In all the Red Helper code saves up to maybe up to 10 seconds over the course of the run. It generates lag during levels and allows for some cooler boss fights. Since it is a code that is within the game that can be accessed without external tools I thought it was permissible for the run. Normally I'd say the code wouldn't be allowed since it goes against the developers intention for the game, but this run already had multiple death warps already, so I thought why not.
Yes, you can take a look at Erix33, Master Of Hilarity or my run to see the strat.
Heya peta. I'd love to explore some of the nitty gritty parts of the game.
Cloud Master is an auto-scroller where the time saved consists of 2 factors, quick shopping and more importantly quick boss fights.
As a basic strategy - the strongest main weapons are BRB and RR (B-Blue, R-Red) since you can only have 6 total bullets on screen at a given time. BRB is better if you get up and personal with bosses and hit their weak point, but I think RR is the overall better choice, even for TAS. (Requires further testing)
The Crescent Weapon (which you get by powering RR up) however goes through enemies and therefore not getting absorbed by the boss means it's overall a weak DPS choice.
Sub-weapons will require a bit more testing as well, hope to get to doing this some point. Luckily there are duplicates, as well as some useless weapons.
Will update with what I find hopefully this week :)
One note, if you are really good with super fast movement, you can grab all the Fs (Character Speed Upgrades) and make boss fights a bit quicker although this is a lot harder to control your character.
You can reach them by expanding the filters at the top by clicking this button in the top right. Happy Gaming!
Enemy drops are frame based, and each enemy that is killed has "a chance" to drop something. The first four drops will be a small heart, and the fifth drop will be a random item. Getting hit, starting a new level, or taking a death does not alter this counter.
How does everyone feel specifically about 'Normal' being the default TMNT HH? On the one hand Hard% has the most competitive times, is the most optimized, and was shown at GDQ by Turbo and myself. The TMNT IV leaderboard also defaults to hard mode as well. I generally consider JPN Hard mode the definitive edition of the game.
On the other hand, normal feels like it is more inviting to new players, and the item routing / enemy AI feels the best of the categories.
It looks like the link may be inaccessible for some users at the top of the game screen. Here it is:
I think we can keep the main category names Hard, Normal, and Easy. Should keep the board a little cleaner. We could allow Duplicate Submissions. If someone runs only Mike for instance they should still be able to submit to the main board. Thoughts?
I was wondering what programs are allowed for online Co-Op. I know Fightcade FBNeo was accepted earlier. How about Parsec? Are there any other Online services that would be acceptable?
Messing around today with button combinations and apparently each character has a back attack which is performed simply by hitting back and attack within a few frames of each other. Percival's is particularly good and I've been rerouting some of the levels to see where this tech can be used. For some enemies you can combo back attack -> heavy which saves time over heavy -> heavy. :)
Below is my current level 2 PB after about a week of running utilizing some Back Attack Tech (1:24 IGT)
I'd be fine with misc. with category extensions (easy, normal, hard), (Leonardo, Michelangelo, Donatello). Probably keep it to 1p1c as well.
Similar to how it's setup for 1 turtle TMNT 1.
I was actually thinking about doing Mike runs, honestly :) Other turtles deserve some love
Hello,
Wanted to start running this gem but I don't currently have a means to run on real hardware. Are there any emulators that are banned? I was thinking about running on the most recent version of Fusion or Bizhawk.
-Crunan
Today the rules denote a requirement to fight the Minotaur and go through stage 5 for good ending. I've been doing some runs to see if going through 5' (sunken city) and it looks like the times are comparable when you skip saving Annette. How do we feel about modifying the rules to allow for this path as well? (You still get the good ending credits doing this alternative path). I guess this would also bring up if bad ending we would open it up to simply not saving Maria/Annette. In the foreseeable future dropping down into 4' would be faster, but I think it would be a nice nod to potential future runners to try their luck at other paths and maybe a wrong warp might just exist in 4 or 5'.