Comments
Michigan, USAPoshact1 year ago

They seem to have pretty big potential. I'm not sure about singles as I'm currently running doubles, but it seems that decently-leveled transfer characters don't suffer some of the same plights as your CPU partner/your player character suffer. For example, many times in a doubles run your partner doesn't "put away" a very easy overhead, but the chance that a transfer pak character does this with a decent power stat is significantly lower. Additionally, you can have transfer pak characters with a high power stat and, as a result, generally hit the ball harder than you should be able to in a standard tournament cups run with 'unstarred' characters (e.g. I can serve at 120 MPH with pak characters, and additionally 'starring' doesn't apply to pak characters, they just are what stats they are and always have the option to pick between tournament cups and star cups at the selection screen following when you select them as a character).

Michigan, USAPoshact2 years ago

We should seriously reconsider this once again. These high score sites that have individual minigame times are notoriously unaccredited, outdated, and underutilized. This would be a much better medium for minigame speedruns times. Why not?

Michigan, USAPoshact3 years ago

Hi all,

Could we add milliseconds for Floor It ILs? The minigame is already very short and displays milliseconds for its final time as well. I understand it might be a bit inconvenient since I believe level leaderboards all function under the same timing format when you create the leaderboards themselves (so all levels would display simply seconds) but it would make the times for it a lot more accurate.

Cheers

Ariez02 and livhresvelg like this
Michigan, USAPoshact3 years ago

Hey all,

I recently was able to recover a legacy leaderboard of both any% and 100% for this game. Call it a stroke of luck, because I believe the document would have been deleted by whoever the owner was if this wasn't the case. I don't have any way of knowing when the last edit was made or when it was first created, but it's pre-speedrun.com and includes many records that were never uploaded to this board. This leaderboard is from the earliest days of Luigi's Mansion speedrunning, which I believe originated as a speedgame around mid-2012. For reference, Bonesaw's 1:05:37 on the document originates from Sept 25, 2012.

Here it is- https://docs.google.com/document/d/19a1D-6qglIEO_pcw8dhHfsZHigDgSSitoiUWcjpuBvw/edit?usp=sharing

Michigan, USAPoshact4 years ago

Heyo,

Recently I've been delving into the other games in SS. I have a collection of what I have so far here: https://www.twitch.tv/collections/U5rPNHvTCRYK1Q I've so far completed runs for Pyramid, Stonewall, Dozen't Matter, and Canfield. I plan to at least attempt the rest of the games as well.

In terms of categorization, I think it would be best to have the amount of cards that can be drawn be irrelevant to categories. For example, in Pyramid, flip can be changed to 1 flip or 3 flip, and drawing can be changed to one, three, or many. Pyramid is just about unwinnable without 'many' draw ('many' just referring to the fact that the deck can be cycled through indefinitely). I have yet to even win a game of 1 flip without >1 draw, and I'm additionally struggling to win a game of 3 flip even with many draw.

The rest of the 10 games that are not on the leaderboard for Super Solitaire are Golf, Cruel, Pyramid, Stonewall, Dozen't Matter, Aces Up, Florentine, Poker, Canfield, and Scorpion. If draw is deemed irrelevant, only Golf, Pyramid, and Canfield will have variations that constitute having two categories, with Golf's being the default Dead King or No Dead King, and both Pyramid and Canfield having 1 flip and 3 flip variants.

Michigan, USAPoshact4 years ago

Heyo,

I was just hoping a mod could give some clarification to my question; is it allowed to set codes before playing a game? If so, shouldn't there be separate categories for set codes vs. random codes?

Additionally, it would be great if the other game modes were added as well. Cheers

Michigan, USAPoshact4 years ago

Heyo,

I was thinking about the GP runs on this leaderboard. Wouldn't it make much more sense to add together the in-game time for the cups? I understand this would be wildly impractical for something like 216 tracks, but I think the consistency from implementing IGT for GP runs would be excellent, since only four times need to be added up and loading times would no longer be a factor.

thread: The Site
Michigan, USAPoshact4 years ago

Heyo,

I was wondering if I could assume moderation for JellyCar 2. The original mod has been inactive for months and has since deleted his social media links giving me no way to contact him.

Michigan, USAPoshact4 years ago

Hey all,

Just thought I'd open discussion on creating 100%. I've been diving into the game for the past couple of days and thought I would share my findings—

For the first sequence of bots, there seems to be a total of 10 bots. Nice and even.

Castle Island has a total of 10 grails. There is, however, a page that can be collected during the Diving minigame that has no apparent effect on the game whatsoever whether you collect it or not (I'm not even sure it contributes to total score). Should this page count for 100% completion?

Oddly enough, I found a total of 6 bots for the second sequence of brickster bots. I absolutely cannot find another. Six doesn't seems like a nice, whole number, though.

Onto Explorer Island. I'm confident in all my numbers here, as there's 10 jewels in the main starting area, 5 in the second area (with the Whack-a-Snake minigame) and 5 again for the final area (with Dino Racing and Mr. Hates). One of the jewels cannot be collected normally without finishing the Mr. Hates minigame since doing so opens up the gate to the tribal enclave where a jewel can be found in the main tent. I was, however, able to clip into the area prematurely using the skateboard.

For the third sequence, I was able to find 10 bots, giving us a grand total of 26 brickster bots.

Lastly, for Ogel Island, I was able to find 9 crystals. One of the crystals is (seemingly) only accessible by clipping ( picture https://imgur.com/gallery/yOLIYEX ). Another one of the crystals (which happens to be right next to another crystal) is not collectible (for whatever reason).

That's all I was able to find. If any of you were able to find more collectibles let me know.

Additionally, should golding all minigames count towards 100%? I'd imagine that completing the (optional) skateboarding minigame should also count towards 100%.

Thanks all.

WiiSuper and Prnced like this
thread: BeamNG.drive
Michigan, USAPoshact4 years ago

Hey again,

I am aware that not everyone is happy with this decision, but allowing no garage mods/fine tuning would also have (I'm guessing) yielded an unhappy crowd. The question of 'if car modding/fine tuning' is allowed has been on the community's mind for months now, and I have personally been watching how the community's attitude on this has progressed. On one hand, it is obvious that this discord is mostly against the decision I have made, but I fully believe that car modding/fine tuning will unlock a completely new meta within our little community. I can concede that the 'frame on an engine' car is a strange sight, but I believe the decision I have made will result in a net gain for BeamNG speedrunning.

Additionally, I feel that the whole 'not allowing car modding/fine tuning whatsoever' is a flawed way of thinking. For example, I would not be able to tell the difference between a completely vanilla, non-modded, non-tuned default car and a car with fine-tuning and minimal modifications, making the process of completely blacklisting modified default vehicles practically impossible. Whilst there are obvious examples on our leaderboards of cars that have very visibly been modified, I feel that removing runs that feature obviously modified cars and NOT removing runs with minimal modifications leads to a somewhat slippery slope. Where do we draw the line for what is allowed and what is not? How can we spend hours trying to determine if a run actually uses slight modifications and fine-tuning or if the run does not use any of these at all.

That is just my take on things. I am in absolutely no way trying to discourage future runners from taking up this game for speedruns nor am I attempting to create an unfair playing field for all runners. Thank you.

Osser, AkimboBeta and 3 others like this
thread: BeamNG.drive
Michigan, USAPoshact4 years ago

Hey all,

Under no circumstances are mods not default to the game allowed. However, applying modifications using the garage to default vehicles within vanilla BeamNG is fully allowed.

Runs that rely on buggy, once-in-a-million AI are also not allowed.

I would like to apologize for the lack of attention recently payed to this game's moderation. We are a growing community and I have personally been slacking a bit. Real life has been crazy recently.

EDIT: To clarify, by 'modding' I am referring to changing the default vehicles in the game using the garage. No downloadable mods or content can be used whatsoever.

thread: BeamNG.drive
Michigan, USAPoshact4 years ago

Hey all, I updated the leaderboards since some levels needed to be added/omitted. These updates include:

  • Added 'Automation Test Track' for time trials

  • 'Glow City' has also been added to time trials on top of being listed as the sole subcategory for 'Light Runner'. This is because the 'Glow City' tracks are available through selecting either 'Time Trials' or 'Light Runner' in the menu, but present different options for what cars can be used, so I thought I would separate them on the leaderboards.

  • Added/omitted time trial track(s) for: Hirochi Raceway, Italy, Track Editor Tracks, and West Coast USA.

  • Rules have been changed for 'A Rocky Start' to reflect the open-world nature of the category. I'm going to try and work on an auto-splitter for the category.

Thanks all!

AsianHo and KingSnake377 like this
thread: BeamNG.drive
Michigan, USAPoshact4 years ago

It'd be preferable to do the run again setting it to one-lap, but I won't DQ a run that's set to two-lap as long as the first lap is used as the submitted time.

thread: BeamNG.drive
Michigan, USAPoshact5 years ago

I have reviewed all of your runs.

thread: BeamNG.drive
Michigan, USAPoshact5 years ago

You're right about this, and this has been an oversight on my part, I have fixed the time and I apologize.

thread: BeamNG.drive
Michigan, USAPoshact5 years ago

I agree with you on each of the points you made, and I have thus invalidated the 1st/2nd/3rd place runs for Bank Robbery and the 1st place run for police patrol, as I realize that my previous "anything goes" attitude for run verification is not quite fair nor practical in a game that continues to make updates and and bug fixes. I would like to hold off on invalidating the runs for Canyon Jump until we have completely exhausted the possibility of superceding the 1st place run due to its advantageous start positioning.

Thanks for your concern!

KingSnake377 likes this
Michigan, USAPoshact5 years ago

It's in default order, so the latter.

thread: Wii Sports
Michigan, USAPoshact6 years ago

I'm still not sure why the mods won't let me put my speedrun.com name for the run!

thread: BeamNG.drive
Michigan, USAPoshact6 years ago

As of May 3rd, the leaderboards for BeamNG have been revamped. Changes include;

  • The Level Leaderboard is now shown by default instead of the Full-game Leaderboard.

  • The entirety of Time Trials and Bus Routes have been added to the Level Leaderboard, with the individual stages of each map included as subcategories.

  • The rules for Time Trials go as follows;

"All courses are to be completed with 1 lap.

Rolling starts are permitted (if the option is presented).

Only default BeamNG vehicles are to be used."

  • The rules for Bus Routes go as follows;

"Runs are to be completed without using strict stops.

Only default BeamNG vehicles are to be used."

  • "Failure" has been removed as a category.

  • The rules for the campaigns in the Full-game Leaderboard no longer include load times. They go as follows;

"Timing is determined by adding the in-game time achieved in each level. One can opt to use the IGT that presents accuracy to the hundredths instead of to the thousandths to make the task less arduous.

All missions must result in success.

Please allow appropriate viewing time for moderators of the success screen after each mission."

I have additionally adjusted the four runs that used RTA timing and converted them manually to IGT timing. This action has not resulted in any shifting in the leaderboards.

If you have any questions/comments/concerns please post them! Happy running!

Michigan, USAPoshact6 years ago

I have a run done back in the summer of 2016 with atrocious load times, and I can support using mods to cut the loading times to a negligible fraction of the original.

My previous record:

WiiSuper likes this
About Poshact
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