By arcade mode, do you mean War Room maps? I'm actually not sure what you mean by this.
Generally speaking, I don't see an issue with just asking runners suspected of foul play to provide a comprehensive rundown of how their run came to be.
If we're talking in terms of, "The run provided is theoretically attainable ingame, but very unlikely in this context" it's often very telling one way or the other when the runner explains the process of how it came about. If they can only provide details in the vaguest of terms, "Well it just happened, I got really lucky, etc" this tends to be cause for reasonable suspicion. Put yourself in the position of the runner whose gameplay is in question. If you're someone who has come relatively out of nowhere with high-level runs, which is often the case with suspected cheating cases (Because how would a 'random' be able to play at WR level??) then you could reasonably expect that the way they achieved such a run is through illegitimate means, whilst not having the very intimate understanding of how the game operates, which is naturally gained through the long process of learning about the game. Thus, they will not be able to articulate exactly what parameters are at work in the run very effectively.
There's already precedent for this in certain communities. My understanding of Exarion's then-meteoric rise in Pokemon speedrunning is that when he was an up-and-coming runner, it was considered very suspicious. He was very closely scrutinised and asked to provide extremely specific details of what was going on in his runs, and he was able to follow through completely and provide any and all information the moderators wanted.
This also serves the dual purpose of, if someone really doesn't have the intimate understanding of the game, and actually has manipulated the game in a way that's not normally possible, then in the attempt of providing detailed information, they will inadvertantly out themselves. It's a win-win situation in my opinion.
I don't think you can realistically call a game running faster due to monitor refresh rate a "glitch".
Pasting my SDA response here for visibility:
Segmented runs have definitely 'gone out of fashion' in a sense, but I definitely think there's still a place for them in speedrunning. When you look at how many people are working on "Human Theory TAS" speedruns, that's driving at the same sort of idea; a demonstration of what an ideal run would look like with all feasible human strats, just done in a single segment. The landscape has kind of changed in that sense but I still find the idea of making a really optimised segmented run very fascinating, and intend to do one myself in the future.
As for why people have moved away from it, I think it's largely due to the advent of streaming. When I say the landscape has changed, this is the biggest way in which it has; if you want to watch speedruns nowadays, you go to someone's Twitch livestream and watch them grind attempts. Very few people who are watching live speedrun attempts want to watch someone try to optimise a small segment repeatedly.
As for whether leaderboards should offer segmented categories, I guess it depends on the game and whether there's competition for it. The only game I moderate that explicitly has a category for segmented runs is Grandia, and it makes perfect sense for that game as it's a >10 hour JRPG, the type that's ripe for segmented running. Personally I don't think it does much harm to offer the option, though.
From what I've seen, different Genesis emulators use different input displays, so as long as this feature was enabled it should make it easy to identify which emulator is being used, no?
Yeah, unfortunately we can't accept runs that use modifications, even if it "doesn't affect the run". It's not explicitly stated in the rules, but that's because it's one of those things that should be taken as a given without needing to specify it. If we accepted runs that used infinite lives without it 'affecting the run', then it just opens the door for accepting runs that use other modifications such as the savestating tool as long as you never load a state.
^ This sort of response is the exact problem.
"I'll do a run when the board exists" is the opposite of how this sort of thing should work. Boards exist to track existing runs. If you want to run the category, just run the category.
I don't use this specific method, but your direction changing in general looks way too aggressive.
Rapidly changing direction whilst airborne causes you to lose a lot of speed, which is why we tell people learning this skip to prioritise smooth, controlled direction changing.
It looks to me as you're getting out of bounds that you're going way further up than necessary, which would explain why you're struggling to reach the goal ring as this puts you further away from the target. Using the box method is simultaneously worse for this as you're starting further away from the goal ring, increasing the total distance that you need.
Once you're in flight, your control stick angle was also very inconsistent, so you're just not taking a straight line. All these factors individually have a slight effect on your distance, but together have a large impact on whether an attempt will be successful or not, you absolutely cannot be sloppy with CGSS and assume that you can be vaguely correct and it'll be 'close enough'.
woah
I'm also not a fan of the Megaman community's lack of willingness to adopt SRcom integration, but at some point you've just got to accept that it's a reality that's not going to change. If you want to see the times for this game, you go to https://megamanleaderboards.net/index.php?game=143&category=all
Simple as that, really.
"It clearly displays your difficulty at the end when it asks if you want to save the clear game file."
... Which ALSO isn't part of the run timing. Time ends on defeating Wily, so runners are not obligated to show anything beyond this. I understand the point you're making, and runners should show these details in their videos, but it's silly to expect all runners to conform to arbitrary video standards that have nothing to do with the established rules.
You've yet to provide an actual argument for why the menuing to select a stage is silly. You're ingame at that point, and your inputs and actions influence how the run proceeds. As far as I know, none of the others in the Classic series begin from stage selection.
For what reason should timing start there, though? The menuing to select your first stage is still part of the run, and you don't strictly 'have' to show video footage of anything before the start of timing, so you don't have to display the difficulty you're playing on under that ruling.
I must be playing Block Man pretty badly since I see a lot of people saying he's one of the easier ones to do buster only, but I find his transformation to be a huge nuisance. Impact Man by contrast is three easy shots and job done. (On Newcomer)
It's worth noting also that as far as I've been able to tell in my runs, miniboss weakness is exactly the same as the corresponding bosses.
I personally rate Impact as the first stage of choice, but that's playing on Newcomer.
Getting early access to Pile Driver is just so valuable everywhere else.