Good evening everyone,
Currently we do not have any special rules for multiplayer runs, i.e. what the players must do when one person runs out of lives. Considering the other Contra games, some have a rule stating that the defeated player must steal a life and rejoin immediately (e.g. NES Contra), while in others there is no requirement to start again at a particular time, and in fact leaving one player dead is a standard speedrun strategy (Contra III).
Do you think it would be beneficial to have any such rules for multiplayer runs in Operation Galuga?
Tubo is not allowed; do not submit runs using turbo. My comment above originally had a typo. I apologize for that :D
The Game rules now state that turbo is not allowed.
Hello everyone,
For now we've decided to allow the use of the Konami Code perk (30 lives), since it's not totally free to use but costs a perk slot. Please let us know what you think about it, though!
Congratulations to Skinomarsh for achieving the first WR in Arcade Any% Hard!
Having watched the run, it seems clear that Browny has notable movement advantages over the other characters; he has the dash, the grapple, a TRIPLE jump, and in addition has a smaller hitbox.
At the moment we are tracking Character as an annotation in Arcade mode (the information is recorded but is not used to categorize runs). We'd like your feedback on whether we should:
- Promote the Character annotation to a subcategory (so it is used to separate runs).
- Give Browny separate categories, but keep the other characters together.
- Leave things as they are.