I have routed a “safe” route through 5 and have been able to control the RNG almost completely. I really enjoying the game and I’m very surprised that it is not as crazy random as it first appears.
I agree a timed press is much better. I just said mash but I definitely use a timed press. You can tell when you get the timing right when you stunlock the enemies especially the vomiters in the big house.
I have also gotten much better at the stunlock kill. Looks like the mash timing is a little less critical than I thought but it is the fist shot that sets up the kill.
Thanks Laxxus! I think I’m wrapping my head around it now. Do you know where the seed is stored in memory? I have been able to make subtle changes to my route to make all the Arremers fly at me for easy kills. In doing so I have found that certain enemy kills and the swarming spawns will effect the seed. So skipping a kill or be slowing down to change a swarm spawn location can set the seed to what I want. If I could find the seed in memory I could see everything that affects it.
Hello all, I recently picked up GNG to see if I could do a damageless play through. I’m finding it to be a really fun game. I know it gets a lot of hate but I’m enjoying it. I have found the Arremers to be difficult. I was wondering if anyone has dove into the memory to determine how they work. I noticed that when you walk up to them the will ether immediately go right or left. I’m looking to determine what causes then to choose left or right. Any ideas before I dive into the memory?
I would only worry that because Faxanadu is not a particularly popular run and having people need to play on the Japanese version may make it even less inviting. It also doesn’t really benefit the game and only stands to have a negative effect. Just my thoughts. I completely understand running faster version of games and it is done very often in popular games that already have strong competition.
Its the overworld clip after the grappling hook that saves a bunch of time in the PAL we have yet to find a way to use the overworld out of bounds stuff to work in our advantage on the NTSC. In the Glitched deathless he does take damage to Ligar but that glitched version of Ligar will eventually stop attacking so if you wait him out you could finish without damage. I think that the way everything is now works good. The rules a clearly explained for the categories and yes there are some weird overlaps with those two runs but the NTSC players can run any% damageless and the PAL runners can run glitched deathless. You never know what will be found next in this game so I say for now if it is not "broke" don't fix it.
For Noise Polices question I don't think that it would hurt to put No WW in the cat for deathless as that is what it is and we have it in the title of the any% No WW. But when it comes down to it that run technically should just be no WW because it is not any%. but in the end the title doesn't matter so much as long as the category is clearly explained in the rules.
Daddio does point out some weird overlap in Any % damageless and glitched deathless. It gets a bit weird because of the difference in the PAL version. Glitched deathless is run on PAL and as far as we know PAL will continue to be faster for that category. That run has been on the boards for 2 years without another runner. I just don't think there are many PAL runners. So if we allow PAL to be used for the any% damageless I'm afraid that you will see a decrease in the amount of people that will want to run it. Although I do agree with Daddio that in the end the PAL would be faster to run any% damageless.
Hey all, Yesterday I did a damageless run of Rygar. I thought is was fun! At just over 10 minutes it is a nice short route. It has Airwalks, a clip, a point grind so it checks all the boxes for a Rygar run. In the end it will be a risky Ligar fight that will be fastest. Let me know if you all think it would be a fun category.
Hey all I have always been curious about this run. I put it in for a few minutes yesterday and had fun so I'm reaching out for some future understanding. My first question is why don't runners do the 5 dodge first round like the TAS? Is it because it makes round 2 slower? I'm Imagining with out the TAS slide you can move fast enough. This leads me to the TAS slide, what are the inputs that makes this happen? Thanks for your help
To be clear I’m getting a physical cart for my NES to record runs. But until then I want to learn and practice the phases. I just want to be practicing on a rom that is as close to the cart as possible. Could you elaborate on why I should not use and everdrive? Does this game not emulate properly on an everdrive?
Hey all. I just played this with a buddy of mine for the first time and found it very fun. When I looked into the speedrun I wondered if there was preferred rom to run on? I'm looking into getting a cart but for save state practice I will be using an everdrive.
I think the damageless run is fun and uses different strats so I’m all for it!
I do not know of one but I’m also just started to learn Kid Icarus and you are welcome to join mine. There are quite a few runners in there now that can answer most any questions you might have. https://discord.gg/sUrhvUgV
I would think it ok. Would want a mod to confirm. GL on the runs and don’t hesitate to ask question.
Hey all yesterday I discovered a set up for a consistent Abobo De-Spawn. Not only can you use it on the double Abobos but the tech works on and two enemies. I believe there is more to learn here with the AI so I think this is just the beginning. I
I think this was the route I used last year when I ran no WW. Took it to 23 minutes ish.
Hey all, as some of you know I recently was able to complete a run of Ninja Gaiden damageless. There has been lots of talk about whether it should be a new category. My first though was due to the immense difficulty in even completing a run, that no one would even want to try. That is not the case many people have reached out and said that they will be attempting the run. Though my run was not aimed at speed this run could be optimized to be very fast. Also because it allows no damage boosts the routing will be unique to any other category. I also believe that the run would be well received by none speed runners and may help the growth of Ninja Gaiden speedruns. Please let me know what you all think? https://m.youtube.com/watch?v=cJtmZpRTVO8&t=753s
Hey all. With the new route that has been developed I believe that we are going to see our top times getting very close. I just recently tied Space Colonizers 3:22 though I'm not too concerned about the tie as we both are currently grinding for lower times. What do you all think about adding milliseconds to separate the top times?