Forum: Super Smash Bros. Melee Thread: How to calculate in-game time Started by: Pokemonmaster888Pokemonmaster888 |
omg I never noticed that xD. Thank you @ncb1221 |
Forum: The Lost Vikings 2 Thread: I want to apply for Moderator Started by: PandoraPandora (edited: ) |
I'm interested in being a Moderator for this game. I'm currently doing research, routing and runs about it. I have experience with undeveloped games (you can see on: https://www.speedrun.com/Hybrid_Heaven or https://www.speedrun.com/hocus ). I like to give cool aesthetics to the game page and I also make guides and glitches videos about the games I run. Hope to see your reply @RantronBomb |
Forum: Super Smash Bros. Melee Thread: How to calculate in-game time Started by: Pokemonmaster888Pokemonmaster888 |
@GoodleShoes I might be wrong but, isn't race to the finish 54000 miliseconds long? |
Forum: The Lost Vikings 2 Thread: Rules Started by: PandoraPandora |
alright so, my "true Any% run" was verified. can we now discuss about the ruleset? I mean, using special moves is kinda boring xd |
Forum: The Lost Vikings 2 Thread: Rules Started by: PandoraPandora |
Alright, here's my shot at the ruleset for Any%: - Beat all 31 levels The rule about the one player is because we could eventually do a 1P2C category. I would allow emulator and console runs on the same leaderboard using bsnes or snes9x 1.53, mostly because the comunity is just too small. |
freeze457freeze457 likes this. |
Forum: The Lost Vikings 2 Thread: Rules Started by: PandoraPandora |
Hello there. I plan to speedrun this game and I noticed there's no ruleset yet (that's common on games without runs on leaderboards =x). We should do a ruleset 😃. Some stuff to take on account: pd: As I said a couple of months ago, there's only one recorded speedrun of this game and it uses only the STRT special moves, without using the level skip mechanic (quite arbitrary category =x). Anyways, hope to see some answers x) |
Forum: Hocus Pocus Thread: Redefining Rules/Categories Started by: PandoraPandora (edited: ) |
If you are interested on Ep.1 glitchless, you can check out Bismuth's PB on the leaderboards or my 15:08 run on my youtube channel. Those two are from the glitchess era. |
Forum: Hocus Pocus Thread: Redefining Rules/Categories Started by: PandoraPandora |
Only if someone is willing to consistenlty run that category. |
Forum: Hybrid Heaven Thread: Rethinking Categories Started by: PandoraPandora |
I guess I will put down the empty categories until we either have this discussion or we made more test to see which category is worth putting =x |
Forum: Hybrid Heaven Thread: Rethinking Categories Started by: PandoraPandora |
So, any ideas? We can destroy, change or even merge these two categories. Want my opinion? ok here it goes: |
Forum: Hybrid Heaven Thread: Rethinking Categories Started by: PandoraPandora |
Hello there. I've been thinking a lot about categories lately and I think I kinda reach a dead end so I would like to hear some opinions in the matter. First of all: Any% will remain as the main category with the current ruleset. The discussion in this topic is regarding categories that are not Any%. Also keep in mind that I will be pretty technical in some parts of the post. Ok so, I'll order my ideas as following: Category: All Moves (estimate 3 to 4 hours) - Perform and land every* move of the game at least once . *note 1: This includes moves you can't get explicitly: Kick Reversal, Head Kick Reversal, Rolling Savate Kick, Jumping Axe Kick, Rising Uppercut and Charged Punch. *note 2: Because we can't learn every single move in the game, the requirement for the category is just land all of them, meaning is not necessary to learn reversal techniques: Knee Kick, Shoulder Toss, Reversal Elbow, Brainbuster, Bridge Suplex, Side Throw and Lift Up Vertical Drop. Technical part: The game moveset consist in 14 Punches, 20 Kicks, 40 Techniques and 9 Special Techniques. Every move except for the Special Techs can be done manually when fighting. The 9 Special techs can only be done through reversals, counter and special combos. Only 3 of those 9 can be learnt from enemies, these are: Knee Kick, Shoulder Toss and Reversal Elbow. Even while you can't directly use them in battle, they WILL show up in your pause menu with their skill level after bieng learnt. The other 6 Special Techniques are the 2 reversal kicks (floor counters) and the 4 combo finishers. There's no enemy in the game that does the combo finishers, and while you can get hit by reversal kicks, there seems to be no way to learn them (I tried getting hit more than 100 times in a row in a max level file in emulator. To give an idea, the tech that takes the longest to learn is Back Neck Lock, requiring 20 hits, and the second longest is Toe and Face Lock, requiring 10). So ¿what's the big deal? Well, the thing is that the game actually allows you to perform reversal and counter techniques and special techniques without learning them. In that sense, the only moves 'useful' (or meaningful for a category) to get are the ones that cannot be performed otherwise. The thing is that the very existence of reversal techs makes a category like this super hard to define. For example: some normal Techs can be done through both attacking and reversal, such as Bridge Suplex, Brainbuster, Side Throw and Lift Up Vertical Drop. When doing that reversal, your character will actually increase the skill level of that tech, even before learning it, even without having it in your Pause Menu! Basically I had two options: 1- The importance of the move is having it unlocked in the pause menu: With this one you only have to learn every learnable move in the game (14 Punches, 20 Kicks, 40 Techs and 3 Special Techs), it doesn't matter wether you use them or not. This keep the rest of the special techs out of the equation. 2- The importance of the move is the performance: With this one it doesn't matter what your Pause menu says, what matters is to perform and land every single technique. I basically chose the second option months ago because I thought the game learning mechanic was inconsistent with special techs, and also because I wanted the finishing combos to be part of the run. In top of that, I still think the concept is quite inconsistent and also it would be a little lame to 'have' to do every single move, since a lot of them would just look bad or wont do anything (depending on how you level up) and if it is just for 'showing off', then the enemies already did those moves a couple of times when you were trying to learn them. Category: Max Battles (estimate 7 to 8 hours) - Kill the maximum amount of Hybrids possible (332 battles). Any problems? Yes. Today I discovered that 332 IS NOT the maximum amount of battles that you can get in the final screen of the game. In theory you can get a much bigger number, maybe up to 600, and in practice on a normal run you can get a consisten 336 and then go up to 340 or 350. How? Well, the thing is that the game counts the amount of battle you 'enter', not the amount of battles you 'complete'. So, it is no new that Ring Erasers out of respawners increase the final amount, since after using the item, the Hybrid is gone forever from the overworld. But on the other hand Ring Erasers don't decrease the amount of enemies in a respawner (you can use infinite Ring Erasers in a respawner, and it will never deplete). So for me it was obvious that delete hybrids for respawners didn't increase the total amount of battles (because you don't even level up when isung an Eraser). BUT THEY DO INCREASE THE COUNTER. So basically if you obtain an Eraser in every single battle before Area 9, then you can use all those in the Area 8 respawners and increase the counter to way more than 332 battles. So, how do we fix this? One option is just forget about the counter and call this a "Max intended battles". In this case I would ban ring erasers in respawners so we have 332 battles at the end (that way is also way easier to know if the run is complete) and probably allow ring erasers in battles out of respawners because whatever. Note: naming this category 'Max storymode level' is also inconsistent since raisers change the way Offense, Defense and Speed level up through the game. We actually don't know what is the maximum theoretical level in storymode. That's why I would now allow erasers out of respawners, since the level at the end is already inconsistent. TL;DR: Any% will remain the same, but the other categories are inconsistent and kind of lame. Since nobody is running the other categories, I want opinions on how to make better ones or just get rid of them. |
Forum: Hybrid Heaven Thread: Documentation, guides, etc Started by: PandoraPandora |
Documentation/Guides last updates: Enemy Database Item Database Move Database Other __ Also remember that if you want to know everything that's happening on this game you should go to the hybrid heaven channel on my discord x): https://discord.gg/GEM7Uat |
Forum: Phantasy Star Online Thread: Noob question about maps Started by: PandoraPandora |
oh god, so there's like 43 maps to memorize x.x (if I discard the 2 bad maps of F1) |
Forum: Hybrid Heaven Thread: Door glitch in 4-3 Started by: PandoraPandora (edited: ) |
update: I checked EVERY other savepod to see if something similar happened in other point of the game, without success. Seems that it only happens in 4-3. |
Forum: Hybrid Heaven Thread: Door glitch in 4-3 Started by: PandoraPandora (edited: ) |
I found this by accident |
Forum: Hybrid Heaven Thread: Documentation, guides, etc Started by: PandoraPandora |
I uploaded my strats document to the guides. It can be used as a tutorial to get started in speedrunning this game. It only has the route and strats for Any% Normal because I haven't finished routing the other categories. |
Forum: Hybrid Heaven Thread: About Max Battles (closest category to a 100%) Started by: PandoraPandora |
Here's the video =P |
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Forum: Hybrid Heaven Thread: About Max Battles (closest category to a 100%) Started by: PandoraPandora |
I just finished a proof of concept for Max Battles% in Ultimate. I barely achieved sub 9 hours (8:56 IGT). So my thoughs on the category: - In Normal difficulty it would just be about endurance, because it's hard to die when you level up a lot. On Hard and Ultimate the challenge is super crazy, because you can't die on single-segment. Just to give an idea, I died around 5~6 times in the prrof of concept. - Area 3, 7 and 8 are the hardest in both endurance and skill, because the respawners mean A LOT of battles (the 4 respawners at the end of area 8 make 80 battles in total!). - This time I tested going full punches and techs. It worked relatively nice, slow in the beginning, then fast when you get 5-move combos. But then I realized that my body and arm offense didn't when over level 14. So there might be a cap for body part offense, something like 'no more than X levels in between certain body parts'. The main reason to go for punches + techs is that when you don't have advantages, you can use a tech into a neck lock and just repeat neck lock over and over - A better route would be to use kick combos and still level up body through techs and just neck lock to level arms. This way might be possible to extend the damage cap on the last Areas. PD1: I'm gonna edit my streams to get the segments of the run and upload that to my youtube channel (editing 9 hours xd) PD2: I hadn't uploaded more guides because I was working on this. Also I'm still trying to make my documents more friendly, but it's hard. If someone wants to see the raw documents anyways I can share them on my discord |
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Forum: Phantasy Star Online Thread: Noob question about maps Started by: PandoraPandora |
great \o/! thanks |
Forum: Phantasy Star Online Thread: Noob question about maps Started by: PandoraPandora |
I'm doing some notes for running Any%. I started with getting info about all the possible maps one can get, so I run into PSO-world and I saw like 5 variations of forest 1 and 2. But then on gameplay I just got 3 variations. So ¿Do the other patterns only appear in missions? Thanks |