Yo, I just got a 1:28.3 on the first level like super easily, and it was all because of lag reduction.
When watching the world record vod, I had no idea you could move around holding r if you have no weapon equipped. So I messed around with it, and the biggest thing I noticed is it definitely reduces lag on laggy areas, and if you are up against a wall or something you have basically 0 lag.
So for the first level, after shooting the guy I immediately switched to fists, then cloned, and spent the rest of the level holding R. I also feel like I can make tighter, more precise turns, but that might be my superstition. Then, when it came time to deliver the note to the driver, I spent a second up against the wall so he could walk to the driver seat faster, then got into position still holding R. I was able to see the driver sit down in his seat, and press A before the red indicator even showed up, and still got the end cutscene!
- TL;DR - R strats. Lag reduction, tighter lines, easy visual cues. Def should test on more levels where you don’t need to shoot much!
Emulator seems to have a distinct advantage in terms of lag compared to N64 - since this game is so small there hasnt been a distinct decision on what to do with emulated runs my personal thoughts is separate categories are the way to go, its already the way we do it for ps1 runs.
also wanted to throw out asking what should be the call for emulation on IL runs.
Pretty sure bare hands is faster since you don't have to spend time in the inventory switching to the dartgun.
It only took 3 years but I finally added an Any% with Zero Codes category. The main category is now called Any% NZC (No Zero Codes).
I realised just a few days ago that I never actually "followed" this game, so despite being moderator for it I never got any notifications for it. Sorry I missed this post for so long.
Hello, I am requesting the removal of the Super Moderator "PrinceFrankie" from the Razor Racing page: https://www.speedrun.com/razor_racing They have been inactive from the site for over two years, and after investigation about the person behind the account, they are not welcome in the community anymore.
bumping this a year later. would like to try a mega challenge speedrun but why is there no category?
Still would love to see level leaderboards. I have old IL times from last year from the first 5 levels.
Hi, I was trying to make a guide for the game I run, Hercules: the Legendary Journeys, but when I posted a half complete version, its completely blank. I then checked other games, and all their guides are blank too. It also is like that on my phone, so its not just this computer. Is anyone else having this issue?
Hi, i discovered a glitch thats basically the same to this a while back. you can skip the tokens entirely by bringing the snowball with you through the tunnel, and getting out of bounds again on the right side of the area with the pole and the crows. you go around the snow and can complete the level.
idk if this was already used, i messed around with this game so long ago when nobody played it lol edit: wow, i cant believe i found this but here is footage of me doing this in 2015
I will check more emulators, that's interesting that the android emulator works with it.
there are more problems with the game speed on project64. You can't actually complete the training course to grind for money LUL. the timer moves down too quickly. I'm having some difficulty with understanding how mupen64plus works, but i'll test with it more today and then check if hercules runs properly on it.
In the mean time, I have edited the page so that N64 and EMU are separate subcategories, due to the large differences. This is probably how it will stay, unless something major happens, like the game is unbeatable on emulator.
Over the next week, I will do a lot of testing of this game on emulator, to see if its legal for speedruns. Some things I notice right off the bat. It has basically no lag, so if it gains a large advantage due to it, we would probably have to make it a seperate category.
There might be a challenge fighting the titan boss and the dragon boss, as it requires precise analog inputs. I'll check it out and report back
Hey again. So, I discovered how to consistently crash the game, and while I'm a little overly opstimistic, if we can find out how to manipulate this somehow, maybe we can get a wrong warp? EDIT: I've messed around with it a bit more, and based on how far you advance the dialogue, how much time was on the timer when you left the village, and other factors I don't know can change the crash message. Most of the time its just a different number at the end of "ChainDialog() idx out of range: xxx" Ive seen numbers as low as in the 20's and as high as in the 200's. But, just once, I got it to say "Currdialog out range: 33 max: -156" such a strange glitch. I really want to go into an emulator like mupen or bizhawk and dig deep into this, but not only am i unfamiliar with those, Hercules doesn't load on their emulators :( it only works on project 64.
Yo all 3 people that follow this game, whats up?
So I was messing around with this game today, and I discovered some new things. So, I was showing my friend some of the glitchyness in this game, and he pointed out how Herc looks kinda like Tommy Wiseau on the pause screen. So, mid dive, while going up a ramp, I paused. I then clipped through the ramp. https://www.twitch.tv/tuck1/clip/DepressedNaivePeachKeyboardCat
Now, obviously clipping in this game has been known. But look at how Herc jumped forward mid pause to clip out?
I then learned that if you pause and unpause, your character can warp forward, often through objects. And while you can regularly long jump through objects without pausing, this is waaaay more consistent. If you watch Zenic's WR vid, he takes multiple tries at clipping through the gates in the beginning. With this, its so easy! https://www.twitch.tv/tuck1/clip/CrepuscularCrowdedKumquatNononoCat
All you have to make sure is that you haven't bonked into the wall before you pause.
The most important thing ive discovered with this clip so far is this skip with Iolaus.
With this skip, you don't have to get the wheat, you dont have to turn it into flour, you dont have to talk to the crying girl, you dont have to save her black cat, you dont have to get the date pie, and you don't have to go through the secret entrance. Should save a few minutes :)
Here's the second glitch I discovered, also related to pauses. So we now know pausing can help increase your forward momentum, but how about upward? In the road to Thrace, you have to flip these switches. In the WR video, Zenic does a trick where he interrupts a jump with interacting with a switch, then gets a second jump on the switch, barely making it possible to get out of bounds and walk above the road. Well, Now you can get over some walls without the need of a switch. https://www.twitch.tv/tuck1/clip/DelightfulInexpensiveCrocodileKappaRoss
It's actually pretty difficult, so I'm not sure if we should be using this over the switch method when there are switches.
Here's an example of me using it to get out of bounds on San Tomanicus.
I really want other people to mess with these glitches and see if they can find some other cool stuff! I'm not familiar at all with the middle and endgame, so if people want to try out glitches there, thatd be so cool. Thanks for reading guys!
EDIT: if you want to clip inside of a house, or anything with an interactable door, just run and interact with it before you hit the wall. much faster than pausing :) haven't found any use for it yet, as houses are all either in open spaces or up against walls
EDIT 2: Another weird little glitch I had, and I think I have a theory for it? So I was messing around some more with the timer in the tutorial (see my other forum post) and it looks like if you interact with something on the frame the timer goes out and the text box appears, you... jump? and if you keep pressing a, you jump some more. Its something weird I only had happen once, but I definitely was jumping with a. My theory is that the game originally had A for jumping, but switched it to R due to conflict with interacting with objects, but this got leftover. Just a theory, but super interesting!
In the event that IL's are added, how would timing work? There is no in game timer, so would we stop timer on the end screen or once the end of level cutscene starts after the last objective is completed? And do we start timer on once we select the level, or once we gain control of our character? sorry for the double post
Are IL's gonna be added? I know this game isnt very actively run but I would love to contribute some IL's.