I'm not sure what the loading times are like for this game on emulators. Can you record something to compare?
Ah, if it's almost a second (looks like 29 frames at 30fps in that video), that'd be nearly 55 seconds for Any% simply on entry loads. Assuming loads for switching pages and entering HOI have the same result, that'll be even more significant. I agree with separation - a full emulator ban for an unobtainable game seems silly - but now strongly recommend using homebrew to install to a Wii or Wii U.
As a digital release, I imagine the loading times would be as fast for Wii as they are for emulator, or at least only minimally slower where emulator would be no more than, say, 5 seconds faster. Some loading screens do take time, though, so testing would be helpful. I'd recommend at least trying the homebrew route, similar to Ocarina of Time VC: But emulators are allowed.
The original video was on Hitbox (now Smashcast) and it doesn't seem to load when I go through to it, not sure if it's a server issue or they've started nuking old VoDs: https://www.smashcast.tv/MaturedSinner/videos/401312 pt1 http://www.hitbox.tv/video/401303 pt2 This YouTube video is much better though as it has it all in one piece. Thanks for letting us know.
I've now added the split file to splits.io so it can be downloaded for whatever timer you use, and added it to Resources. EDIT: Dropbox link for icons + WSplit file is also in Resources.
As for 100%, while there's something of a route, no-one's done a run yet so no splits have been made.
Speaking of the routes, I've tried formatting the Any% route as a proper guide page (with Pastebin link if you prefer that), and tried reformatting the 100% route with some markings for collectables. It's not how I imagined but it looks a bit cleaner in my opinion. Let me know what you all think.
Yes, I've added one now. I had meant to do full-game at one point but never got around to it :/
This seems like a good chance to say that I'll be removing myself as mod. While I had a good interest in running this, my general interest in speedrunning is low right now, and since I haven't done a run, it wouldn't be right to stay as mod. But yes, EZ and Cmdr are great mods so I'll leave it to them.
Hi, I haven't played the Gamecube version, nor an NTSC version, so I'm not sure about those differences, but I do know PAL doesn't have a 60Hz option, so it'll most likely be slower. There's a slim chance that, like Nightfire, PAL's movement is 'faster' to match NTSC but, again, I'm not sure, so it's safer to go with NTSC.
So River Race is kind of an autoscroller - the boat won't rubberband or anything, it reaches the end point at the same time every time, so the fastest 'intended' time is a 2:12, maybe a 2:11 if you get early hits. But if you're fast enough collecting missiles, you can risk a bumpy road to set up a faster kill that saves 3 seconds. I got a segmented 2:08 this way:
Since it is a small community, it'll be better to combine them for now - there's still a platform filter anyways.
You've already been given everything we know about debugging - we're not TCRF. Why don't you try asking them? They have a forum http://jul.rustedlogic.net/forum.php?id=12 and a Reddit and a Discord and an IRC. To respond in this way is just ridiculous. Don't get entitled; nobody's telling you how because nobody knows how. Thread is locked and any future posts in this manner will be reported to site mods.
Yeah, it's not very active anymore, but here's a new invite anyways https://discord.gg/3dRKr3u
Sorry, when I started up the board I looked up cyberscore and took the best time. Then I forgot about the board and gave it to EZ. Should've taken time to add the best proven run instead. Gonna go through and take down all unproven times, and get the best proven ones from cyberscore. A simple picture from a phone is enough for the moment, with how little community the game currently has. You can resubmit if you can get a picture..
Sure! I've got draft routes done but there are a lot more ideas to go through. I joined the FAST Discord server if you want to talk there.
Thanks! It can also work on Flood Area, but you seem to crash a lot easier (the barrier's a bit thicker I think?) and you have to get the best respawn as you can't reach the line from the lower platform.
First clip is the normal result, second is a 1"91 last lap that I threw in, and third is the best result that I still don't understand - you can get respawned back at the jumppads (where the old lap skip respawns) so you don't have to repeat the awkward trick. It might have something to do with how far back you reverse, which makes it really precise. This best result got me the 16"46.
even more necroposting. If you land awkwardly on a slope bit, you can get some weird collision. Can't see it being useful anywhere but it's funny. Also a few examples of how, if you don't go the wrong way for a long enough time, the game won't count a lap because of things probably explained better in the Preventing Forward Momentum thread.