Forum posts

Forum: Rygar (NES)

Thread: Thoughts on Any% Damageless?

Started by: SlackanaterSlackanater

Its the overworld clip after the grappling hook that saves a bunch of time in the PAL we have yet to find a way to use the overworld out of bounds stuff to work in our advantage on the NTSC. In the Glitched deathless he does take damage to Ligar but that glitched version of Ligar will eventually stop attacking so if you wait him out you could finish without damage. I think that the way everything is now works good. The rules a clearly explained for the categories and yes there are some weird overlaps with those two runs but the NTSC players can run any% damageless and the PAL runners can run glitched deathless. You never know what will be found next in this game so I say for now if it is not "broke" don't fix it.

 

Forum: Rygar (NES)

Thread: Thoughts on Any% Damageless?

Started by: SlackanaterSlackanater

For Noise Polices question I don't think that it would hurt to put No WW in the cat for deathless as that is what it is and we have it in the title of the any% No WW. But when it comes down to it that run technically should just be no WW because it is not any%. but in the end the title doesn't matter so much as long as the category is clearly explained in the rules.

Daddio does point out some weird overlap in Any % damageless and glitched deathless.
It gets a bit weird because of the difference in the PAL version. Glitched deathless is run on PAL and as far as we know PAL will continue to be faster for that category. That run has been on the boards for 2 years without another runner. I just don't think there are many PAL runners. So if we allow PAL to be used for the any% damageless I'm afraid that you will see a decrease in the amount of people that will want to run it. Although I do agree with Daddio that in the end the PAL would be faster to run any% damageless.

 

Forum: Rygar (NES)

Thread: Thoughts on Any% Damageless?

Started by: SlackanaterSlackanater

Hey all, Yesterday I did a damageless run of Rygar. I thought is was fun! At just over 10 minutes it is a nice short route. It has Airwalks, a clip, a point grind so it checks all the boxes for a Rygar run. In the end it will be a risky Ligar fight that will be fastest. Let me know if you all think it would be a fun category.

polsvoicepolsvoice, peco_de_guilepeco_de_guile and 4 others like this. 

Forum: Urban Champion

Thread: TAS 5 dodge strat

Started by: SlackanaterSlackanater

Hey all I have always been curious about this run. I put it in for a few minutes yesterday and had fun so I'm reaching out for some future understanding. My first question is why don't runners do the 5 dodge first round like the TAS? Is it because it makes round 2 slower? I'm Imagining with out the TAS slide you can move fast enough. This leads me to the TAS slide, what are the inputs that makes this happen? Thanks for your help

Bokonon_LivesBokonon_Lives likes this. 

Forum: Mario Bros. (NES)

Thread: Preferred rom to run on?

Started by: SlackanaterSlackanater

To be clear I’m getting a physical cart for my NES to record runs. But until then I want to learn and practice the phases. I just want to be practicing on a rom that is as close to the cart as possible. Could you elaborate on why I should not use and everdrive? Does this game not emulate properly on an everdrive?

 

Forum: Mario Bros. (NES)

Thread: Preferred rom to run on?

Started by: SlackanaterSlackanater

Hey all. I just played this with a buddy of mine for the first time and found it very fun. When I looked into the speedrun I wondered if there was preferred rom to run on? I'm looking into getting a cart but for save state practice I will be using an everdrive.

 

Forum: Kung Fu

Thread: Congrats and thank you new mods!

Started by: BryBadBryBad

I think the damageless run is fun and uses different strats so I’m all for it!

Thee_DeadguyThee_Deadguy likes this. 

Forum: Kid Icarus

Thread: Kid Icarus - Discord?

Started by: whitelyyywhitelyyy

I do not know of one but I’m also just started to learn Kid Icarus and you are welcome to join mine. There are quite a few runners in there now that can answer most any questions you might have. https://discord.gg/sUrhvUgV

Thee_DeadguyThee_Deadguy likes this. 

Forum: Kung Fu

Thread: NES mini

Started by: Thee_DeadguyThee_Deadguy

I would think it ok. Would want a mod to confirm. GL on the runs and don’t hesitate to ask question.

Thee_DeadguyThee_Deadguy likes this. 

Forum: Double Dragon (NES)

Thread: De-Spawn Abobo found!

Started by: SlackanaterSlackanater

Hey all yesterday I discovered a set up for a consistent Abobo De-Spawn. Not only can you use it on the double Abobos but the tech works on and two enemies. I believe there is more to learn here with the AI so I think this is just the beginning. I

xenkaroshixenkaroshi, LRock617LRock617 and 2 others like this. 

Forum: Rygar (NES)

Thread: No WW Routing

Started by: BlankBlank

I think this was the route I used last year when I ran no WW. Took it to 23 minutes ish.

noisepolicenoisepolice likes this. 

Forum: Ninja Gaiden (NES)

Thread: True Ninja (100% damageless) category?

Started by: SlackanaterSlackanater

Hey all, as some of you know I recently was able to complete a run of Ninja Gaiden damageless. There has been lots of talk about whether it should be a new category. My first though was due to the immense difficulty in even completing a run, that no one would even want to try. That is not the case many people have reached out and said that they will be attempting the run. Though my run was not aimed at speed this run could be optimized to be very fast. Also because it allows no damage boosts the routing will be unique to any other category. I also believe that the run would be well received by none speed runners and may help the growth of Ninja Gaiden speedruns. Please let me know what you all think?

NinpoManiacNinpoManiac, hahhah42hahhah42 and 8 others like this. 

Forum: Jaws

Thread: Adding milliseconds to the board?

Started by: SlackanaterSlackanater

Hey all. With the new route that has been developed I believe that we are going to see our top times getting very close. I just recently tied Space Colonizers 3:22 though I'm not too concerned about the tie as we both are currently grinding for lower times. What do you all think about adding milliseconds to separate the top times?

PearPear, consoleplayercenturyconsoleplayercentury and 3 others like this. 

Forum: Kung Fu

Thread: Running PAL Kung Fu

Started by: SlackanaterSlackanater

Hey everyone! I'm looking to get my Kung Fu fix as I have not played for a while now. I'm considering high score attempts but first I thought it would be fun to try the PAL release. It would be very different as the timing would be much slower and I'm curious is the spawns and mechanics would be different. Does anyone know if there is a way to play the PAL version without the cart? I have tried to download a PAL rom but it does not seam to be different. I have tried it in my front loader as well as my top loader. Not sure if I just don't have the right rom. It may not be possible and in that case I will just have to buy the PAL cart.

 

Forum: Jaws

Thread: WR route VS tutorial

Started by: SlackanaterSlackanater

I bet you are right! Let me try that

 

Forum: Jaws

Thread: WR route VS tutorial

Started by: SlackanaterSlackanater

(edited: )

Hey all! Just picked up Jaws for the new year and so far love the run. I do have a quick question. I'm following the tutorial to get started and then have tried to modify it to mimic the WR. Everything seams to work great until after the bonus stage I'm getting an encounter right before getting the receiver? I'm not sure if there is a minip I'm missing?

 

Forum: Rygar (NES)

Thread: New run

Started by: RNGStreamsRNGStreams

(edited: )

OK after a quick check with the TAS. If you travel too far down he will respawn when you go back up and not be able to despawn. its only 12 pixels so it is not that hard to go too far down. You do have to pass through another invisible wall so if you stop wiggling towards the end right when he is about to despawn the wall will stop you from going down too far. Just remember to hold up the moment you see him despawn and you should be good. I will agree with sYn that this is easier on the right side.

 

Forum: Rygar (NES)

Thread: New run

Started by: RNGStreamsRNGStreams

From my experience if you go to far down when despawning him he will spawn again on your way up and not be able to be despawned. I find that that you want to go back up the very moment he depawns. I'm do not know for sure if this is the case but it has worked well for me coming both from the right and the left. I will put it in the TAS and see.

 

Forum: Kung Fu

Thread: Miscellaneous category: Damage less?

Started by: SlackanaterSlackanater

Hey all. I have been throwing around the idea of a damage less category for a while now and wanted to know what everyone thinks. We all know that taking damage makes you run faster in Kung Fu. But that is not very "Kung Fu" a real master would never get hit.

There are some runs on Youtube but they are not put together for speed. So I did a run last night and I have to say it was fun. I required routing the game very different from the standard route. Yes it is still the same game but it somehow feels a bit different.

As Game A and Game B get more and more optimized this category could get more people into Kung Fu as there is a lot of work to do to optimize it.
Please give me some feedback.

 

Forum: Kung Fu

Thread: Should keyboard inputs be allowed for EMU users?

Started by: OuijawiiOuijawii

I'm not sure moving over old run is necessary. I think it is more important to enforce this rule now as people will know of the advantage. Also I believe there are only 2 emu runs besides Luc's that have moomkicks Hjurri and Tommyboy. For Hjurri's run at about 3:38 he adjusts his leg and you get a shot of the controller in his hand and at the end of Tommy boys run at 3:45 he lifts his had up and you see his controller. I don't believe the other emu runs have moonkicks or are far enough down the list that I don't feel necessary to move them. This is just my opinion. PresJPolk if you want I can help to research further into the emu run and look for use of moonkicks.