Thanks Red for checking. :D
I'll check in TAS later to see if the health ever fluctuates, but yeah, a good starting point (as I'll have to leave again pretty soon after this response) is if people get the good Technodrome spawn, maybe first frame the health bar becomes visible to see where the missing block is (if it's missing) because that removes the variable that someone might accidentally not move on the first available frame. I've seen the 5th block missing many many times hitting it on console and emulator, but I'll again check exact frames to see the variance of this manipulation and again, what it does to the healthbar when I get back home later tonight. :)
So maybe there's a specific frame hitting select + start after Leonardo slashes his sword that creates the 5th health block to be missing (and a frame later, the 6th). Anyway, I'll check for sure once I get home. I need to leave again soon, but yeah, hopefully this ends up being a thing.
Hey all. :)
I looked at some stuff for Skunky (and myself) in TAS the other day, and it's possible you can manipulate the technodrome from power on/reset. Here's a video demonstrating it:
Let the game power on and go into demo mode (reset works as well). As Leonardo slashes his sword upward, push select to exit out of demo mode and then start very quickly after. The window to do this is either 2 frames, or frame perfect, but it makes me believe there's 2 frames on console (maybe frame perfect on emulator due to latency).
Why it makes me believe so is this picture, here:
Whenever I hit it on emulator, the health spawns on the overworld like that (pictured below). On console, it's slightly different (pictured above), but it's possible there's a couple frames (as I didn't test frame data exactly) BUT you can use the health to determine whether or not you probably got the good spawn. 3/4 spawns block it out more toward the beginning of the bar.
I don't play this game at all, and can't run it, so hopefully some people can maybe help, but in terms of PB videos (red recently set a PB using this method) please check the health at the beginning of the game to see where the squares line up. I did check the enemy midbosses (like the toad/chainsaw guy you fight in the sewer) but they seem to be random and not related at all to the technodrome spawn location. If the health bar thing isn't a good visual/too random between players, maybe there's some other visual you can tell ahead of time before getting to the actual technodrome to see whether or not it's there.
[edit]: To better clarify, on emulator when I hit this the frame the turtle can move the 6th/7th health block is missing.
On console (I use an RetroUSB AVS so timing might be different) the 5th/6th health block is missing on the same frame I can move. I can repeat this on emulator/console and would be interested in how the health looks like to other runners who hit the technodrome spawn using this method.
More testing is needed there, though.
Cool, thanks guys.
Neat to know that about JRTA as well. :) I had no clue.
Super curious and I've been meaning to ask forever, as I've never really seen such a unique combination before. What's the mentality behind power on and waiting until the credits?
Thanks in advance for any answers. :)
NES emulators are allowed for sure. I actually have a real console setup / Everdrive and very rarely I use an emulator to run this game instead. My previous PB was emulator actually, but this last one was real console. :)
Welcome to this little community, and also welcome (as I saw you joined Discord).
If anyone else wants to join the Discord, it's here:
Feel free to message me with any questions if you need help or post there in general. :)
Hey all.
About time someone probably made one, so feel free to join and direct questions if you need any help learning this. :)
I ended up using Fusion as I don't own a Genesis console myself. As far as I could read up about it anyway before running it, it didn't have any kind of incompatibility issues with Twinkle Tale.
Thanks. :) We'll see.
I actually ran this 1-2 months ago or probably even longer, as it was before I attended AGDQ and never submitted it until I submitted Sent's run yesterday (for that reason - I figured if I came back to it, it would be hard mode.)
Thanks for pointing all this out. I think all is fixed now. :)
I hope you do submit a run and run this if your interest is high. It's a very fun game.
I might actually remove my run and try to route hard mode (better). I've always preferred hard mode or hard difficulty in games, even if it isn't the fastest to route or run.
Hmm, it is. I'll switch that as well. Yesterday was apparently a bad day for me submitting things. Thanks for that, too.
There was another run I meant to reach out to and I'll do that later today, but he has a 21:XX on normal, too.
Ah, no, not rude at all. :D I have no clue how I did that legitimately. xD
Please don't watch this run though. It sucks and is free. xD
Or better yet, run it yourself and bop me. ;_;
I think my run anyway I only ran it twice on easy and once on hard.
Hard was more a blind playthrough, and the only reason I went back to try easy was because I added DragonSent's run yesterday from AGDQ and he ran it on that category.
HAHAHAH.
Sorry sir. :)
I have no idea how I managed to do this, but I will add my video which does indeed show the difficulty before and exist. XD
[edit]: Fixed. :)
Huh? It isn't normal to load ALBINA FIGHTER during the credits? Well damn. I've been doing this all wrong. :|
Anyway, as much as I've learned about this game, this run along with exo's run always felt really weird and too perfect from an onlooker learning. I really agree with Tarbash that people are creatures of habit when it comes to running. Ninja Gaiden is methodical and slow when it comes to progress and takes a lot of practice and consistency. There's just no real saves in this game except the bosses that don't require high execution or skill to pull off, and to suddenly nail them and hit a 40 second PB is just silly. Every single PB I've had in this game has been maybe 5 seconds or so at a time since I started randomly running it.
One other thing I actually noticed when I was looking at this run ages ago was this:
Play it there (but at 0.25 speed) and please tell me unless you're an octopus how to split like that on kill. I've always split on this game when the timer hit 0 for consistency, but it's literally frames upon after killing the boss s/he split there. Even people like Endy or dxtr who split on kill in Batman and have run that game to death and back take more than 0.000005 seconds to split. Not to mention the inputs to kill this boss would make splitting immediately awkward.
[edit]: 11:08.88 was when the last right input was registered and s/he split at 11.09.23 (I think). Anyway, yeah, <0.4 tenths of a second to split on kill. Nice stuff.
I mean, maybe if you played holding the controller with your pinky on the keypad or something, but even then I always thought that was really strange and weird when I saw it.
Ah nice, what's the Discord? I'll definitely join it.
"A top-down game where the player controls Ralph, a happy dwarf in a blue outfit, and must guide him through 20 floors of the Evil Bear Lair. Be careful to not run Ralph into the bears that roam the Lair, as doing so kills Ralph and he will have to restart the floor."
Q: Why does this make a decent speedrun? A: No RNG and this game isn't hard, but it's not free either. If you play it casually, you'll see, the first few rooms hold your hand and allow for movement that isn't exactly tight, but the later stages require very precise inputs/movement to avoid death. The fact there's no RNG make the entire speedrun about execution & skill.
You can find the ROM/information here: https://www.romhacking.net/homebrew/75/
In terms of Discord, tutorials (I've seen some like from justin) - is there a collection somewhere?
Currently I'm 4th in NES Batman with a time of 10:19, one unrecorded 10:18. Once <10:15 happens I'm going to dedicate a lot of time into properly learning MMX2. I can already do the intro stage and this game amazes me.
Thanks for any responses. :D
Something I figured out how to space the other day which is neat. Way more optimized than the previous one cycle strategy that involved abusing invincibility frames and swapping between normal/special attacks to juggle the tiger.
What kind of games are you interested (retro, modern) and what kind of genres?
Maybe we can start there. :D
So, yeah, as far as I can see there's no way to list a game by highscore, so that's definitely a caveat for this category. I tried to find comparable ideas on speedrun and there's nothing I've found that actually shows highscore.
So I think a workaround would have to be like they do in Tetris or other score-based games, and make the category the score objective and have to sort it by time. I'm not sure there's another way to do that (unless someone can find a board that displays high scores)? I did make a test category yesterday though to see, and I wasn't able to edit anything to have a column for scores, so I'm again under the assumption this isn't possible (?)