Here, Kirk, mate, chuck us a Super Mod for Rocket Knight, will you?
I'm a Super Mod for every other game in the Rocket Knight series, and the Rocket Knight game page was added fairly recently. Contacted the guy who currently has control of the board a couple of days ago, no reply so far. There's also a lot of work that needs doing on that board such as the implementation of IGT and the addition of already-existing times.
EDIT: I know this is a short time to wait before asking for admin intervention, but as stated previously, I'm already a SM for the rest of the series, and am effectively a Series Super Mod without the official role. Moreover, I don't personally believe that the guy currently in charge of the Rocket Knight boards is actually going to do anything with it, and will just sit on the board with his single time.
It's actually worth fighting through it and practicing fullgame runs whilst not at 100%. If you ever have a marathon run, there's no guarantee you'll be healthy during your timeslot. In fact, you're MORE likely to be sick at a marathon since more people = greater chance of transmission.
I'm just warning you that if you decide to allow X modification to the game, later down the line you're gonna get real sick of people complaining that Y and Z modifications aren't allowed, and that the rules and game suck.
I've still yet to see a thread from you that isn't flat-out insane, I think.
Additionally, the quality of analog movement in 3D is not only a controller-by-controller thing, but also a game-by-game thing. Metal Gear Solid has awful controls with analog, and Metal Gear Solid: Integral is much smoother, which directly helped motivate the development and completion of the TAS by Theenglishman.
So maybe do more research and testing before claiming the control scheme the game was made for is objectively bad, idk.
This has been quite a hotly contested issue in the Sonic community lately, but I really don't see where the room for discussion is.
The Sonic Center is the go-to place for Sonic IL leaderboards, and has existed since the early 2000s. This being the case, it was originally created without the need for verification or proof on any submissions, and this was fine for the time, since as ROMaster pointed out, not everyone had the ability to capture their gameplay way back when. The problem is that this model has remained unchanged since the site's conception, and people are still expected to use an honour system, despite many cheaters being found out over the years. This has personal significance for me since I've carved myself out a niche in Sonic Adventure 2 as a Boss ILer, and I currently have most of the best existing recorded times. Most of my positions on the boards are #2, because one other person just claims to have the best times without any evidence to substantiate his claims. Moreover, the times that DID have proof no longer do have proof since he deleted his Youtube account, so my times are now the best recorded.
This sort of thing is stupid in 2016, and should not happen. If you're not recording your gameplay, you have no legitimate claim to the times you say that you have.
As far as the moderation side of things goes? There is only one position, as far as I'm concerned: Moderators should not self-verify. The ONLY exception to this rule is if you are the sole moderator for a game that nobody else runs, such as myself with Genesis Sparkster. I don't LIKE verifying my own runs there, but it's my only option short of asking a global moderator to do it.
I have seen more than enough instances of moderators failing to hold themselves to the standards that they enforce on the rest of the community. Just because you have a mod badge doesn't mean you should be able to break the rules and self-verify. This is especially true when they can't even verify properly. I'm not going to name names, but I know of at least one instance in which a game's moderator self-verified a WR they got in their game, and they didn't even accurately time it.
In short, if you regularly self-verify when there are others to do it for you, you are setting a bad example and should be stripped of your position.
Finally, on run rejection reasons: Lack of onscreen timer should NOT be grounds for run rejection. Speedrunning has existed for far longer than Wsplit/Livesplit, and the only thing the split timer is there for is for the runner and audience to have a headsup display tracking the run's progress. The split timer is NOT the objective measure of the run itself, or of how long the run is. This is self-evident when you consider that runs are commonly retimed due to inaccurate splitting. If you reject a run just because there's no split timer, then you are again setting a very poor example and need to get your act together.
tl;dr stop being bad at moderation, and be the leader your community deserves.
No, it shouldn't be allowed, because the last thing you want to do is to open the door of people arguing over which changes should be allowed and which shouldn't. You have a perfectly good speedgame here that works great the way it is, and the ONLY thing this line of discussion would result in is a massive shitstorm that won't benefit anyone or push the game forward.
If you go AFK and leave the timer running, yes. If you stop the timer and do the run in multiple sessions, then that's generally not allowed in RTA and makes the run Segmented. These sorts of things are often reviewed on a game-by-game basis though, so as the previous posts say, consult your game's mods for rule clarification.
I would argue that if there is now only one mod remaining for the game, you should remain a moderator if only to verify their runs, as self-verification is a very poor practice which moderators generally should avoid. Same goes for any other game mods reading this. Just a suggestion though, if you don't care about the game anymore it's not my place to tell you what to do.
"But, Star Fox is 90% autoscroller!"
- No it isn't. It is on rails. It is far from autoscrolling.
If your intention is to bring in new players, you may want to clarify this and explain the difference since people who are unfamiliar with rail shooter speedruns probably aren't going to make the distinction.
Regardless I'll be keeping an eye on this, Kevin you'd better get another Blue Line WR
I would assume it makes little to no difference, on account of the game using Ingame Time. I don't know if there are any version-exclusive tricks.
Crash Bash
But only if you're planning on breaking up.
Rocket Knight Adventures is a very underrated speedrun. Not much in the way of glitches at all, the game is REALLY solidly coded, and it's more just about how well you understand the stage layouts, how to move quickly and how well you can dispatch bosses. A very good speedrun if you like old 2D action/platformer games, but don't want to play Sonic and are looking for something a little different.