Forum posts

Forum: Super Smash Bros.

Thread: Study Material for New Players

Started by: GhillieGuideGhillieGuide

(edited: )

When learning a game like smash 64 for speedrunning there is a high priority on learning the best strategies before looking to create your own. Learning bad strategy from older/less optimized runs can develop bad habits that limit you from growth.

When you are looking at the 1P records on this site some strategies are not displayed; to study the best runs using the most optimal strategies this is an important resource.

https://www.youtube.com/playlist?list=PLsX9Sd8ufkgpUscRJV6ulcxHZZNE9q01x

Thanks Pikashy for putting all of these into a handy playlist for access; sorry if posting here is inappropriate will remove if requested

 

Forum: Super Smash Bros.

Thread: Pikashy's 7 Character Very Easy Bounty

Started by: InprisonedShadowInprisonedShadow

(edited: )

I assume everyone who had a chance at beating enough records to claim the bounty read it and understood

I am not sure if I could have beat 7 anyways but I probably would have only responded if successful so I assume people read it and just didn't respond because they weren't successful at beating enough runs(not aware of any runs maybe someone did beat some and just didn't respond)

To call Ness 6:16 a "Free" record gives you a good idea of the difficulty of claiming this bounty; I assume the difficulty scared everyone away from trying or responding

 

Forum: Excitebike 64

Thread: Tips for Learning, Archived Knowledge, and Legality Questions

Started by: GhillieGuideGhillieGuide

(edited: )

Thanks Pancakes, sorry if it seems like a bunch of stuff all at once trying to figure out everything.

Will respond on discord just trying to start on a public archive for learning so it's easier; thanks for working on this game and good luck on your runs!

edit: my discord account is lost for now please don't try to contact me there; most responsive to YT comments, or twitter. Will respond to messages here but might be a delay

 

Forum: Excitebike 64

Thread: Tips for Learning, Archived Knowledge, and Legality Questions

Started by: GhillieGuideGhillieGuide

(edited: )

The tutorials in this game are very good and I recommend completing them to get a good handle for the game(at least up to the stunts).

I am searching for knowledge to improve and compiling some here that I find. If there is other knowledge worth referencing here please let me know; or corrections to something I have assumed!
*anything in [ ] is unconfirmed
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Starting
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During the countdown there are a number of options for movement and turbo to get a faster start.

Standard Fast Start

1) Hold Throttle and Turbo until the Temp dial gets to yellow; release Turbo

2)When the Announcer says Go do a Wheelie(Down + Turbo) while holding Throttle; continue holding down briefly with a longer wheelie on courses without an immediate turn.

It's possible to Wheelie early and adjust your starting angle before the countdown starts; be aware of this as several courses use it to save time at the start

[It's possible to Crash by holding a Wheelie too long before the race starts. I haven't tested or used this enough to say whether it's good or bad just be aware it's an option. This could be a consistent start strategy for RTA untested though.]
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Cornering
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Before drifting use the joystick to start the turn, you might not need to drift just holding the joystick. Move your stick to diagonal down if you need to make a very sharp turn, drifting only after you have started the turn. If done correctly you should be able to avoid using brake most of the time if not all the time.

Tapping Turbo once after a drift seems to stabilize nicely if you haven't overturned; important for keeping on your bike and pushing your speed into the next corner or jump. If you turbo after drifting too hard you will crash or lose a lot of speed so be careful using it; often best to avoid using it other than when you need it to make a jump until you get more comfortable with cornering

When the angle is too sharp you may need to turn more quickly than is possible with just a drift and the joystick. Use Drift then Brake to turn more quickly

I asked Pancakes about turning; putting it here in case it helps others

My Question:
"For sharp corners there appears to be some decision-making. Do you use brake or is it better to rely on the stick for sharp turns? brake+drift seems like a really fast way to turn and combined with turbo/ stick down-back there are actually a number of different turn options.

Can you give me some advice or guidance on which options to use and when?"

Pancakes' Answer
"No problem, it really depends on the turn you'll have some turns where it is banked like on Long Island, of Las Vegas, where itll be faster to hit that banked turn while holding brake to get a nice turn. For the turns like orlando I tend to do two hand brake turns each trying to go 90 on each turn I make, to me it feels faster, but it might not be." he is referring to turns that turn 180 degrees or more without a bank.

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Airtime
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In the air it's often important to change your angle before you land to move quickly through a course. Adjust your height(Up/Down on joystick) before adjusting your landing angle(Left/Right) if you need to do both in a jump. Once you start turning left/right you are unable to have the same adjustment on height.

Use Drift and hold a direction in the air to adjust your landing angle.

For quicker angle changes use Drift then Brake to turn quickly in the air; very important in several courses

Press Up on the joystick to reduce air time & Down to increase air time. Use these to maximize your time boosting and accelerating; don't be in the air longer than you need to and make sure to press down when needed to reach landings.
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Jumping
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What you do before you leave a ramp has a drastic affect on where you end up in the air and landing. Avoid turning on ramps before jumping from them try to go up them straight on.

If you press down on the joystick before jumping from a ramp your jump height will be increased; If you press up on the joystick before jumping from a ramp your jump height will be decreased. Using turbo at the edge of a ramp will give you a Boost that increases your speed and launch distance.

If you are worried about not getting a Boost at the edge of a ramp you can mash the Turbo button and you will get a Boost without having to time it perfectly.
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Landing
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Landing wrong can kill all your speed or crash you easily so it's important to try to get each landing right. Try to hold any angle adjustments from airtime as long as possible before adjusting the landing angle as the adjustment usually slows you down a bit until you land.

The closer to parallel with the angle of the ground you are when you land the faster the landing. Try to match it exactly before landing; often landing with your nose too high up or too far down kills all your speed and/or wipes you out.

Faster to land without an angle change left/right(facing straight forward) unless the slower landing allows you to setup for a better line(common).

Turbo when landing to get back up to speed; airtime slows your character down
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Turbo/Boosts
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One of the big mistakes I made starting this game was boosting too often trying to go faster. It looks like it's often the case that you should refrain from using turbo except when you know to use it; blindly using turbo into and out of corners can waste a lot of time on collisions and missed turns.

Start off just trying to get around a course using throttle, angle changes, and drifting. Use turbo only on boosts on jumps to start with and on ramps then gradually start adding them in as you get more comfortable with the lines. You may be able to replace height changes with turbo use so look for opportunities to remove angle changes by boosting to get over gaps it's faster to boost over a gap than do extreme up/down height adjustments though both may clear the same gap.

Note: I am finding that it's often fastest in turns to hold the stick all the way to one side and hold turbo to get out of the turn; often the additional acceleration from the turbo allows you to just barely miss collisions with the walls; this appear to be how to get extra speed off of a jump like top players on Kyoto use to glide over extra jumps and save time over most submissions.

Avoid overheating
You will begin to overheat while using turbo when racing. To get your temperature gauge back down, just wreck one of the other racers by clipping their front tire with your back tire. Your gauge will go down to nothing.

On the Uphill Challenge(and places with large hills) it appears as though you can boost multiple times by doing a wheelie repeatedly(Down + Turbo). There may be potential to exploit these physics outside of Uphill but this seems almost essential to boosting without overheating.

[High and quick jumping
Pop a wheelie, then hold "Turbo". Release "Turbo" just before the top of the jump, then tap "Turbo" at the top while still maintaining the wheelie.]

[Ride around after race
Hold [Z] + [A] to pull a wheelie in training mode just before you cross the finish line. Release [Z] to slow down, then fall off the bike. You can now ride around the entire track.]
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Settings
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Using control configuration C personally; imitating Pancakes. Seems like potential for other control schemes as long as you are using control stick for movement.

Turning the Drones Option to Off removes extra riders from the track in Season mode and is generally standard.
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Extras
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[Custom course win
Place a landing ramp in the middle of the track, with no jump in front of it so that the steep slant of the landing ramp functions as a jump. Each time you pass the ramp, at least one of the CPU riders will fall off their bike. Tricks and air turns are unhindered.]

Most updated old FAQ(Needs review for important knowledge): https://www.neoseeker.com/excitebike64/faqs/25977-excitebike-64-b.html

From http://uk.codejunkies.com/search/codes/Excitebike-64_Nintendo-64_6291711-6___.aspx

These gameshark codes possibly could be used to cheat "low temp" is the only one I see that's worth being aware of

 

Forum: Excitebike 64

Thread: Version List; Version Differences

Started by: GhillieGuideGhillieGuide

(edited: )

Hello ExciteBike 64,

I am learning this game a bit and wondering about version differences, the list of versions, and the best one(s) for speedrunning. Please let me know if you have additional information on versions and the differences. Looking at the list of versions I don't have, the IQue version should retain it's load time/console slowdown advantage over N64 just like other games.
(I own: NTSC-U on cart, NTSC-J and PAL on everdrive, VC-U on Wii U)

Cutting Room Floor Version Differences: https://tcrf.net/Excitebike_64

Found this version list website without the VC releases; claims there are 2 versions of NTSC-U https://www.nintendo64ever.com/Details,101,Excitebike-64.html

IQue Differences website:
http://www.iquebrew.org/index.php?title=Excitebike_64

Demo Version: https://hiddenpalace.org/Excitebike_64_(Demo)

WIP Version List

N64
NTSC-U V1.0
NTSC-U V1.1
NTSC-J
PAL

IQue

Wii U VC
VC-U
VC-J
VC-PAL

Differences to Test (Not Done):
Music on/off
SFX on/off
Voice on/off
Camera Positions
HiRes on/off

JP vs U
PAL vs U
IQue vs U
N64 vs VC
Confirm/Deny 1.0/1.1, test differences

Version Differences Reporting for Compilation:
Japanese Version has many of the options taken out of the pause menu; only able to be accessed through main options menu

Japanese Version has a modified UI with all 3 laps being displayed at the top left instead of bottom left; added map in bottom left

The Virtual Console(U) version appears to be a direct port of NTSC-U(presumably they would port 1.1 if that exists). The game runs noticeably smoother with presumably faster loads as well but has not been tested. There is no ability to load ghosts unfortunately on the Wii U version it appears.

The Wii U VC version seems to have much more sensitive joystick due to bad input conversion; yet to try GC controller but will always come short of n64 precision. I don't think it's viable to use compared to n64 in time trial but depending on how much lag save is possible in RTA it might be useful in the rounds categories.

The Wii U VC version has a save state function that can be used for routing; be aware it only has one save state at a time so it's not as good as emulator with TAS tools like frame advance for testing routes

 

Forum: The Site

Thread: Request leaderboard moderation (Read the first post before posting!)

Started by: lewisandsparklewisandspark

(edited: )

@ShadowDraftShadowDraft Sorry for my persistence but I am only a moderator and not a super moderator of Polaris Snocross(my request), runs I submitted 5 days before I last requested are still unverified
https://www.speedrun.com/psc
Thanks again for your time

 

Forum: The Site

Thread: Request leaderboard moderation (Read the first post before posting!)

Started by: lewisandsparklewisandspark

(edited: )

Hello, I would like to be a super moderator for Polaris Snocross https://www.speedrun.com/psc

I am the only one active and have made tremendous progress revising it including finding previously undiscovered ingame codes

The only super mod is on great terms with me but went inactive with no sign over a year, attempts to contact Caseywho on multiple platforms have gone unread. That would allow me to take on moderators so I wouldn't be approving my own runs.

Here's a recorded WR, I have all of them other than 2 on n64 that have submitted runs that beat Caseywho's last categories. Also working towards a PSX time sheet to fill out categories
https://www.speedrun.com/psc/run/z1j969wz

Thanks for your time,
GhillieGuide

 

Forum: Super Smash Bros.

Thread: Extra catagories?

Started by: Cooper_DCooper_D

(edited: )

As someone responsible for many of the meme categories in the history of this game:

Be The Meme You Want To See In The World!

Don't run a meme category to get it on this leaderboard. Don't run it with the expectation that others will try out your category; If you have passion for a category and it's a good category other people might try it out.

Make your run the best you can regardless of category restrictions, and be satisfied by the competition you can offer yourself. There are so many categories possible in this game, if you find something you really enjoy and think you want to be more optimized then treasure it and cut that time down.

If you wanna theorize janky categories you will find ssb64 is vastly more open to this kind of theory-crafting than most communities, everyone at the top of both 1player and bonus are extremely open to this kind of discussion. Take advantage of the curiosity of our playerbase, get on the discord, and ask questions about how to optimize your run. Where most speedrun communities have hard boundaries around category interest the largely transferable strategies between categories mean just about every top player is extremely capable of theory-crafting regardless of activity!

 

Forum: Polaris SnoCross

Thread: Section for Game Boy Color (GBC) Version

Started by: NikoTengokuNikoTengoku

(edited: )

I am making changes to this leaderboard to better integrate this game for now, ultimately I think this game would be best on it's own leaderboard. I am making several non-destructive changes I will document in this thread

First thing to address is the All Champs/All Champs GBC category redundancy, there is already a subcategory so I will be moving the run currently in the GBC category to that sub category and combining the rules to accommodate both runs

All Champs Text(before changes):
["All Tournaments" is defined by completing the Sport, Semi-Pro, and Pro Tournaments, Day AND Night.
THIS DOES NOT INCLUDE THE SPECIAL EVENT TOURNAMENT.
• Any Sled may be used
• Custom stats on sleds may be used
RTA timing is used. Times are rounded down to the whole second.
Timing begins after the Rumble Pak Screen (when you push A or Start the last time and it starts the Tournament)
Timing ends the frame you cross the finish line on Rattlesnake Ridge (Night).
All runs require video proof]

All Champs GBC (before changes):
[This category is to be specifically used for the Game Boy Color version, "All Tournaments" is defined by completing all 3 tournaments (Sport, Semipro, Pro) the game has to offer.
MUST START FROM FRESH RESET.
• Customization is up to you for the 3 stats
• You can choose any of the tracks on Pro Tournament for your last race, as long as it's the 9th race
Timing begins right as you select the first track "Big-O"
Timing ends right as screen turn to black after the last race
All runs require video proof]

Combined Ruleset:
[Any Sled and custom stat combination may be used

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For N64

Complete the Sport, Semi-Pro, and Pro Championships Day and Night

YOU DO NOT HAVE TO COMPLETE THE SPECIAL EVENT(S)

Timing begins after the Rumble Pak Screen (when you push A or Start the last time and it starts the Tournament)

Timing ends the frame you cross the finish line on the last course

-----------------------------------------------

For PS

Complete the Sport, Semi-Pro, Pro Tournaments AND the Special Event

Timing Begins after the Sled Select Screen(when you press A or start)

Timing ends as you cross the finish line on the last race

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For GBC

MUST START FROM FRESH RESET

RTA timing is used, Times are rounded down to the whole second

You can choose any of the tracks on Pro Tournament for your last race, as long as it's the 9th race

Timing begins right as you select the first track "Big-O"

Timing ends right as screen turn to black after the last race

-----------------------------------------------

RTA timing is used, Times are rounded down to the whole second]

 

Forum: Super Smash Bros.

Thread: One-Handed run??

Started by: DMBiggsDMBiggs

(edited: )

If you wanna do this go ahead but there's lots of meme categories already not included on the leaderboards for this game.

Technically it's the same category also, we have a disabled runner using one hand/one foot competing with everyone else(and i might add beating other people & me).

KMKM likes this. 

Forum: Super Smash Bros.

Thread: Stock Question

Started by: [Deleted user]

(edited: )

Very Easy 5 Stock vs Very Hard 1 Stock:
Some characters can use loss of stock to gain a time advantage, notable examples are DK with his cargo throw carrying an opponent into the blastzone and kirby neutral B. Stocks are limited to prevent this on very hard and also to increase the difficulty of the run in general. All characters can gain a slight bonus by losing a stock and losing the no miss bonus on that stage & on each subsequent stage. For a clear illustration of the loss of life for time advantage check out DK Very Easy/Very Hard runs and compare vs pikachu strategy.

It's an arbitrary ruling to separate the characters so runners of the past also decided to arbitrarily make a "hardest" category for each character hence Very Hard 1 Stock. The standard categorical distinctions in speedrunning like any%, 100%, XX Unlockables etc. don't work so this is what was created.

Normal 3 Stock:
This unlocks ness and came to be only really because runners wanted something without the very easy AI but also without the difficulty of very hard 1 stock.

There's a lot of categories with fairly arbitrary distinctions but they all pre-date modern runners(of which I am the oldest) and this is just the system we use.

 

Forum: Super Smash Bros.

Thread: My run doesn't appear in leaderboards

Started by: SSbeatleSSbeatle

Emulator was originally hidden as it has a potential advantage over an N64 console running the game, that potential advantage is relatively slim but enough that moderators agreed it should be hidden by default. Nothing is set in stone for rulesets so if you want to discuss with moderators in real time I suggest you join the discord 🙂

Congratulations on your PB and good luck on your runs!

SSbeatleSSbeatle likes this. 

Forum: Star Wars Episode I: Racer

Thread: Guides / Feedback / Requests

Started by: [Deleted user]

I am somewhat aware because I have a friend mo_moe that tells me of the difference I just think it's one of the things that the forums/guides are missing to help new players to just click and get instant answers.

I will tell someone who has been bugging me to make tutorials for this game about your guides 🙂

 

Forum: Star Wars Episode I: Racer

Thread: Guides / Feedback / Requests

Started by: [Deleted user]

(edited: )

Thanks for posting some guides to help new players pick up the game.

I would like to see a succinct version differences guide posted on here to clarify the differences if I had any requests, maybe someone else knows the differences better. Congrats on all your runs, impressive work

 

Forum: Excitebike 64

Thread: Any thoughts on adding ILs?

Started by: meauxdalmeauxdal

Hewwo?

Is anybwody home?

UwU

MetalHeadMetalHead likes this. 

Forum: Super Smash Bros.

Thread: Virtual Console

Started by: ryangorrell11ryangorrell11

(edited: )

Unfortunately the responsibility of preservation of the eshop releases has been put on the shoulders of a small dedicated group of passionate fans. These VC wads will be preserved but the accessibility of the version is taking a sharp nose dive, this solution of hacking your wii will push people towards obtaining WADs instead of supporting Nintendo which is just a lose-lose.

If you care about a version of any game that has no physical release I highly recommend taking action to preserve the content before servers are shut down like this. This problem only gets worse as you get more modern in games with dozens of patches completely changing the content with no formal backup. For smash 64 however I highly recommend the N64 versions over the VC versions where possible, they are just better versions of the same game and the level of competition is higher(except on PAL).

 

Forum: Super Smash Bros.

Thread: Virtual Console

Started by: ryangorrell11ryangorrell11

After the Eshop shuts down(I thought it was still up until JAN30) the only way to play VC smash 64 is to "hack" a wii with a kernel exploit and play a legally-obtained WAD of the game or play on a wii with it already downloaded. Both options are allowed for speedrun submissions currently.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

(edited: )

"I think even just showing that VC has an advantage lag-wise, even if the exact amount isn't calculated, is enough to show that it should not be combined."

I think this video should suffice to show the difference in times of heavy lag at least until I can get something more solid together.

I also compared VC to IQue directly and it's a bit less useful of a comparison.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

(edited: )

Here's a post with video links for proof of the above testing, haven't got around to any ingame lag testing, I have some stuff recorded but probably need more for any kind of conclusive analysis.



Here is a majora's mask video showing VC lagging less than N64 I found, should be same demands on the console and hardware used for this game.