I know carter did reach out to authorblues directly but I don't think it could be determined why it was happening. The run has since been removed.
FYI, your original post wasn't deleted; it was during the SRC situation where they had to roll the site back by 4 days. I caught it since I follow this game. At least in this post pointed out what you found wrong with the run so we could see what you referring to.
I see what you mean; hopefully authorblues can explain how that is happening.
Since you have to shoot Mr. Stevenson to jump, a lot of the targets that are also taking a hit at the same time are nowhere near Mr. Stevenson. And I too am only hearing one shot.
You're right, looks like a 46s 690ms but I trust garadas would re-time it to be sure.
Since there were no rules on submissions prior, I am going through runs now and looks like player control (when the 1 appears above the player) was timing used for starting. Time then ending on goals displaying 10.
I'll re-time the existing runs so they all coincide - from what I've went through so far it won't matter for leaderboard positions but could affect the final result times of a few runs by +/- a second. In fact, my time was completely off since I started timer on pressing start. So just a heads up if you see a change.
The timing will also be added to the rules so it's clear.
As a mod now, I can add categories but from what I've seen there are fixed times for the duration of a game so unfortunately winning a game wouldn't be a viable category for speedrunning.
I've considered the 10 Goals to be an arbitrary category but I'll leave it.
There is a room above where staff piece usually is - maybe it's there? Not sure if you need staff piece to jump up there - I only accidentally got up there on the US version.
One other thing to note that was mentioned to me from another runner: If you immediately start swinging once Golden Statue is filled up and never stop swinging, it will last longer. So you could probably get away with using less golden statues depending on how well your hands/arms hold up with all the swinging!
I found the original thread (it was actually on TASVideos forum, not GameFAQs). Looks like the original author of the sheet was Truncated, sorry. This goes over all the findings on the sword damage in detail.
Sagaz put together this spreadsheet that indicates the damage dealt (# of swings) based on LS and Thunder Sword (I believe). The Thunder Sword is the strongest in the game contrary to it not being the last. I believe this was also discussed on other websites such as GameFaqs.
https://docs.google.com/spreadsheets/d/1bvb_4qVh4YpNMb2CeMxfYUeg-LSfKsTATB-Xr4lbQto/edit#gid=0
Sagaz might be able to provide more detail.
Yes, I did see this will be a release for the Switch and will update it then. Thanks
Hi @CzaR! From my experience doing attempts of this game it plays well, there are a few technical problems being it's a prototype. There is actually a great publication here: https://archive.org/details/simcity-nes/page/n1 which includes all the noted differences (you'll see notes in red as you flip through) between NES/SNES.
Land values/bonuses being broken along with population and crime seemed to be the first issues I ran into during routing. I also couldn't figure out why I would get crime on some runs and not others even though I built the same.
It's not just you; all scrolling backgrounds on SRC leverage hardware acceleration via the GPU - really puts a toll on the PC. Mods would need to disable the scrolling feature and that would resolve it.
You'll find the google doc posted on several NES boards. Many of these rules are "suggested or recommended" not "must". It's similar to having the rules that have long been defined on SpeedRunsLive. Of course there are the strict/must have rules per game but the general ones cover those who are new to speedrunning NES games and may not be aware of what is generally accepted practices for runs they submit. The closer you are to the guideline the better the chances for it being verified.
Other runners have a co-op run example completed so the category will be added very shortly.
WhiteHat has been tracking the following forum post which includes downloads for a fixed mapper allowing the game to be played on Everdrive and PowerPak:
Here are the details of the RNG used: https://meatfighter.com/nintendotetrisai/#Picking_Tetriminos
As I understand it from the TAS notes this luck can be manipulated; partially with pausing the game since each frame the RNG is being changed. However I don't think it is possible to get a set pattern or keep track of every frame/next piece determination without tools. I'm sure Baxter and Acmlm know more since they are the ones that created the TAS.
Definitely highlight when you do beat Brendan; it will be cool to see!
I just checked and highscore.com tracks it. Only one score up there that beat Brendan.