I would like 0 start category re-instated.
Choosing categories for a game like Tetris probably isn't straightforward, but after seeing the activity in the community this past year for 0-start it seemed to be a staple run for any skill level. I've often told many runners that's why it's a great game/run/category to get into - even with all the down pressing!
Wow; this really exploded. I have to agree with Rick where 0 start was my first category/speedrun to submit times for. From there everything blossomed; brman and rick were two runners I watched grinding this category before rcdrone was starting to attack it and improving the WR in it. If the category didn't at exist at that point, of course this discussion wouldn't matter. But after a year of having so many new runners, along with having over 5000 attempts in it for grinding times myself, and the last tournament being specific to this category and such a huge success - I'm surprised it just merged into 100 lines at this point. So while the 100 lines category is definitely good and challenges you to improve at any level, the 0 start was fun/exciting/good competition and really allowing players, like rcdrone put, work out different strategies.
Glad to see you've already added a run too; who knows what else will be discovered as more attempts are made. ShiningDragoon pointed out a lot of the little mechanics to me when I first started running the game that just weren't apparent by watching runs. WhiteHat added a tutorial along with sharing out Dragoon's tutorial so hopefully more runners will join in.
I think what Rez is indicating is that a person new to the SRC leaderboards probably won't click/filter to see what used to be the 0 start category top times/runners. That history is now only preserved if you click through.
So at this point with everyone combined; the 0 start times are basically bottom and everyone is now encouraged to run the fastest level possible to move up?
Wow; that is a bigger change than I understood. I like the level filtering for 100 lines but didn't realize it would thus eliminate 0 start as a category. The statistic graph is gone for it. Almost seems a moot to grind for a Level 0 start PB now. Although more incentive now to push for Level 19 PB in 100 lines.
Maybe it's also cool seeing rcdrone having a level 0 start as fast as the top 12 times :D
PRG0 and JP version allow the bounce off the Molgolin (red-wing guys / bats). It won't work on Rev A or PRG1.
WhiteHat determined that grappling hook could be skipped and literally came into my chat while I was attempting runs to share this revelation. I stopped everything right there and we collaborated live. The original concept he had was to air walk across the gaps but that is hard. Since I was running the PRG0 version I was able to devise the bat jumping method which he then fine tuned. Getting the Molgolins to follow required giving them a smack with the disk armor else they would fly off. He was also able to minimize the jumps needed to make the gap.
Then last night I was exploring more options and came across the new farming spot and was able to get it consistent for spawning the shadow enemies. WhiteHat timed it and determined the walk alone saves around 7-8 seconds but the farming should also be faster since the enemies spawn right there ready to be hit.
What is a reasonable Tone/Health to have going into the Ligar fight assuming Attack & Assail will be used?
For example, ShiningDragoon, you have 1458 Tone, 9 Health, Power Up and Attack & Assail but claim in the 8:10 WR run this is quite risky depending on what Ligar does/avoiding hits.
Being new to the game, I'm trying to find that balance of not farming for too long but also standing a fair chance against Ligar.
I believe the query you want is tetris "unlicensed". Tengen won't yield anything.
Found this post on GameFAQs from The Admiral which has really good information on TGL. Others have since contributed more stats/mechanics.
https://www.gamefaqs.com/boards/587320-the-guardian-legend/64314055
It's an old post yet I found it to be valuable information while learning the speedrun - especially damage stats for bosses (knowing what it is better to take hits from vs. other things).
In terms of speedrunning, I found holding the zapper close to the eye while being further from the TV requires less movement if the targets spread out since you only have to flick the zapper an inch or so.
But being far from the TV wasn't working for clay shooting since shots weren't registering. So for the clays I found extending my arm out and being closer to the TV provided better accuracy even if it means extra movement.
I saw the TAS run use this code (posted on gamefaqs) and figured it would make sense for the 100 line category to be able to play at a faster speed on level 17 instead of level 9.
Pause the game at any time and press Up, Down, Up, Down, Left, Right, B, B and then press the A Button to increase the level.
I'm aware of only one 'glitch' where you get the free points from the demo's Tetris to carry into the start of the run; but as far as I know it hasn't been used in any of the 300K runs. Since it does exist the rules should probably state whether it is allowed or not.
If I'm not mistaken, Noetic you're referring to stacking really high in the beginning (not a glitch but unconventional stacking) just to clear 100 lines faster. Or you are only referring to skipping to the higher levels by start+A?
At least the 300K category requires a more conventional way of playing. Since there is an interest of time for the SR leaderboard category, starting at 0 would be very slow (as justinman114 explained). Not sure if there would ever be a 300K, 0 Start (similar to 100 lines, 0 start) but the 300K category, as it is now, is as close to playing "proper" as I can tell.
Have to appreciate a game like NES Tetris even has these categories for speedrunning/competing against since the end is always questionable except for Type-B runs where once you clear 25 lines you get the success/ending.
A couple of us have noticed the same bug. Although not shown, you probably had stacked a piece with blocks above the top most part of the screen; and those "rogue blocks" are actually there even though they aren't shown.
For instance, if you have 3 lines of space at the top, and put a 4 piece upright; that means 1 block was above the screen. That 1 block becomes rogue and will continue to block you even though you don't see it and have made space later on.
So that block you're hitting is you trying to push a piece into the rogue block. Eventually it will clear up (I think, though I haven't exactly figured out when it clears) however it's usually a run ender.