actually totals up to more than the difference between the in-game time, and the real-time movie length, so I must have gotten a high estimate on some of the fadeouts.
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I always thought SDA's golden rule was to start timing when player gains control of the character and stops timing at the very end of losing character control, thus counting the level fadeouts and scorecount in between.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
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That only goes for the games that don't have internal timer available. Otherwise you'd see Super Metroid in one hour, not 32 minutes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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laughing_gas wrote:
Wait a minute ... if the Sonic run is 18:09 on the PAL version, then it would be 15:07.5 on the NTSC version and faster than the TAS?
One in-game second = 1.2 real seconds. Or 1.2024 or whatever the formula is. My S3&K Sonic speedrun is in fact pretty ordinary and I'm considering re-doing it in 60Hz. If I did I would probably redo the others too, as there's probably improvement in both of those too. But thanks anyway. :P