I don't care much about emulators. Just submit what version you are using etc. If the game loads much faster or runs much faster in an obvious way an EMU category might be created.
Lol wow How did I never see this... Changing your run now :P
On the wii there are side scrollers, and the like on wii ware etc. Games that could use basically any other kind of controller just were never supported for that. Is there any way to trick the console into letting you use a GC or CC. This is just for a plain and simple wii ware game like Blaster Master overdrive. No actually wii remote capabilities are needed like motion control tilt. Just a different controller scheme. Most likely a mod would be needed but was just wondering. If anyone has any experience trying things out like that?
Yup that sounds about right. Gotta have good rng or be in the right "seed" for that double though. That's the limiter. boss rng matters less with double AA but drop rng might make that meaningless lol
Yeah those enemies melt lol. Just the little boils at the start go down quick. You probably don't even need to worry too much overall about despawning like non pimple with teeth enemies. Pink frogs still prob annoying. Nice run
As far as the people who could tell tested it. There wasn't anything else, but then again we probably haven't tested like every wall etc like we did in NA. (I actually killed myself to test noose glitch from beginning of game to see if anything useful). There technically was one thing that "would" save time but only if you started with whip at the beginning of the game lol.
But yeah basically you can shoot through walls and obstacles making the game much less of a headache.
If you make your own link them in a forum post or throw it into guides (if you can post them yourself not quite sure...) I'll get them there eventually.
I do have a small walkthrough in the guide area. But it was mostly focused on the Glitchless. But i never made a true guide to doing whip glitch, just described in description of the major skips.
So there are a couple ways of looking at this. R = Rank
R3 method It's 2 drops to R2, 6 drops to R3, and then 10 drops per key till end (except last is only 6) so 1 key getting to r3 (8drop) and then another 10 keys past that. so 8 + (10x9) + 6 for 11 keys 104 (This is the simplest method and easiest to fix if an accidental gun up is grabbed without the gun down, just adds 2 extra drops to gun down)
R4 method 2 drops to R2, 6 drops to R3, 8 drops to R4 (which gets you 2 keys on the way), and then 16 drops to get the 2 keys (from that point on). (I believe we need 11 keys?) so 16x4 for another 8 and then 12 to end. So 16 + 16x4 + 12 92 (This is a little more viable on pal due to shooting through walls but getting the third key if skipping enemies might be tricky before whip)
R5 method semi complicated requires whip. So same thing 16 drops to R4 (2 keys), and then you get 12 drops into R4 having the key and gun up on screen at the same time (1key) so 28 drops. R5 you then farm 12 drops into it (having whip and key on screen at same time to grab both) and you get 2 per cycle. So 3 keys 28 drops. and then the other 8 keys in R5. 28 + (12x4) for 11 keys 76 (Side benefit is that for this strat you only need 3 keys before the whip house in the first place. But farming after you get this is rough due to the slime spawns in the sewer where I farmed due to narrowness of passage making it easy to hit the wall, be blocked by a red, etc. So for NA at least, it is more difficult but possibly more rewarding.)
(Yell at me if my numbers are off lol)
As in running a Pal game in NTSC settings? Sadly that kind of speeds up the gameplay more than intended in some cases and is also not really intended by the base NES nintendo. In this game Pal is different by enemies having less health. Bosses having less health. And your gun can shoot through walls.
I know I don't :P but as far as i know the others above him aren't either. Zakky is a good speedrunner, does other non turbo useful games etc with good times. The inputs in MSP isn't always exactly the same frequency for each "turbo" so It doesn't seem like he is. Dad from what i talked to doesn't seem to use it.
But i mean we aren't in the room with them during the run. It's possible they do but that would be pretty scummy and would open up other runs they did to scrutiny. People don't usually want to fk over all their speedruns by turboing.
It's possible though things might look different if one is used to seeing the 50 hrz version of the game? Though that has other major differences which might make it it's own category... maybe not sure about that one.
Oh one warning if you keep walking after using whip on final skip you can get yourself stuck and not go to final boss. If i'm remembering that correctly.
To do the skip you walk into the wall, use noose (while still walking into the wall), this gets you stuck into the wall. You know you are stuck if you can't move from side to side (not away from wall completely). After that you use your whip in order to zip. Some zips require you to seemingly need to whip certain directions, and for the second to last clip you need to keep whipping (I believe) to continue through the wall. otherwise it just kinda works
I'll look at them a bit harder but I know some def don't for others I can double check.
Top run has an input display for controller. Turbo would be just holding down the button. This has it being pressed and released so most likely turbo is not being used.
Otherwise from what I can tell the others are all known runners, who do not use turbo. I could be completely wrong. And if proof comes up I'll take the fall. But as far as I know no one is using that turbo button.
I'm confused. No one should be using turbo in general for this game or almost any NES game. Do you want a new category that allows Turbo? Because otherwise it's all of us hurting our fingers on the farm. And that's the only thing that would even require Turbo. If someone is using Turbo that would be against the rules.
Whitehat jumps at a specific point and then moves when the shot reaches a certain point (I think).
To make the first clip more repeatable you can look at mine. Basically if you jump at the same point before the boss do a quick pause at the same point over the boss you can force the shots to come out at specific times (usually) you can use different points of jumps to get it to still work. But they go together, earlier jump, earlier pause etc.
May need to delay in order for boss not to turn around and smack you before jump.