Threads
ChileSm4sh2 years ago

Hello! Usually, in racing games, Individual Levels (Time Trials) have great importance. The main reason is optimization and the interest in being the best in one or more tracks. However, I see that on Speedrun.com we only have a Single Segment (All Time Trials) and no Individual Time Trials. This is a game that has a lot of potential, is technical and entertaining, and I think the best way to get attention is to create the necessary Individual Levels.

That is why my request is that Individual Levels be created. There can be two categories: Upgrades and Default. In Upgrades (allowing all kinds of upgrades, including nitro accumulation from the previous game) and Default (which has no upgrades and no nitro accumulation, so you will always start with 2 nitros).

I hope they can be created (as I would like to participate), and I think it would be really helpful. Thanks!

ChileSm4sh2 years ago

Hello everybody! A few weeks ago new strats were discovered in Green Cave using pauses (Pause Buffering Glitch). That, coupled with a potential find of Red Canyon Pause Buffering Glitch, we will finally do what many of you were waiting for: the creation of a No Ultra category, where pauses, glitches and big skips are not allowed.

Finally, the Splash Canyon Pause Buffering Glitch will not be allowed in the main category (No Ultra). It will be allowed in Any% and No LRG.

These are the most recent findings applying Pause Buffering Glitch. They will not be allowed in No Ultra:

  • Green Cave Big Pause Buffering Glitch:
  • Green Cave Small Pause Buffering Glitch:
  • Sky Road Jump Skip (optimization with pause buffering):

The Single Segments will have this new structure:

Main Single Segments:

  1. Heroes Story
  2. Babylon Story
  3. All Stories

Categories:

  1. No Ultra
  2. Any%
  3. No LRG

Subcategories:

  1. Keyboard
  2. Controller

RULES

  1. No Ultra:
  • The use of intentional pauses is NOT allowed. Small involuntary pauses (not intended to affect gameplay) can be allowed.
  • The use of glitches (Pause Buffering Glitch, Normal Respawn Glitches (example: Ice Factory) and Lap Respawn Glitch) is NOT allowed.
  • The use of Ultra skips is NOT allowed. Ultra skips: https://www.youtube.com/playlist?list=PLNEiwNpGlagkS2g6_RnCcK3FTsDiAqxLH
  1. Any%: All skips and glitches are allowed, including Lap Respawn Glitch.

  2. No LRG: Any use of skips and glitches (Pause Buffering Glitch and Normal Respawn Glitches (example: Ice Factory)) is allowed with the exception of Lap Respawn Glitch (LRG).

That's all. We will give a reasonable time before making the changes.

XeiveX, Nadevan and 2 others like this
ChileSm4sh3 years ago

Hi everyone. A very good proposal has come up to edit the IL structure.

As we know, there are important differences between Keyboard and Controllers players (PC controller included) in auto sections. This is why it seems right to me that both styles of games are separated and both are almost equally important.

This, added to the failure of the current Pauseless category (understandable, because there are few tracks that differ from No Ultra), caused the creation of the following proposal:

Categories:

  1. Glitched
  2. Pauseless w/Keyboard
  3. Pauseless w/Controller

Subcategories for Glitched:

  1. Three Laps
  2. Fastest Lap

Subcategories for Pauseless w/Keyboard and Pauseless w/Controller:

  1. No Ultra
  2. Ultra

Subsubcategories for Pauseless w/Keyboard and Pauseless w/Controller:

  1. Three Laps
  2. Fastest Lap

This would allow for a very clean IL. I'm surprised we haven't thought of this before. In No Ultra: Ultra skips are NOT allowed. In Ultra: Ultra skips are allowed. (would be the current Pauseless)

This topic is to inform and know if anyone has an opinion against this. It is important to us.

The change would be made as soon as possible.

Greycatmon, Fordden and 2 others like this
ChileSm4sh3 years ago

READ ANSWERS BEFORE COMMENTING, PLEASE!

Hi all! In this topic we will talk about two things: Individual Levels and Single Segments.

I. Individual Levels (ILs)

The Sonic Center (TSC) is Sonic's competitive home, but the submission option has been disabled since March. For this reason that now practically all the games in the series have Individual Levels on Speedrun.com (SRC).

The main strength of Sonic Riders are the Time Trials (Individual Levels) and in TSC are the best times, with 105 players and it is the 8th game with the most competitive weight in ILs. Competitive history has had good and bad moments of activity, currently bad. SRC has only had Single Segments so far, but now it will have an IL with videos.

The main objective that must be met in the implementation of ILs is to respect the competitive history of the game. Every decision must take that into consideration. SRC ILs will not replace TSC ILs (TSC ILs will remain official).

ILs proposal:

I have read a very important argument in some place: "Glitchless decision may cause conflict of interest." This is why I see viable that Pauseless can be good, but here I have my doubts. I ask all of you: What do you think of the following categories?

Categories:

  1. Glitched
  2. Pauseless
  3. No Ultra

Subcategories:

  1. Three Laps
  2. Single Lap

Only Time Attack. LRG banned in the three categories. With Control Filter: Keyboard and Controller.

No Ultra rules:

  • The use of glitches (Auto Slider Glitch, Pause Buffering Glitch, Ice Factory Respawn Glitch, and Lap Respawn Glitch) is NOT allowed.
  • The use of Auto Slider fly strats is NOT allowed.
  • The use of intentional pauses is NOT allowed.
  • The use of the following skips is NOT allowed: https://www.youtube.com/playlist?list=PLNEiwNpGlagkS2g6_RnCcK3FTsDiAqxLH
  • The use of any other skip is allowed.

Pauseless rules:

  • The use of glitches (Auto Slider Glitch, Pause Buffering Glitch, Ice Factory Respawn Glitch, and Lap Respawn Glitch) is NOT allowed.
  • The use of Auto Slider fly strats is NOT allowed. The use of any other skip is allowed.
  • The use of intentional pauses is NOT allowed.

The only bad thing about choosing Pauseless is that the game will never have Glitchless, but I think it can be a fair decision. The 2 previous Glitchless options are not to the liking of today's community. Glitchless post2017 is not possible because there is no consensus. Before 2017 there was consensus.

CLARIFICATION FOR FUTURE QUESTIONS:

a) Regardless of the decision, High Booster is the fastest gear. A Gear with 250 Speed will not beat the best High Booster time, regardless of a Glitchless or Pauseless category. Only exception: Auto Slider fly strats. This referred to Snfn's comment.

b ) The Sonic saga does not allow Mods. The only exception is SADX if I'm not wrong, because it is a necessary Mod. Therefore, Mods are not allowed in Riders. If someone in the future wants to insist on Mods, I suggest talking to an Admin of the series. No responsibility for the Riders moderation.

_

There will be a special filter. Gear Filter will have these options: High Booster, Auto Slider, Darkness, Default Gear, Other Gear. The runs will not be obsolete with each other, so a player will be able to upload up to 5 different runs without problems, and they will all be shown by default.

This structure is practically defined. Very difficult to change.

Now, 1 thing remain to be decided: the use of emulators.

  1. Use of emulators

If there are a good number of players who are willing to participate using emulator, could be allowed to use it in ILs. Now is the time to find out exactly how many will want to play with emulators (Dolphin).

In the case of allowing emulators in ILs, special rules will be created:

  • Only stable version of Dolphin emulator are allowed.
  • No replay of your earlier attempt is allowed to be submitted.
  • FPS Counter and upper window bar must be shown on the video.

The only exception would be Sewer's Night Chase run, because it is the best High Booster NC run and was obtained before these rules. And it is important to consider it. There will be no other exceptions.

The “270 Speed Start” and “Boost Chain” techniques are allowed in both, because they are not skips.

The argued opinion of any player will be heard. The decision will be based on the opinions and arguments.

Remember: the deadline is 4 days.

_ _ _

II. Single Segments

The most important change in SSs is that the Control Filter now exists. Now you can see the best Controller runs. However, only the best run per player is considered (independent if it is with Keyboard or Controller).

Depending on the participation, we can create 3 Misc. Categories: Heroes World Grand Prix, Babylon World Grand Prix, All Missions. To create one of these categories, a minimum of three players will be required.

We welcome any suggestions, including any ideas on how to implement IGT or Loadless.

Sorry for my grammar mistakes. My native language is not English and the text is very long.

ChileSm4sh6 years ago

Sonic Riders like many other games presents variety of versions with different types of load. Some may think it's minimal, but if you start comparing the difference you will realize that it can be more than double: https://www.speedrun.com/Sonic_Riders/thread/iat65 This is because Sonic Riders is a game by disc for consoles that commonly has notable differences of reader as is the case of the PS2 or Gamecube. However, this difference of charges also occurs in the same version and can become very notorious. I seems very ugly to compare runs in public but this time I will do so that they see the great differences of loads in the same version. Sorry for beforehand.

A 14:20 run

MC 1.53.75 SC 1.28.00 Finish SC Real time: 3.55.88 /// Start RTA: 2.22.88; Finish RTA: 3.55.88; SC RTA: 1.33.00 EF 2.06.11 GC 2.04.48 SR 2.19.61 approx BG 2.43.95

Total IGT without pauses: 12.35.90 approx

A 14:19 run

MC 1.53.36 SC 1.21.65 Finish SC Real time: 3.51.15 /// Start RTA: 2.23.21; Finish RTA: 3.51.15; SC RTA: 1.27.94 EF 2.05.38 GC 2.02.63 SR 2.20.46 approx BG 2.45.80

Total IGT without pauses: 12.29.28 approx

6 seconds in a short racing game is a lot for shorten it to just one second! The 14:19 used 6.29 seconds in pauses and the 14:20 used 5 seconds. We can be obtained using as reference the real and the map chronometer, so you can know the exact RTA of when it started and ended Splash Canyon. The difference in load between the same version is significant!

If you compare loads between PC and Gamecube for example, we are talking about much more than 30 seconds in total. Currently it is impossible for a user of Gamecube (No Emulator obviously) to be in the highest times.

Although we know that the IGT is necessary, it has not been implemented for one reason: Sand Ruins. It is not possible to determine the perfect time when it reaches the goal. However, it is not necessary to determine the IGT in the goal because it actually never crosses it! The solution to this is very simple, use the last time you see it before it gets dark. Time can be obtained quite accurately by slowing down the video. It is not totally perfect, but the IGT does not have to be totally perfect at hundredths. Other games do not have a perfect IGT (for example metroid fusion, thanks to kirbymastah for the fact). In Sonic Riders the difference is incredibly minimal and in some cases exact.

You only need to add to the rules:

"The positions are determined by the IGT, in the case of Sand Ruins, the last time is seen on the screen so it is necessary that the video had sufficient quality to determine it. If the video have really bad quality, will be located using the RTA but will have no position (-). The same thing happens if you pause the game and not use a chronometer. The IGT includes pauses in the game."

This solves the problem. If there is any one (a moderator added or subtracted some minimal time), you can discuss perfectly on a topic that can be created for these things.

The pauses would count in the IGT and can be obtained using as reference the real and the map chronometer. For example, I pause the video when I have 0.00.05 of race and I see that in the RTA I have 2.30.70, it means that I started exactly at 2.30.65 of RTA. Other example, I pause the video when I have 1.30.40 of race (I obtain 1.30.45 in that race) and I see that in the RTA I have 3.36.12, it means that I finished exactly at 3.36.17 of RTA. Easy. If there are doubts, they do it when the difference is smaller (as of 0.00.03 of race).

That's it, I think I have not forgotten anything. If necessary, I could help in calculating the IGT for not accumulate so much work to the moderators. Thanks for reading and sorry if you do not understand something, I do not control the english so well. I want the game to be fair.

ThePC1997, Pockit and 3 others like this
About Sm4sh
Sonic Speedrunner and Coach of Curicó Unido eSports.
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