The FC version works 99% the same. It has slight enemy differences, different text, and a lot less lag.
If you want to run it, go ahead. There's no reason not to. It's just for fun. Only reason to get an NES cart is if you want to compete with others. Your experience running the game will be the same on FC, as it is on NES, except you have less time waiting for text, some missing keese in one room, and less lag in key rooms.
Nah, text isn't the issue, Timmi.
Text can be accounted for perfectly. As soon as Speedrun.com added support for a text-adjustment field I was going to put it in.
HOWEVER, there is a huge difference between the NES release and the FC re-release that cannot be cleanly accounted for. That difference is lag. When Nintendo ported the NES version back to Japan, they fixed bugs, and reduced lag substantially. That saves time over the run. A lot. That can't be cleanly subtracted out of an NES run.
I don't see how the site can have built-in video processing, yeah. What would be nice is if, on the run page, it would have a link to the video visible, in addition to the embed. Then it'd be easy to plug that video link into a tool like youtube-dl, for intensive study.
I was given one as a gift. I tried it and, yeah, it just didn't seem right. Might just be a rewrite and not even a proper emulation.
That is an emulator isn't it? Pretty sure I have one of those myself.
@JSR2gamers I bought the FDS GBA version to see if it was a viable alternative, back before the FDSStick came out.
It's terrible.
@CajunKishi I didn't measure it but I find it unplayable. And I started on Wii VC.
You'll rarely see people use the Wii U VC version in racing and speed running because the lag of that version makes speed running hard.
It's nearly universally accepted that the game is easiest to run in a zero lag environment on the original console.
Wii U VC is fine. I'll check the box.
What happened there is complex.
Of the 8 orbiters, the game uses one of them to store the Patra state variable.
If you kill the magic orbiter, you freeze that state change value in place. If you kill it in most places, you'll freeze the pattern into whatever it's currently in.
If you kill the magic orbiter on the very right side, as you did there, then you cause Patra to go nuts.
Fight Patra from the left if possible.
Super Game Boy has to be banned because it's inaccurate. It runs too fast.
We could use a place to put game-wide rules on a game page. The rules sections for specific categories are great, but it'd be nice to be able to list notes and rules that aren't specific to any one category:
- What kinds of emulators are okay or forbidden
- What kinds of consoles/re-releases are fine, a disadvantage (such as NES Classic or VC), or forbidden (such as SGB1)
- Game-wide timing notes
Now to get the word out, so that people who have run this will get over here.
Is it possible to find out who made someone a supermod? Specifically referring to @Bokoblins on the Legend of Zelda board. Someone I've never heard of, who doens't run the game, suddenly being a supermod with nobody telling me, scares me. Supermods can do a LOT of damage after all.
It's only about 1 second for every 10 minutes of gameplay difference. So unless you're going for a WR it's rarely a big deal.
Apparently the word d i g i t is now a (broken) emote? Really annoying.
Nintendo, when making re-releases like the NES Classic and the Virtual Console, needs to make it work with modern displays. Analog monitors have no problem with slightly odd framerates, such as the NES's 60.098FPS. Modern digital displays with HDMI inputs cannot.
In order to have it display cleanly without tearing, and to work with modern digital displays, they slightly downclock the system to update at a slightly lower framerate.
Any% doesn't really have a clear meaning. It's has a "It's just the way we've always done things" meaning deriving purely from one of SDA's dumber quirks.
Any% is only a decent legacy category name. New boards shouldn't use it unless the game gives a percentage.