back when I was still racing people on speedrunslive this would have been a fun meme race goal. Definitely seems doable in 3-4 hours.
Yes this was a thing, even back in the day (2011). I think we weren't sure why it happens sometimes but not other times, or why it doesn't happen at all. It does seem to be a version specific thing. I think I never got it to work on my PAL game.
But I'm just writing about my memories back from 2011-2012. Current active runners might have a better understanding.
I added it. Yes, I like this better. Thank you! But does everyone think the same?
If not, maybe we need a strawpoll.
Any% low glitch is a stupid category because of the 1 frame tricks involved (Pipe death, checkpoint bell bug). You don't want to do a 1 frame trick 10 minutes into a run. Back in the day, I did low glitch runs until we all decided to make it glitchless to get rid of the 1 frame tricks mess.
HOWEVER, it is not a bad idea to just add it now as its own category. Perhaps it will rise in popularity and beasts like oh_deer will take it apart.
The white stroke still shows up too thin for me. I suggest removing the stroke and making the black text white.
Not that it matters too much though...
I would urge not to use SGB1. But this is not a final statement by any means.
I went ahead and enabled all the systems that are also enabled on the Super Mario Land 2 board, SGB1 included. Runs that used GBC now show up as having no specified system. They need to be edited to "GB" (or whichever system they used). But I see no harm in keeping it the way it is right now.
If you want to submit a GBC, GBA run, submit it as GB. If you want to submit a New3DSVC run, submit it as 3DSVC.
I don't know what GBI is. A google image search only yielded images of the Gamecube's Gameboy Player...
So is it feasible in human gameplay to retry until the Scepter is there on the start, without moving?
I did some research lately: http://tasvideos.org/forum/viewtopic.php?p=465720#465720
I didn't know someone already ran this game. That would have made my routing easier. Oh well.
I will go for a 31 minute time in the future. At least that's my plan...
About the route:
The 37 minute run in mission 5 cuts a leaf and throws it in the lake instead of sacrificing redshirt and going on. I believe the latter is faster. Other than that: I'm not sure if using rocks on the warrior twice, or using the snake is faster. And I have had trouble with completing mission 7 reliably. But I made it nearly through mission 7 at a 30 minute time and when optimizing the whole thing 31:xx seems feasible.
I have linked this topic in the MM7 speedrun.com forum section, too.
I'm doing some very basic testing in MM7 right now. Here are the results:
MM7 spell scroll bug works in some ways, but doesn't have any severe effects at all. The only interesting this I found is that you can walk around while in a spell's "select a target" mode, if you interact with an NPC while using a scroll. The easiest way to do it is to face an NPC, use your scroll and then press the Trigger key to talk to the NPC, then close it.
MM7 Render bug happens, but it doesn't seem to do anything useful (such as item warp).
MM7 Item click buffer works! bought a scroll, threw it, saved. Went in that one dungeon with the dragon and did the trick and it gave 74 gold.
MM7 exit buffer works!
MM6 exit buffer works!
MM6 Item buffer doesn't seem to work, but I can't tell if it's because I tested with bad items or it doesn't work at all.
MM6 Render bug doesn't seem to happen at all...
I can't find any scrolls in MM6 so I can't test spell scroll bug.
So I'm only familiar with Might & Magic 8 and I'm a speedrunner of that game. I found some powerful glitches recently and I was wondering if they work in MM6 and MM7 since they have the same engine (I never played those games unfortunately). Please let me know about your testing results.
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Spell Scroll bug Use a scroll on a character while visiting a house.
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Render bug Save the game, reload it and click on your character's portrait while on the loading screen. Then close the inventory. The game will not render the map until you move. This can lead to "item warping".
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Exit buffer Visit a dungeon, face the exit and save (savegame 1). Do stuff. Save (savegame 2), reload savegame 1, then reload savegame 2 while clicking at where the exit was. You can now leave after having loaded savegame 2.
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Casting spells after visiting a new area / dungeon If you bring up your spell book right after entering or leaving a dungeon, the game will not check for certain criteria (indoors, outdoors, enemies). You can cast Invisibility or Town Portal while enemies are near.
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Item buffer Face an item, save (savegame 1). Go to a dungeon (it has to be indoors, at least in MM8). Save (savegame 2). Load savegame 1, then load savegame 2 and click at where the item was while on the loading screen. You may then collect a different item.
I'd like to show my key config, in case anyone is interested or has use for it. I used a tool to edit registry to change which key is which, so the game accepts certain keys that it otherwise doesn't. But I don't remember what the tool is called...
Sorry for the very late reply.
It is indeed very rare but it is possible to get both scrolls in the same shop first try. I can understand your thoughts - sometimes I get attempt after attempt with at least one scroll in the shop (in the first 2 or 3 tries), sometimes I get like 30 attempts and no scrolls in the first minute of trying. The randomness is just like that.
If you want to attempt this game, use these strats (I used them in my latest 19:34 run):
- Save in front of the shop
- Reload and look in the shop until you find at least one of the two scrolls, sell books and take it. Then save in front of the other shop and repeat.
- Use the trigger/exit hotkeys to navigate through screens quickly. I have assigned most keys on the numpad keys and used a tool to change registry(?) and make it so num4 isn't "left arrow" etc. so I can use those keys too.
I will open a new thread to post my exact configuration there.
Reading this topic again... First I want to apologize for flooding Pixql with my barrage of questions. I was just so excited about this bug and wanted to learn as much as I could. And I want to thank Pixql for reporting this bug to the public and for the information he gave.
This bug looks possible to happen at an extremely rare chance, but it's not plausible to us yet.
Map scroll bug ( http://tasvideos.org/forum/viewtopic.php?p=462250#462250 ) can be reproduced. The very basic explanation why it happens is: the game does "half frames" and cuts the frames at a bad timing. I thought the checkpoint bug could have a similar reason or source. But when you die, there are little operations going on, and the game doesn't cut frames. So we aren't sure how this bug could have happened.
The Starman crash ( http://tasvideos.org/forum/viewtopic.php?p=462369#462369 ) happens because the game messes up when handling music, it seems. But it's super rare.
If I knew how the checkpoint bug could possibly have happened, I could investigate better and try to track it down. Of course a video or more reports of this happening would help!
Thanks for reading
wr is 15.57 by keys I can't seem to be able to tell the runner's name in a submission, so that's why I'm making this thread.
Please add it to the leaderboard.
just wanted to ask is it allowed to use this? It seems that monkey 3 can only run on Windows 7 if you use this tool.