Kommentare
Thread: CannonBall
Pennsylvania, USAJFred9926 days ago

Apologies for the confusion but Timing Fixes is NOT required, only recommended. It does not affect your end time. It only makes the splits accurate but the end time is still the same regardless of that or any other setting.

In the Arcade the splits are roughly 18 seconds faster than the end time (about 15 if you sub-5). Cannonball brings the splits up to match the end time, but the end times are still comparable to arcade. The times are faster in Cannonball because you can take the turns tighter. Switch has splits comparable to arcade and brings the end time down to match the splits so the times are about 15 seconds faster than what is possible on arcade.

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Thread: CannonBall
Pennsylvania, USAJFred9926 days ago

On the RetroArch version I can type in JF but when I hit END it does freeze up. The music still plays but it never progresses and I have to close the game and open it again. I just always did that and didn't think much of it, but I don't think I ever had it freeze before getting my initials in. Just tested with Timing Fixes OFF and that did resolve the problem.

So I'm not surprised you're having the issue, but I'm not sure why MSM is not.

yelsraek und MasterSystemMarceau gefällt das.
Pennsylvania, USAJFred993 months ago

I could be a mod on this one.

petaQ gefällt das.
Pennsylvania, USAJFred994 months ago

I've done 72 Hole runs for each course. Would be happy to submit if a leader-board were created. I think I might actually prefer playing it this way. 72 holes in under 30 minutes is a good time.

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Pennsylvania, USAJFred994 months ago

Just throwing it out there...

Pennsylvania, USAJFred9910 months ago

I cleaned up the rules a bit. There are 2 notable changes.

  • The new version available on the MD minis that lacks the Ferrari symbol will not be allowed. I suspect there are minor differences in the IGT, the turning, and/or the RNG. We have seen this issue in the arcade version when comparing MAME to nearly identical console versions. For example the Saturn and Cannonball versions turn more tightly than the original which allows for less deceleration on large turns. Very minor for casual play, but a significant problem for high level players separated by only a fraction of a second.
  • Standard 4:3x runs and Hyper 4:1x runs will be highly scrutinized. These times require significant effort to achieve and the current runners with these times have demonstrated that effort by streaming attempts and/or including webcams. It seems only fair for future high level runners to meet these standards.

Thanks!

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Thread: OutRun 2019
Pennsylvania, USAJFred991 year ago

I'm going to nicely suggest that no one should be creating forum posts calling into question the legitimacy of runs for a game they have not run. If you think you've found something that calls lots of runs into question for a game you don't run chances are probably 99.9% that you're wrong. It's unlikely in any game that multiple runners have exploited a cheat that none of the mods or other community members were able to identify.

"the only visual indication of any debug features being enabled is in the options menu."

Incorrect! Watching the run will expose these features.

If you turn on infinite time it's going to be obvious because the timer will either not move or when it hits zero it will not game over. Either way its going to be plainly obvious when watching the run.

If you turn off collisions it's going to be obvious when you drive straight through something and don't crash. Should you manage to avoid everything that will make you crash then it doesn't actually matter that you turned collision off. However in this game there are damage boosts where you actually want to collide with objects in order to stay on the road in a tight turn and not lose speed. If you watch the Stage 1 WR for more than the first few seconds you'd see it hit objects on the side of the road multiple times which means that collision must be on. In fact it would almost certainly be impossible to WR with collision turned off because ThatguyLFS uses damage boosts so effectively.

TakuikaNinja gefällt das.
Thread: CannonBall
Pennsylvania, USAJFred991 year ago

Camera change and other "enhancements" like widescreen and 60fps are allowed because ultimately they don't change anything about the speed of the car or the traffic or the in game clock.

Continuous mode does have category rules. I think you have to click at the top of the rules window to see them. They require 3 or higher for traffic.

MasterSystemMarceau und obiiwan gefällt das.
Pennsylvania, USAJFred991 year ago

To be clear no runs were removed, only empty categories.

Pennsylvania, USAJFred991 year ago

Individual level categories exist for the game. I don't know why. I suspect they were set up that way in the begining but never used. The recent layout change has made level categories more prominent and some recently submitted runs accidentally (I assume) were set to level categories. To avoid confusion I will remove them.

Pennsylvania, USAJFred991 year ago

Thanks for the reply. I appreciate your time. I think the trick with Cannonball is that it's both an emulator and fan hack. I was looking at it more like an emulator and in a way all emulators are unofficial "fan hacks" but we generally allow them. But since it is an emulator that only plays one fan hack it makes sense not to allow it. I totally understand I just wanted to address it since it does seem to be a popular version. Also I couldn't get my controller to work in MAME. :)

Thanks!

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Pennsylvania, USAJFred991 year ago

I was told Cannonball was not acceptable because it is "not an arcade port". Is anyone able to expand on that? It seems demonstrably false. We know exactly who ported it. They left extensive documentation in a public forum format and have made the source code freely available. It requires the original arcade assets to function because it pulls all the sprites and other elements from the original roms.

I would like to use Cannonball because after extensive research it seems to be the closest port to the original when played in "original mode". Is there an advantage that Cannonball original mode provides a runner over the original arcade version or other ports? The Saturn port has Extra Easy traffic which is not available in the arcade version and provides a significant advantage when speed running the game. If that's not an issue I don't understand why using Cannonball in original mode is not acceptable.

Unless there is some advantage to Cannonball that I'm unaware of I would request adding a rule that says something like "If using Cannonball show "Set Original Mode" at the start of the run". A lot of hard work went into creating this freely available easy to install port of OutRun arcade and I think it would be a shame to ban it without good cause. Thanks!

MasterSystemMarceau gefällt das.
Thread: OutRun 3-D
Pennsylvania, USAJFred991 year ago

I assumed we had maxed out the non-glitched run since our times were so close and seemed free of any noticeable errors. I'm surprised to see a 4:42 especially since it looks like it was a full second behind going into stage 5, but there it is. Gives me an excuse to do some more runs.

I'm sure that not resetting is what leads to the lower splits. It makes it a little harder to grind because you have to keep finishing runs or at least let the timer run out. I think I discovered it because I was deliberately doing no reset runs to practice the end stages and noticed the lower stage 1 splits.

My glitched vs non-glitched PBs felt exactly the same and in real time they are. I drove the same route and made no mistakes. The glitched run saved exactly .26 on each of the first 4 stages which seems really unlikely. You're not going to improve the exact same faction of a section over 4 stages from one PB to the next. Possible, but highly unlikely. So maybe the amount saved in stage 1 is the same in the next 3 stages. If that's true it means a very low 57 split in a glitched run would save over a half second in each of the first four stages (if no mistakes are made) and sub 4:40 could be possible.

Nimn_One und MasterSystemMarceau gefällt das.
Pennsylvania, USAJFred991 year ago

Having multiple runs of different difficulty on the same leaderboard would work here but I think it would be too confusing for most people. I've posted my Pro runs as obsolete so they only show when filtering for Pro or Obsolete. Eventually I'll probably post runs of other difficulties as well.

MasterSystemMarceau gefällt das.
Pennsylvania, USAJFred991 year ago

I just noticed that you can use the filter to filter for difficulty level. For example if I filter Goal D for Normal then my obsolete Normal run from a year ago pops up. So you can post slower runs of other difficulties and they would be hidden as obsolete but show up when filtered for that difficulty. That's kinda neat.

MasterSystemMarceau gefällt das.
Pennsylvania, USAJFred991 year ago

Thanks again. I've changed it back to the way it was. It was a very easy change to make so I figured just do it and people can see what it looks like and decide. Goals B and C have 6 and A, D and E have 2 runs in Standard that are on a higher difficulty than Super Easy. I was interested in competing with those runs at those difficulties but I don't want to do that if none of the other top runners are interested.

I think the difficulty levels in this game are more significant than others like 2019 or OutRunners where the other cars aren't as random. OutRun 3D also has very different difficulty levels. If you created categories for all of them I'd definitely play them but that's just me. I understand your perspectives of keeping it simple and limiting WR opportunities.

MasterSystemMarceau gefällt das.
Pennsylvania, USAJFred991 year ago

The primary purpose of the new categories is to give the most recently active runners the opportunity to continue to set PBs and new records in this game since they (we) seem to have maxed out the existing categories and aren't running it anymore. I think to create a Pro category you have to then create a category for every difficulty that has runs on the board in this case Super Easy and Normal. It's not fair to the Normal runs to compete with Super Easy if Pro becomes its own category. Since no one in the community has ever posted an Easy, Hard, or Super run it doesn't make sense to create those empty categories at this time.

I don't know of any specific rules about how many categories a game can have just that the categories should each have a few runs in them. If everyone in this thread ran Normal and Pro I think that would justify their existence. But if no one here wants anymore opportunities to set top times in this game I will change it back to Standard/ Hyper.

I appreciate your responses. Thanks!

Pennsylvania, USAJFred991 year ago

I've added Normal and Pro difficulty categories and removed Easy, Hard and Super difficulties from the list of choices. Checking all runs including obsolete runs I found no runs submitted using those difficulties.

I've added the categories in the interest of expanding the game a little further from the previous Standard/Hyper system.

Pennsylvania, USAJFred991 year ago

Since there have been no objections the following has been completed:

-Original Mode rules changed to In Game Time. -Existing runs updated to IGT (no changes in standings). -Original Mode sub-category changed from Standard/Virtua Formula to US/JP. -"Multiple Cars" added to list of cars.

MasterSystemMarceau und AlphaNerd gefällt das.
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