Eclipsed Speedrun Requests [Oak Barrel Blast]

General discussion about Super Mario Bros. X.











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Re: Eclipsed Speedrun Requests [Queue Updated]

Postby computerfan0 » Sat Mar 23, 2019 7:26 am

Why is fight goomba still waiting for its review?
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quoting myself, why

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Re: Eclipsed Speedrun Requests [Queue Updated]

Postby Eclipsed » Sat Mar 23, 2019 10:41 pm

computerfan0 wrote:
Sat Mar 23, 2019 7:26 am
Why is fight goomba still waiting for its review?
ill get back to this at some point, just irl+health issues combined rn, my right cubital tunnel is not feeling all that well

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Re: Eclipsed Speedrun Requests [More Reviews]

Postby Eclipsed » Sun Mar 31, 2019 4:26 am

Been slacking on these for a while
Fight Against Goomba: 1.5
Spoiler: show
Level for the most part is running in a straight line and then have to do platforming
You have to wait a bit for textboxes which is not fun for speedrunning
Block Balance Block: 0.75
Spoiler: show
So it starts out as a fun level until you acquire the tanooki statue
Issue is easy clip takes too much time, so you have to essentially try to perform pseudo-RNG with the hard clip.
Also, the boss is finicky and is kind of waiting a bit once you have the cycles done.
A Random SMB3 Level: 2
Spoiler: show
If you like the level, you’ll like running it. No inherent RNG/interesting tricks.

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Re: Eclipsed Speedrun Requests [More Reviews]

Postby Eclipsed » Tue Apr 02, 2019 12:59 am

Quick Reviews
Field Walk: 1.75
Spoiler: show
Interesting pipe entrance trick
Normal level, brought down slightly a bit due to waterfall in 100%
Great Invasion 1-1: 2
Spoiler: show
As again there’s nothing interesting or annoying in the run
Therefore, if you enjoy the level you should enjoy running it


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Re: Eclipsed Speedrun Requests [Queue Updated]

Postby Eclipsed » Sat May 04, 2019 4:32 am

Updates:
Queue Has Been Updated
- 2 Levels Added to Difficulty Queue
Playlists no longer made for each individual due to it being too time consuming

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Re: Eclipsed Speedrun Requests [3 Reviews]

Postby Eclipsed » Mon May 13, 2019 12:34 am

Mario has Scoliosis: 2
Spoiler: show
Probably the second level that scores a 2 for a reason besides it’s just a level
In the speedrun there was neat interactions with momentum physics in the ducked state
Level brought down slightly by the 4 second wait in the middle which doesn’t feel right
Fortress of Dire Pain: 2.5
Spoiler: show
The powerup usage in both the normal and secret exit is quite interesting
These correspondingly leads to different interactions in both the routes for what is the best possible route and each case leads to different types of jump and powerup usage.
For example, in the last section for the podoboos, how you deal with them is different due to power ups, spawn time, and your positioning and finishing the level is different in both cases
Hoopster’s Blockland: 1.75
Spoiler: show
This level would just be a 2 if the secret exit wasn’t included
Essentially the secret exit has this 5 second wait on the hoopster and then has 4 hammer bro RNG that affects time, but both of these are minor compared to those of lower rated levels.
4 more of these to go I haven't done yet


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Re: Eclipsed Speedrun Requests [More Reviews]

Postby Eclipsed » Sat May 25, 2019 10:49 pm

Maoi’s Temple Ruin: 0.25
Spoiler: show
There’s a part where you go under the stage for one minute and hope you get a 1/100ths part of good RNG
There’s a lot of waiting parts in other places
The mouser boss, fire statues, and hammer bros add additional RNG to the level
Overall not fun to speedrun
Wham Bam Toilet Hand: 1.5
Spoiler: show
The usage of link’s abilities and damage boosts were interesting in this level
It felt really fluid in places and areas you were speedrunning including the digging
Half of the speedrun is an autoscroller at the end, meaning that essentially it’s just waiting and seeing, but the rest of the level is pretty fun
Stellar Cave: 2.0
Spoiler: show
Essentially, the way the level is designed is in such a way that you inherently have to route the level to beat it casually, which the level did well
Therefore, speedrunning adds minimal additional things of interests, it's just playing the level a bit faster without effort routing it.
The only thing that changes in a speedrun is having to deal with the global cycles and a few more tricky jumps
If you like the level, you'll enjoy speedrunning it essentially.
Changes: Partner Picnic 2.0 -> 1.5 due to the saw portion in the middle I completely forgot to account for

On other notes, I've decided I'm not going for perfect RNG in U-turn due to time restrictions


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