If I remember correctly for some reason the bowling ball at the beginning deals double damage with the right timing. Couldn't explain to you why though
You can also just use a splitter if the capture card doesn't have passthrough. For a composite signal there is no need for a powered splitter, a Y-cable does the job. For HDMI definitely use a powered splitter.
And please don't convert retro console outputs to HDMI without a good upscaler like retrotink or ossc. The latency (and sometimes quality) is horrible.
Yeah, works the same way on spikes. I don't know of any way to use it in runs to save time though.
There shouldn't be a Famicom category to begin with. No reason to divide into NES and Famicom. (and there used to be no FC category until recently which is why it has almost no games in it)
Also without looking through all of it you definitely list games that were on NES as well, like Kabuki Quantum Fighter.
It is generally pretty hard to TAS PC games, there are almost no tools that actually work. There was Hourglass (which was discontinued at some point) and there is libTAS, not sure if there is anything else. Generally you don't just have an easy tool to TAS PC games (especially more modern games) like you can do with emulators for consoles.
I think Celeste for example has their own custom TAS-tools but they might be based on libTAS.
There are also a ton of smaller marathons you could show off the game, it doesn't have to be gdq immediately. Always has the chance of having a viewer getting interested in it. But don't expect too much, most games will never get popular and just get a handful runners at most.
no, that is perfectly fine, analogue stick or dpad does not matter (and it is rather a disadvantage anyway, usually easier to get accidental diagonals for example). Only stuff like turbo buttons would be an issue and not be allowed.
Also I wish I could still switch someone else's profile to ordered by date cause sometimes I just wanna see what they ran last.
It looks absolutely awful and a lot more unclear because everything spreads over several rows. Especially on NES runs, 4 rows for one run, what a master piece of design.
The re-order option is neat even though I don't really care about it
There are games with similar behaviours like that or a certain RNG manip works through setting something up before starting the actual run (for example Final Fantasy 6 does a manipulation to get certain RNG seeds for encounters and such, FF 3 NES has something similar). This here is not really RNG manip but feels pretty similar in the result to me.
So there are definitely games that allow this stuff (and I'm sure other games ban it), so it is pretty much up to the community of the game if they want to allow it. Since apparently you are the community, it is your decision ;-)
And if it is allowed there can arguments be made for making it a seperate category, depending on the impact and also how tedious/slow it is to even set up. But since it seems to stay for the whole session and you don't have to set it up again before every run, it's probably not too annoying to do.
so I was just typing my answer explaining what the problem for us was... when I realized that both Xen and I are just stupid :D so for some reason we were like "yeah, that reset at the beginning looks like a savestate because it goes instant to the title screen instead of having a black screen first for a bit"... but there never was a reset, you just went from the intro cutscene to the title screen lol I will have to review my decision, you are probably good, sorry for that haha but for future reference: please try to actually include a reset at the beginning of the video for verification purposes.
VVVVVV is a very fast paced platformer.
Final Fantasy 5 skips the real final boss Neo Exdeath by applying berserk to Exdeath Tree, so his AI skips over the part of his script to summon Neo Exdeath.
no, sorry, I have never looked at the memory. But if you find something out, I would definitely be interested in it.
Personally I like to time my attacks instead of mashing for most of the game but you surely have a better mash than me, so maybe it just works out like that.
they have a behavior that is tied to the "seed" you are on getting to them, noticed that on the second arremer in stage 3 (we skip him in the speedrun, so it's important to know what he is doing), depending on the strats I use up to him he always moves the same way. BUT they still have random elements in their movement - for example when they swoop at you, they have a random delay in there when exactly they swoop (which is annoying for the skip in stage 3 and the d-boost in stage 6 with the arremer in the speedrun). I don't think there is a way to manipulate that part of their behavior and I don't know how it is determined. But looking at your way to kill them you probably don't have to worry about that anyway as long as you don't mess up ;-)