Hey, any reasonable accurate emu is fine: Bizhawk is a good one. Fusion is best avoided.
I'll do it, just submitting some runs now.
I looked at previous runs and determined that the board has times based on framecount/60, so if you want your run accurately timed just submit at 60fps. Where a run has no framecounter visible I will retime based on VODs and find the correct time based on a whole-frame divisor.
There are new boost strats in 2-1 and 2-2. The game adds jump height when you take damage and rejump within a certain time. In theory we could boost off the driller in 2-2 and go up-left but I can't find a use for the boost on the second driller as we come to a dead end.
We can also delag the game with specific camera manips. This one is -11f for starters.
We can also just call it Camsliding.
Edited to replace vid with one that has a consistent setup and visible RAM.
When you move the camera left for just 5 frames and then stop pressing, it still scrolls but you don't move backwards. Wait until you see the enclave shadow at the top of the platform then move right again, and you trick the game into slowing down the cycle so you can pass.
OH, now I see, so it's just from gain of control after the cutscene ^^ Fantastic! Being from England is apparently no guarantee of being friends with English in my case 🤣
Hi Amen, just did a run of this game and was confused to see my time against others. I can't work out where timing for the existing runs comes from. When I attempt to time the top run I seem to get a result of 1:56.633 to .654 depending on just using the YT frame data or trusting the seeming accurate frame timer within the video. Has timing changed from tamagotchi visible or is there an error somewhere?
Hi, haven't run SoM before but saw in a run that there's tricks involved for magic%, could someone explain them and how they work/whether they can go wrong?
If you were mod banned which I presume means blocked from being a mod in some place, please request to be removed as super for this game so I can manage the board.
I'd be interested, which ROM do I use to play the game? I have the Aug 11 Prototype but it's bugged looking compared to yours.
Following a runner request I added difficulty as a variable so we can now track Easy and Hard runs! In order to promote accessibility I also decided it would make sense to mod the ruleset for Arcade Easy, to allow runners to put Rapid Fire ON since that would primarily be a less serious category. Allowing RF still requires skill from a player to avoid lag from constant bullets. What are runners' thoughts for an analogous access to Original Mode? We could track RF ON without much fuss. I would also say we could get fun mileage in each mode from a custom category, but we need to flesh that out for strategy being variable and interesting - something like -Collect the highest number of medals -Collect all Ms (limit usage) -100% upgrades -Require each of the four main characters to be used in 2 levels each etc or combinations. I appreciate we barely have a community but a really interesting category would be nice - all thoughts welcome.
Just a sticky post to clarify that runs must start from reset/power-on. A run was submitted recently which started from a savestate of the title screen by mistake: no advantage was gained so it was verified, but future runs must reset or power on else they will be rejected. Apologies for the omission of this basic rule until now!
JKL discovered that in this version of the game, global timers for moving items such as Drawbridge in Beginner, and Pistons in Aerial, are not reset between game overs. It is permitted to take advantage of this in your runs and we will post further concrete information on this when it is discovered.
For the Drawbridge, get to it and keep it on screen until the time runs out. Then on your next (timed) run it should automatically be down.
Pistons are on a 27 frame cycle. You may need to tinker individually with preferred methods to manipulate this to your advantage.
Hammer patterns are reset to 0 every time the level starts and advance 104 frames from the beginning, excluding lag.
Fantastic work Cecil, thanks very much for this!
I will be make a guide/tutorial to the game to encourage new runners in the next few days. The game looks complex at first but isn't that bad and is quite short.