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Score Submission
Started by blackrabite at 09-27-2008 1:39 PM. Topic has 67 replies.
 
 
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09-27-2008, 1:39 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 2 - 69680 (PR) Mare 3 - 147450 (PR) Mare 4 - 64530 (PR) Total - 696200 (PR)
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I know Mare 2 can hit 70k, it's just so fidgety with the around-the-tree paraloop. Bah. Not missing the stars much anymore, which is awesome. I think the key to breaking 65k in Mare 4 without gunning for 50 extra stars in the first 3 Mares is to keep the link through the wind gust. I think I've done it once, but it was too long ago.
Mare 3's not going anywhere fast... I have difficulty determining when to switch from mashing stunts on the top ceiling to dashing down to the bottom. Bah. All it takes is one good Mare 3, and I'm at 700k.
edit: Upon checking Peter's site, I noticed he'd already nailed a 70k Mare 2. Way to go!
Best Wishes! ~Ben
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09-27-2008, 3:04 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 1 - 76950 (PR) Mare 3 - 160090 (PR) Total - 736340 (PR)
----
Hell yeah! Next goal is 780k. I wouldn't mind grabbing a Site Record on Mare 2 either, but that's gonna take some work.
Regards, Ben
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09-27-2008, 10:23 PM
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Peter

Joined on 10-27-2006
Calgary, Canada
Posts 156
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Re: Spring Valley and Dreamy Practice
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Nice work Ben! Re Dreamies: there are times I wish we would have never discovered them. True, they have taken our scores way, way past what we initially thought was possible, but too often I now have excellent mare runs up to the stunt ribbons and because I do not score high enough (they are finicky) it sort of ruins the run. I shall discipline myself to regard each mare as its' own run, going forward.
Still, a bit of an explanation about my strategy for Dreamies (and Charlie feel free to add your thoughts, as you seem to hit them with somewhat more consistency than I do). Hitting a wall / ceiling cancels out the animation for the stunt but awards you the points for it. With that in mind, force NiGHTS along an uneven surface, and alternate tapping L and R while slowly rotating the analogue pad, from left to right. Remember that each possible direction (8 in all) plus L or R gives you a stunt, which will only count once during stunt time. Once you have guided NiGHTS in one direction and alternated between L and R for each direction parrallel or towards the surface, then turn around and do it going the opposite way. Another thing you want to do is position NiGHTS so that it starts the wall-ride with its' belly - this is not its' 'natural' position and it will eventually flip itself over to wall-ride against its' back, effectively resetting all the stunts so you can do them again (as they are now in opposite orientation in relation to NiGHTS). My most successful stunt runs start with NiGHTS against his belly, it flipping over on it's own, then me doubling back and going in the opposite direction, again starting with its' belly.
I hope you find my rant useful.
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09-28-2008, 12:56 AM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Peter and Dreamies and such
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First things first: Thank you so much! I'm gonna put all of this to the test tomorrow, if I have time between Panzer Dragoon Saga - my first time through! - and studying.
Next, let me get this straight: Doing a 6 o'clock + L with NiGHTS's belly against the wall is a different stunt than the exact same motion when its back is to the wall? The stunts performed are relative to the direction NiGHTS is facing at the time? Correct me if I'm wrong in interpreting what you said, as it's getting kind of late and my mind is sort of fuzzy.
Anywho, I understand your sentiments with Dreamies. It's like, they're so heavily weighted that they take the emphasis away from expert flight and put the value more on crashing NiGHTS against walls. It would've perfect, I believe, if multiple Dreamies didn't exist... that way, it would be easy for anybody to make the most out of Stunt Ribbons, thereby closing the gap for new players and keeping the focus on flight. Also, entire Dreams would never be ruined by the finicky Mare 3's. Those are my thoughts.
And I welcome your rants. And your awesome profile pic. It's totally rad.
Sincerely, Ben
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09-28-2008, 4:45 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Spring Valley
Mare 2 - 71040 (SR) ----
I have a sneaking suspicion that Mare 2 can see the likes of 73k+ in a flawless run. In the the last two laps of Mare 2, I do a normal loop around the chip / star group, hit the boost ball, and link the rings and three chips afterward. This is an extra couple thousand points if I don't biff it, so nothing to scoff at. I've found that hitting the boost ball around the tree just a little bit below its middle is key for getting the fastest launch speed, hence increasing the likelihood of getting the paraloop around the tree. Hope this sheds a little more light on Mare 2!
I'm strongly considering learning the backwards infinite on Mare 1... for whatever reason, I'm having difficulty nailing the ABP every lap lately. It always seems to mess up at least once now, and it's making it a very stressful Mare for me.
Anyway, that's about it for this weekend. We'll be keeping in touch!
Sincerely, Ben
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09-28-2008, 8:18 PM
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charlie

Joined on 10-28-2007
Ontario, Canada
Posts 108
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Nice scores Ben! Won't be long before you're holding the SR for this dream too!
Peter, that had to be the best Dreamie explanation I've ever seen so well done! It was also your video with the sound of you mashing the L and R's that got me to understand how fast you need to alternate the buttons. Everything you said is exactly what I do. Rapidly tap the L and R's, slowly rotate the analog to different directions, start on the belly and let nights flip to the back (possibly vice versa for ceiling instead of floor...can't remember), turn around and go the other direction half way through, and use an uneven surface.
I have to agree with you guys that the wall stunt glitch is a good
thing and a bad thing. Yes, we have been able to get some insanely high
scores, but it really takes away from what the game was intended to be.
There is still a lot of skill required to pull off a ton of dreamies,
but it's not the same skill as flying through a level getting as many
links as possible. It never felt right for me to have the SR on this
dream when the only mare I had an SR for was mare 3 and Peter had me beat by a lot on all the other mares.
p.s. I'll be back for some serious scores soon, I was kinda hooked on Mega Man 9 this past weekend (what a great game!)
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09-29-2008, 3:32 AM
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Peter

Joined on 10-27-2006
Calgary, Canada
Posts 156
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Well Gentlemen, there is life on this site once again! That is really cool to see.
Panzer Dragoon Saga, eh? LOVE IT! I remember getting it upon release and it is one of my favourite Saturn games. Haven't given MegaMan 9 a go yet, though.
Oh and Ben, about my profile pic... it's funny, when I joined this site, there wasn't quite so much grey on my head as there is now... time flies, eh?
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09-29-2008, 11:41 AM
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gsk

Joined on 02-08-2006
London
Posts 416
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Re: Spring Valley and Dreamy Practice
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All updated, excellent work!
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09-29-2008, 4:40 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 1 - 77270 (PR) Mare 3 - 169800 (PR) Total - 742300 (PR) ----
Okay, with an Ideya Capture bonus of 10300, I nailed a nigh perfect run of Mare 1 using ABP's. I only missed one star, so the highest I can possibly see myself getting is 77470 since I've never beated a the above Capture bonus. I think it's awesome that there are two almost equally awesome ways of running Mare 1. I look forward to figuring the backwards-infinite out sometime when I'm not score-attacking all banshee-like.
Mare 3, I had 153k (or something like that) and one stunt loop remaining... which the game then cheered on with a "Superb Ten". It's funny how much disdain I have for a ten of all things, seeing as how last time I played it was ideal. I'm fairly sure 800k is within reach for me. I just get so tense when I do well that I slow down my L-R mashing, hoping to not break the Stunt Ribbon. Gotta get over that.
Until next time! ~Ben
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09-30-2008, 6:31 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 1 - 77470 (PR) Mare 3 - 183630 (PR) Total - 772180 (PR) ----
Mare 1: With a Capture bonus of 10300, it doesn't get any better than that using ABPs. I recovered my technique for those, so I don't really miss them anymore. My Mare 1 scores typically range from 74k to 76k, so it's no longer a big concern. It's pretty much just two more minutes I have to vegetate before crazy Dreamy practice.
Mare 2 is by far my favorite for Spring Valley... it always feels like there's a way to make it better, despite how well we all know that particular Mare. So long as I'm quick about it, I can fit in three normal paraloops around the chips before the boost ball out of the four laps spent in bonus time. I'm sure that by using ABP's it'd be possible to loop the chips every lap in bonus time, but it's very difficult to set that loop up correctly and still get the link. I usually end up ABP'ing, but collecting every item as I do the loop instead of dragging some with me for the link. It looks silly, and it certainly doesn't gain me any points. With practice, it'd pay off with about 1k more points overall, but it's almost not worth it. Cheers to you guys if you can get it consistently!
Mare 3... I'm doing six Stunt Rings right now. I try to get as much as possible out of the first ring, even though I'm not in bonus time. I realize that most others omit this ring in favor of time gained. The strategy I watched in one of Charlie's runs isn't quite what I do (regarding the second Stunt Loop), as I tend to fly NiGHTS to the right and keep to the ceiling, then turning around not far after the mound which leads into the alcove. If I have time, I do a small dash into the floor to try and get some stunts on that end of the spectrum.
For the first Stunt Loop, I fly up and mash stunts to the right until just past the mound, then I turn around, mash a few more out, and drive NiGHTS to the ground. It's actually pretty similar to what I do for the second Stunt Ring, but it tends to score higher because the ground is less smooth there.
Mare 4: Still can't beat Peter's damn score. I might just do a run where I mass stars and attempt to edge it out with the extra points, but it'll still be tough to beat even with the aid of the 30+ stars. You really did a number on this one, Peter. Way to go!
Well, that's my huge report on Spring Valley. I don't predict I'll have much other news unless I manage to improve Mare 2, beat out Mare 4, or top my lucky Dreamy spree from today in Mare 3. That score actually came from my second run of the day... anybody else tend to score best in their earlier runs, or is it just me?
Best Wishes, Ben
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10-01-2008, 3:32 PM
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charlie

Joined on 10-28-2007
Ontario, Canada
Posts 108
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Re: Spring Valley and Dreamy Practice
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About the dreamy strategy, if you are using a 6 stunt ring strategy with the 1st one not in bonus time you might want to check how many bonus points you are losing at the ideya capture for opening it up late. For the second stunt ring, I do like the idea of going to the right because it will save you time and allow you to collect more chips/stars at the end of the mare, but I've always had a tough time using those walls consistently, which is why I start out going left in my video. Not sure if you saw Peter's video from a while back where he goes to the right.
I'm wondering if it's possible to get a 6th stunt ring in bonus time??? If you go to the right with your rings you might be able to save enough time to do a final half lap where you would grab the first stunt ring and move left to get back to the start before time runs out. I slightly remember trying this in the past but I was never that consistent going to the right with my stunt rings so I ended up losing more points than I'd gain with an extra stunt ring.
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10-01-2008, 6:23 PM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 2 - 72120 (SR) Mare 4 - 64870 (PR) ----
Mare 2 can still be better, but this is a pretty decent score, I think. Mare 4 was so close, but I missed four chips in the link of the last lap. Oh, I'll get that SR. I swear. ;_;
Charlie, I only lose about 1-2k for opening the Capture late, but I can manage to score about 18k in the non-bonus Stunt Ribbon. For now, it seems to be a decent trade. However, I am getting frustrated with the second Stunt Ribbon, so maybe I should consider your strategy. Sometimes I get amazing runs with it, other times it's the glaring weakness of my Mare 3.
Because I do run the second Ribbon to the right though, I'll look into omitting the first Stunt Ribbon in favor of grabbing an extra one in bonus time. I'll let you know how that works out! I definitely appreciate the advice, however, and I look forward to coming up with an ideal Mare 3 strategy together!
Sincerely, Ben
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10-21-2008, 1:19 AM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Re: Spring Valley and Dreamy Practice
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Spring Valley
Mare 3 - 199950 (PR) Total - 785160 (PR)
Mare 1 Links - 96 ----
I had a 207k Mare 3 run, but when I was grabbing some points with my last few seconds, I accidentally hit the Boost Ball which launched me way out of reach of the Ideya Palace. Oops. Anywho, I met my goal of 785k. Next goal is taking second place in the site, so we'll see how long that takes me. Getting some pretty solid Dreamies now, but I'm getting back into the terrible habit of accidentally killing my Stunt Ribbons.
Hope you all are doing well! ~Ben
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10-21-2008, 2:33 AM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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Twin Seeds
Mare 1 - 15980 (PR) Mare 2 - 17550 (PR) Mare 3 - 19060 (PR) Mare 4 - 14480 (PR) Total - 133440 (PR)
Mare 1 Links - 67 (PR) ----
It's pretty darn fun. Used to not like this Dream, now I love it. I need to look up some information on this whole "Star-Milking" business, but for now I just want to practice the dream without looking up the tricks. That way, I at least establish normal flight strategies that I'm comfortable with.
Regards, Ben
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10-21-2008, 3:39 AM
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blackrabite

Joined on 07-29-2006
Colorado
Posts 139
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SV 800k Run, MF Improvements, and Some SG
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Spring Valley
Mare 3 - 206300 (PR) Total - 822960 (PR) ----
Mystic Forest
Mare 3 - 151520 (PR) Total - 769200 (PR) ----
Splash Garden
Mare 1 - 103820 (PR) Mare 2 - 65180 (SR) Mare 3 - 109230 (PR) Mare 4 - 54560 (PR) Total - 660800 (PR) ----
Some boss times that haven't been updated - not particularly new or remarkable, just better than the ones I first submitted:
Gillwing - 114 Puffy - 99 Reala - 104 Jackle - 99 Gulpo - 102 Wizeman - 72
Hurrah! ~Ben
Edit: This post started as a simple Spring Valley post, but has been edited to the amount it is now. I mostly just wanted to play around in Splash Garden because I haven't really touched it since I first joined SA.net. I spent an hour on it and made some major improvements, and I look forward to getting to play it some more. That Mare 3 score includes one total failure of a Stunt Ribbon which only went to ten, so there are many more points to be earned! Also, the loop to get 10 chips at the beginning of Mare 4 is tricky for me, but I'm slowly acquiring a knack for it. That Mare is a toughie for me to score well on, as I'm quite shoddy at nabbing all the items in the water cave. Ah, well.
King Edit the 2nd: It's totally possible to do 6 Stunt Ribbons in bonus time in Spring Valley's Mare 3. Ignore the first Stunt Ring and open the Capture as soon as possible. Run the second ring to the right every lap as well. Also, the sixth Stunt Ring needs to be run to the left in order to make it to the Ideya Palace on time. It's tight, and, frankly, probably not worth it; You really have to dash through all of the Mare in order to have enough time. But, maybe somebody can make something of it.
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