Hilos
Georgia, USAmeauxdal6 years ago

Moderation has taken a vote and a change will be made to the rules beginning July 1, 2019. Starting 12 midnight EDT 7/1/19, all top 10 runs will require captured video (captured from a capture card). This affects all runs including RTA and individual levels. Additionally, all benchmark times* will require video proof. The new benchmark rules apply only to individual level runs.

*Benchmark means full race times with the same to-the-second reading as the 3rd place run (or better), or lap times with the same half-second reading as the 3rd place run (or better). Examples: race times faster than 1'04"000 and lap times faster than 20"500 on Sunny Beach (forward) will require video proof after July 1, 2019.

Note: Benchmark times outside the top 10 can still be phone or webcam videos under this ruleset, as long as they are legible and meet the rest of the rules. Benchmarks can and do change depending on new submissions.

Shibbypod, AzaleaAkari, y Game les gusta esto
Georgia, USAmeauxdal6 years ago

These can be ignored (left blank) for full-game runs, but are absolutely required for accurate ranking of individual level runs. Please add this functionality! Thank you!

Georgia, USAmeauxdal6 years ago

The game will save times set in championship mode as your "best time". I recently set a lap record on San Francisco in a circuit. I'm not sure if these times should be accepted to the leaderboard or not. Obviously there are boost items in the cups which can lower times, but these items are pretty rare. In this particular lap, I did not get any boost items, I just happened to drive a really clean lap. I did try and beat the lap in Time Trial mode afterward, but it's a tough course and I haven't been able to top it yet.

I'm curious what thoughts anyone may have about this.

Georgia, USAmeauxdal6 years ago

In RTA cups currently, the rules stipulate that you must place first in every single race in every cup. This seems like overkill.

It's probably not necessary to force players to get 1st place in every race in RTA, imo. You can still get a gold without coming in first in every race, and Normal and Expert are already far more than hard enough without needing this extra stipulation.

I was thinking about doing some runs for Normal and Expert, but I probably won't unless this rule changes; it's just too random for me to want to put up with that.

Any thoughts?

Georgia, USAmeauxdal6 years ago

Emulator and non-disc loading (USB, SD, etc.) submissions are accepted for individual levels and for in-game time rankings. However, they are not allowed for the RTA categories, as the load times are not consistent with loading from disc. This only affects 3 categories: All Circuits (No Retire), 100%, and All Circuits (Any%).

Hacks or game modifications are not allowed, including widescreen hacks. Please do not submit hacked runs, as they will be rejected.

Georgia, USAmeauxdal7 years ago

Here's someone playing Request #11.

I'm looking for more information on the game. Even just a list of goodies/cars with how you acquire them would be amazing. Specifically, I want to unlock the DRAG vehicle, as it seems to be the fastest car for time trials.

(Speaking of Time Trials, could you please add Individual Levels to this leaderboard? I will submit my times if possible.)

Maiguels les gusta esto
Georgia, USAmeauxdal7 years ago

After significant discussion in the discord, the Blue Storm community has decided to go ahead and import and accept the existing WR times, including those without video. The rules will still stipulate that video is required for new submissions, but for fairness' sake for the next few days or so players can get their existing time sheets submitted regardless of video - just provide a picture of the time. After the import process is complete, all future runs will continue to require video.

We will be pulling several times from both Cyberscore and from the official Japanese Blue Storm Time Attack competitions, linked below. Note that not all times will be imported from these sites, as some in Cyberscore are believed to be illegitimate/set on the incorrect version.

https://www.nintendo.co.jp/ngc/gwrj/timeatta/index.html

Georgia, USAmeauxdal7 years ago

For full-game runs, only the following platforms may be used:

CONSOLE

  • Game Boy
  • Game Boy Color
  • Game Boy Advance
  • Super Game Boy†
  • Super Game Boy 2
  • Game Boy Player + Game Boy Player Start-Up Disc
  • Game Boy Player + Game Boy Interface

EMULATOR

  • BGB
  • BizHawk
  • Gambatte

†All SGB runs will be converted using http://nudua.com/convert

Other platforms are banned for RTA, including VBA and VBA-M.

All emulators and platforms are allowed for IL runs (within reason - game must run accurately).

MetalHead les gusta esto
Georgia, USAmeauxdal7 years ago

I'd like to submit some times for this game, but the IL boards are a bit of a mess right now.

Would it be possible to change the vehicle category/variable to not split the IL boards? Just make it a column. This will tidy up the boards immeasurably, get rid of dozens of empty categories, and allow times to be seen on the "View all" overview. This setup will still allow for filtering by vehicle, so no functionality will be lost, but the boards will work a heck of a lot better.

Here's an example: https://www.speedrun.com/stunt_race_fx/Easy_Ride

You can see that the vehicle information is present, but that the variable does not split the boards. You can even set it to not obsolete itself, so that if players have runs with multiple vehicles they will all show.

Thoughts?

Georgia, USAmeauxdal7 years ago

There are a couple fields you should leave blank for full-game runs in certain categories:

  1. In All Circuits (No Retire), All Circuits Any%, and 100%, you should leave in-game time blank.

  2. In Exhibition Circuit, you should leave real time blank.

All of the other single-circuit runs should be submitted with both real time and in-game time.

Our full-game board is a bit different than most on speedrun.com due to the way the game saves records during full-game runs. In Blue Storm, if you achieve a top 3 course time or best lap time during a run, you will lose ~10 seconds saving the time to the memory card. Because there are so many stages in the game, it is difficult to fill every stage with 3 unbeatable times, so players who have prepared their save file outside of full-game runs are at an essentially insurmountable advantage in terms of real-time. To counter this, we rank all single-circuit runs using in-game time (or IGT) instead, which will be fair to everyone, whether they use disc loading (either console), USB loading, SD loading, Dolphin, or even loading from Nintendont on Wii U.

That said, it's a bit of a bummer to have the real-time total be merely a reference for these runs, so we've decided to make 100% and both All Circuits categories simply start from a fresh save. This way everyone is on an equal playing field with regard to saving times, and we can just use real-time to rank them. The quirk to this is that because the boards are set to rank by in-game time, we need to leave that field entirely blank for these runs in order to rank by real-time. This also eliminates the need to add up tons of course times to get your IGT when doing All Circuits or 100%.

Let me know if there are any questions.

Georgia, USAmeauxdal7 years ago

We are doing a bit of overhauling on the rules for full-game runs.

A. All full game runs (except Exhibition Circuit) will now use a standardized starting split for real time, which is when the first course of the circuit is confirmed and the stage begins loading. This applies to 100% and the All Circuits runs as well.

B. Single-circuit runs (including both No Retire and Any% runs) will be ranked according to in-game time (IGT) to ensure that saving new records does not factor into the final time. However, both real time and IGT should be submitted for these runs for reference. You can easily add up each of your course times using the calculator here: http://www.unitarium.com/time-calculator

C. 100%, All Circuits (No Retire), and All Circuits will be ranked according to real time. IGT can be noted in the description, but should not be submitted in the form. This is because the full-game leaderboards are sorted by IGT as the default. If we do not enter any IGT for these boards, they will rank by real time as intended. We do not have to worry about saving times being a disadvantage in these three categories because all runs will start from a fresh save file.

D. Exhibition Circuit will be ranked according to in-game time. You should not submit real time in the form for Exhibition Circuit.

E. Round all real times down to the second.

Old runs will be re-timed to the new timing method in the coming days.

Please let me know if there are any questions or concerns. Thank you and keep wave racing!

GoonMiester les gusta esto
Georgia, USAmeauxdal7 years ago

We have a channel in the Wave Race 64 speedrunning discord. Please come join us! This link should not expire, but let me know if it stops working for any reason and I will edit this post.

https://discord.gg/DMkqQU8

Georgia, USAmeauxdal7 years ago

I will be collecting information I'm gathering while testing the differences between the formats here. As some of you may know, the in-game times will differ greatly between the versions.

  • NTSC timer runs at ~98.87% speed vs. real-time
  • PAL timer runs at ~83.42% speed vs. real-time

PAL not only has a timer that runs significantly slower than real time (giving a lower IGT than the run's real-time length), it actually also has higher top un-boosted and boosted speeds. This causes a major difference in times between the versions, with PAL both running faster and giving lower IGT readings than real-time.

As far as I can tell, it simply isn't possible to fairly compare times from the two versions - even if you were to do some kind of conversion.

GoonMiester les gusta esto
Georgia, USAmeauxdal7 years ago

Seems there is not a single working video (record proof, tutorial) anywhere on this board. I've got a copy of the game and would like to figure out how to run it - any chance these videos are available still?

Thank you~

R-J-Clapham les gusta esto
Georgia, USAmeauxdal7 years ago

Title says it all.

For Stunt Race FX, we have a handful of times tracked by the game which are ranked in ascending order, by "time remaining" instead of time elapsed. However, it appears that there is no way to have individual levels with both timer ascending and descending in the same game. In other words, if you use timer ascending for one IL, you must use it for all of them.

Any way this can be changed? Right now we have the times in question on the full-game leaderboard, which does allow us to mix and match the ranking behavior, but this is far less than ideal.

(We tried figuring out a way to convert the time remaining to time elapsed, but due to the way the game adds bonus time, this doesn't really work)

You can see the Stunt Trax board here: https://www.speedrun.com/stunt_race_fx/full_game#Stunt_Trax_NTSC

Thanks!

Georgia, USAmeauxdal7 years ago

Hey there. Just wanted to dump some thoughts I typed out regarding the major RNG points in the run. Writing them down has helped me keep in mind the areas where I can gain/lose the most time due to RNG.

Major RNG pivots (+/- 30 seconds or more)

  1. Bow drop time
  2. Necron AoE usage frequency/crits
  3. Hallow Mage stun length/crits (& casting paralysis on you more than twice)

Here are the slightly less relevant RNG pivots:

  1. Crits on Hanging Dead in poison corridor (Earth World?)
  2. Molebug blocking Earth World mineshaft (about 33% chance of horrible spawn that costs 5+s)
  3. Howler spawn pattern/crits in Monster World (sometimes get one extra/less Howler - not getting them saves time but you miss extra cunes, so less MP or HP potions)
  4. Pitcher enemies' Dorado's Ashes drop rate in Earth World (saves time on Edward if you would otherwise run out of arrows and Dorado's Ashes)
  5. Extra (up to 2) Molebugs blocking Earth World bridge before Apollos (~10s per extra bug over the 2 that always spawn)
  6. Apollos casting paralyze (you can lose up to 20 seconds here under full paralysis (if you don't die), but rarely)
  7. Fire World corridor Watchtower spawn before lava river (can sometimes run straight past even if you get it)
  8. Ebony Knight AoE frequency (usually doesn't matter but he can troll)
  9. Paralysis by flying fish when warping to fight Magi Magus
  10. Magi Magus bracelet drop (uncommon drop, more damage against Balron/Edward)
  11. Jester bracelet drop (uncommon drop, more damage against Balron/Edward)
  12. Hallow Mage Endless Amulet drop (common drop, more damage against Balron/Edward)

There is also the Wizard Crown that can drop from the 4th (uncommon) Molebug spawn before Apollos. This causes your spells to do significantly more damage (most useful against Apollos/Ebony Knight/Balron), but you trade ~10s by having that 4th spawn appear at all.

Note: RNG related to enemy AI is not fully understood. Many enemy actions are at least in part dictated by player positioning, but this does not seem to apply to Necron/Ebony Knight in a way that is usefully manipulable yet.

Georgia, USAmeauxdal7 years ago

I'd be interested in submitting times for Time Trials.

Bogdan_mk, KoiIroHoshi, y BvqRzxi5 les gusta esto
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