A new leaderboard has been created: https://www.speedrun.com/Ghost_Rider_GBA
Feel free to archive/remove the runs from this leaderboard at your convenience
Despite both PS2/PSP and GBA ports are called Ghost Rider, that's where their similarities end. As a result of that, the current leader boards have certain shortcomings from GBA standpoint:
- GBA Port is missing ILs (which would be further divided into Angel/Human and Demonic as level layouts differ)
- None of the category or game rules specify GBA timing or emulation restrictions
- NG+ in GBA is only really possible in Demonic Mode, which is unlocked after clearing the game in Angel/Human. These should be addressed in the category rules
I propose creating a new leaderboard for "Ghost Rider (GBA)" and migrating the existing submissions (including obsoleted ones) to the new leaderboard. I would be willing to handle all the tasks pertaining to the split and future moderation of the new leaderboard.
If the moderator is against a board split, at the very least, the rules should be updated to include GBA port of the game. Again, I would be happy to write up the GBA specific rules. This would still result in omission of ILs, but it would make the rules clear for future runners of the game.
Yep, fighting has a ton of optimization to it, I haven't bothered with it much myself. I have also noticed that some fight waves can be skipped, no idea how to perform that consistently though. I'd like to think I have figured out most of the optimal paths, and that's been the largest time save so far. And yeah, I certainly like shovelware games, I will DM you a few!
Your run was very helpful in learning this game and the reaper skip! Also I have discovered it's possible to skip a fight in both 2-3 (performed in this run) and 3-3. I have another run in the queue which performs all 4 tricks. Also agreed, this game is like watching paint dry, but it'd be cool to have more runners
Aaand we are back with the massive 1.1.2 update. Notable features:
- Even longer loading times
- Preset weapon loadouts when starting a new day
Starting Loadouts "2nd amendment supporter" and above enables cheats for some reason. This means we can use both the "speed up/down" keybinds and dev room buttons:
Similar to push-up, kicking animation can also be used for ejecting Dude out of surfaces:
It's possible to clip through certain objects by push-up ragdolling against the object and save/loading immediately. The timing can be trivialized by using the weapon wheel. This saves time in both prison and sewer errands:
Border Smuggler can technically be initiated at any point during gameplay, even if the slingshot object isn't loaded. For speedruns, the obvious use would be to skip the errand cutscene trigger on Tuesday. Tested on 1.0.7 only:
I have noticed that if a level was previously played with a character other than Sonic, the character will be selected by default the next time player enters the level. Is this fine for Any% or All Gold Medals categories?
Using the push-up launch glitch above, you can manage to get a quick save where the current zap zone is unloaded. Rolling back to this save by dying during a boss errand will also kill the boss:
Push-up animation can be used to clip into objects. This in itself can lead to (inconsistent) wall clips, but when combined with ragdoll and weapon wheel, it allows dude to travel very fast:
Mall to Dam:
Lodge to The Zag:
Yet another cat rocket skip. This one is great for avoiding weapon drop-off, which sends certain ammo types to shadow realm:
Weapon wheel and ragdoll interactions are broken. Bringing up the weapon wheel prior to ragdolling will amplify the speed boost effect:
It's possible to clear all sub-tasks in Sewer via colliding with the Debug boxes (shown below). This strat could be viable if we have a quick way of obtaining rocket launcher or sniper+catnip on Monday:
EDIT: It's possible to perform this skip with a sniper rifle while high on catnip Also all 3 sub tasks can be completed, just shoot one of the clogged drains afterwards to achieve errand completion
Same idea as cat rocket warping but with sniper bullet view that's enabled under the effects of catnip:
This can be combined with VX kicks to send targets great distances away and warp to them. It's very imprecise and likely not run viable but leaving it here for reference.
Ragdolling while getting off a scooter effectively stores a position that can be warped back to anytime by ragdolling again:
This glitch also causes Dude's model to get stuck at this warp position, meaning enemies in other errand maps cannot target him. This is most likely very useful for Wednesday for both quickly warping back after Kunny Island and disabling enemy AI in Bidet errand.
Cat rockets can interact with most player triggers. A good example is Game Tester where the next level becomes available as soon as the player enters the current mission. Cat rockets can be used to bypass all levels:
You can ragdoll while holding an object and spam RMB to force the object to push Dude in the air. Works best against a wall. This glitch can be used to skip majority of Dam Inspector (also prevent enemy spawns on the higher floors):