Also I made comparing table: https://imgur.com/eEGwhSe
2020-07-01 update:
Records used:
- Blaze 50:23 by @Paul-Knives;
- Adam 54:07 by @themightybill;
- Floyd 54:46 by @Anthopants;
- Shiva 48:58 by @3lo.
@ckellyedits I thought about using audio of one video by stages, but the problem is that when a person reaches the end of the stage, the audio is completely chopped off, it sounds strange. I have an idea to use audio from the slowest character, but don't know is it good idea. I'll think about it again when I get back from vacation.
Do you know, does YouTube support several audio channels, such as avi/mkv formats?
@themightybill thank you!
Hey! I really enjoy SOR4 speedruns, and I created a video with comparison of Mania WR for 3 quickest main characters + Shiva.
All videos aligned by sub-stages and bosses. With this video, it’s easy to analyze speedruns, figure out which character is better at certain stages/parts, and what can be improved.
Here it is:
Records used:
- 54:07 by themightybill;
- 54:46 by Anthopants;
- 55:06 by mikwuyma; (today posted a new WR)
- 49:29 by 3lo.
Do you think this is an interesting format?
Я обычно использую Kega Fusion 3.64 (https://www.carpeludum.com/wp-content/files/Fusion364.zip)
Some general advices.
- In most cases the edge of the road is slightly convex, and if you jump from it, you will fly a little further.
- Landing almost always takes your velocity, so sometimes it's better to go around an obstacle than to jump over it.
- In some places the floors have invisible protrusions that make you jump and lose speed, so try to memorize them and go around.
- Speed reduction after big jump landing can vary, and I'm not sure how to manage it. Just consider this when checking new strats.
Comments on my IL's:
- Sparta (17.66) - nice, in tas you could change the motion vector when landing on the 14th second
- Thermopylae (24.66) - could be better
- Tauresium (17.98) - I go around to gain more speed for jumping
- Wallachia (15.37) - pretty good
- Frankish Empire (24.35) - very bad beginning (leftfornova's IL is about 0.8s faster at third jump), but reeeeally lucky edge landing at the end.
- Vienna (36.10) - nice, but I think this level could be beaten by jump-rebound from the edge down below (https://imgur.com/a/OaaAejs). definetly could be tassed
- Trento (23.92) - not much can be improved here. This level could possibly be tassed like this:()
- L'Aquila (29.30) - avoiding a jump at the beginning allows you to gain more speed.
- Rome (16.91) - not much can be improved here.
- Florence (35.34) - I think you could accurately cut corner on 18th second. with tas you could cut corner further from it on the right (on 5-12s). Also, maybe this could be tassed better with jumping down below without going round.
- Dijon (21.03) - hardest thing I've made! Also check this strat, maybe faster if made perfect: ()
- Paris (36.91) - could be made much faster with better edge cutting
- Angers (20.99) - pretty nice strat, but you need to get many smooth landings.
- Lyon (25.75) - fuck this level :/ curved floors with invisible protrusions, that throw you up and eat up all the speed. could be made much better, especially at the end.
- La Rochelle (53.31) - pretty hard level. You better slow down before rock-jumping, so you will spend less time falling. Also, take a look at leftfornova's 42s jump (), it's really good, because of speed redirection at landing.
- Madrid (29.31) - the main goal is to gain more speed before big jump. Maybe you could jump more to the left, or better redirect your speed on landing.
- Porto (34.78) - I have really bad ricochet after first jump, but I didn't find out how to do it without ricochet consistently, I have it like one of four attempts. Also, I think, you could land on the rock after big jump, and do big jump again.
- Witches' Sabbath (17.80) - you could improve it by better landing, more to the right and without such loss of speed.
I made the program that allows you to see cells guarded by enemy units in Atreides mission 6: https://www.speedrun.com/tools/Dune_II_Sega_Unit_Ranges_v0.1_46jrd.zip
Save zones to destroy harvester: https://imgur.com/QZEgafP (maybe better to upload this image to "Resources"?).
The tanks that protect the spice zone haunt only those units that have visited the tank-protected area, ignoring all other units. After finishing the hunt, the tanks will return to the base, even if they are attacked by other units. So it's possible to destroy tanks harmless by driving from the red zone to the green and back (and using units in blue zone for attack).
Some notes on atreides 4th mission.
- Unlike other buildings, CPU never rebuild vehicle factories.
- As soon as one of the buildings is destroyed, the computer will receive some amount of spice and start repairing other buildings (and produce units/rebild destroyed buildings). Perhaps it happens in other missions (didn't check). So it's better to destroy/capture both vehicle factories simultaneously.
- If you destroy enemy harvesters, there is a possibility that no enemy tank will ever attack the base ().
- The idea of sending a unit to the center of the enemy base (when enemy tanks help to destroy its own factory) does not work - the game begins to lag really hard. Perhaps the enemy units are constantly trying to find the path to our unit, and because of this, the CPU is heavily loaded.
- A big two-layer spice area on the left-bottom of the base is guarded by a worm. It does not attack unless you comes to his territory. For speedrun it is enough spice located on the left-top from the base.
А very helpful reference text for the Genesis version of this game: http://ledmeister.com/dunexref.htm