I appreciate this feedback and concerns. One of my main goals with the board is to try to keep a casual appeal for the game, similarly to how I got into running. The extra options were made in hopes to expand how the game can be ran. The multitude of them, especially with a board that was relatively simplistic, does come with the issue of all these options being a bit overwhelming to someone who may be looking in with little to no knowledge. The rules are still relatively the same only with Normal and Hard difficulties being given a parameter against spamming submissions. My reply under RR_Queen should give some additional reasoning as to why this parameter exists. I would hope that discouraging submission spam isn't on the same level as the idea of forbidding special tricks in Tony Hawk games. As a dedicated Tony Hawk runner and fan, special tricks are a special foundation to scoring. While they give a ton of points, they balanced by requiring you to build a meter, perform a slightly more complex button input, and are normally unsafe due to longer animations. As mentioned in the reply, the parameter stems mainly for balance. And under a casual setting, it'd make more sense as submission spam for the fastest time does require strict movement.
If there happen to suggests on making the board more inviting and beginner-friendly, I'd be more than happy to hear them out. I do want this game to strive for those looking for a relatively chill game to run and those who are dedicated to Rumble Roses.
You bring up some fair criticisms, RR_Queen. And I forgot to mention this in the post, but I do apologize for the new ruling essentially screwing over your runs as it did hit you the most; as you are right, you're simply utilizing the in-game tools to get the fastest time possible. As well, it may be a bit out of line to push a subcategory under an existing category because of my own basis, especially the most effective strategy.
After some rethinking, I shall rescind the "sub abuse" category and make adjustments accordingly. However, the rulings against spamming submissions will still be in affect for runs on Normal and Hard difficulty. And if you'd allow me, I'd like to add some additional reasoning as to why this ruling exist against submissions and wouldn't pertain as easily to weapons or punches.
Submissions are able to deal substantial damage and give a lot of meter at a very low cost. The worst to happen is a reversal, but that doesn't affect much. Especially when 4 or 5 can get you a tap-out victory. Weapons can deal heavy damage and give quite a bit of meter too, but you have to go out of your way to get them and they can be unreliable in some regard due to slow animations or poor hitboxes, depending on the weapon. Punches are generally low in their damage and can be reversed much easier. They also are generally the main way of combat for the game. The main issue is balance. Submissions are low risk with high reward and I feel they can eradicate the challenge of the runs. On Normal, I can recant with the ruling if more people feel it should be fine; however, Hard will be keeping the ruling indefinitely as I feel that difficulty should be the challenge variety. As far as how spamming submissions would be labeled, it would be if you are far too reliant on them. If more than half the meter you build or damage dealt is attributed to a normal submission maneuver, then it can constitute spam. I hope I could try to better clarify my stance so you could understand it and access it however you wish.
With that, I want to cap this off by saying that if anyone else reading the thread have any questions, criticisms, or want some more clarification on anything regarding the board, please feel free to reply, make a thread, or message me if you like. I want this small community of ours to thrive and enjoy this semi-obscure wrestling game. I'm more than willing to rollback my opinions and broaden my horizons if a good argument is made. I may not respond immediately, but I will try to be as attentive as I can.
Regards to everyone.
You may have noticed that the board looks a lot different than it did before. You may have also gotten a ton of notifications about this game. Sorry about that, by the way. The Rumble Roses leaderboard has seen a huge overhaul with the goal of making it cleaner and allowing much more options for running the game. Several changes have been enacted and I hope you guys like the new options that are now enabled. Now to layout the changes that have been made:
All runs pertaining character-specific Story Mode have been moved into the Level Leaderboard, mainly because it's much better formatted to hold all 20 characters.
Extra categories have been added for all Story Mode runs for difficulties, as well as subcategories for meter charge speeds. You can now select the option to play on Easy, Normal, or Hard and have charge speed at Normal Charge or Fastest Charge. (Fast Charge wasn't added simply because it felt redundant. If you guys feel it should be added, then let me now.)
The default view upon viewing all runs will prioritize Normal Charge WRs, apologizes to those who would like to run Fastest Charge, but I couldn't really make more individual categories without it getting cluttered. We're already kinda pushing it.
Based on run by P1ZZAC4T, a new category has been birthed. In this category, you complete all 20 characters' stories in one massive run. The ruleset for this run will go as follows:
- Roses can be played in any order, but all 20 must be played to completion.
- Timing starts at the first bell of the first match of your first Rose. (After the match's loading screen, not upon a restart.)
- Timing ends at the last bell of the last match of your last Rose.
To add we have another category, this time focusing on only doing half the stories. The initial Roses and the alter-egos. The simplest difference between them is as such:
- The initial 10 Roses have 8 matches with cutscences before and after all their matches. They also all fight Lady X and Lady X Substance as their final matches.
- The alter egos have only 5 matches with one cutscene at the beginning and end of their stories.
In this new category, you are racing to become the champion. You start from a particular attitude and utilizing the VOW system you reach the ability to qualify for title matches and then become the champion.
For the numbers:
- Building Hype: 50% Face or Heel to 100% Face or Heel
- Rising Up: 0% Face or Heel to 100% Face or Heel
- Attitude Shift: 50% Face or Heel to 100% Heel or Face
- Attitude Turn: 100% Face or Heel to 100% Heel or Face%
One last thing I want to share, you may have noticed that this board has become a one-man band. Former mod Trash-N-Treasure had asked to resign in order to pursue his speedrun and streaming career. I said that I'd be willing to handle the board and wish him the best in his endeavors. With that, I believe everything has been stated. I hope you all find the changes to the board great and let's hope our runs with this game prosper.
I kinda like this category idea. I'll discuss this with Trash-N-Treasure.
I'm not certain myself. The Wii version should be fine for you, though I haven't been able to obtain that copy yet. There shouldn't be much difference between them, outside controls, from what I've seen. I also don't plan to allow emulation. The game is very static with its settings so I don't want to risk unfair advantages.
Hello. I've already made a speedrun of this game and once the only moderator accepts it, they'll mod me. I plan to fix up the board significantly including adding more rules and all categories. If you happen to run the game for the PS3 or Wii, time it as so.
Start from your empty file. Timing begins when you select start as you'll jump into the story immediately. Timing ends when you hit Dr. Blowhole with the 3rd laser in the 20th level "Showdown With Dr. Blowhole".
You can look at my run for reference. (But it isn't too good; I plan to improve.)
There's also the Xbox 360 version, but I don't know how that one works in full; so afraid I have no information on it.