コメント
スレッド: Fatal Labyrinth

Yes. Looking again at the dropping item and picking up to make cursed item, it's an unfun strat that isn't something anybody would want to do. I'm definitely happy proceeding with banning the original named cursed item power scroll strat and also dropping and picking up items to force a curse power up strat.

スレッド: The Site

Greetings Speedrunners.

I was feeling creative and attempted to use a powerpoint alternative called WPS to hyperlink custom buttons to organise my speedrunning games into order of ranked place.

But when I attempted to do so, something very disturbing happened. The URL of the page was riddled with bad formatting, and something rather frightening appeared on my screen.

I'd appreciate any help from specialists or staff on the site to help solve this very intriguing mystery.

Here is a straight to the point video about what I did.

Zanum これを好き

The Absolute Legend returns!

AlenorEmblem これを好き

Genius Speedrunner!

AlenorEmblem これを好き

Legendary Master Keeper.

AlenorEmblem これを好き

The Warlock of Speedrunning!

The unbeatable Master Keeper!

The Legend keeps getting faster!

There isn't anything inherently wrong with adding practice mode if people want to party with three simple slices of bread rather then a complicated five course meal.

That being said I wouldn't want to be the verifier having to frame check split start/ends to find extra milliseconds to squeeze out of a run.

Insomnimatics そして Saturn185 これを好き
スレッド: Dungeon Keeper 2

Of course! Build a full complete run and PM me and i'll make a category.

Bodsda これを好き
スレッド: Fatal Labyrinth

Nothing fatal about this labyrinth anymore. Well done Pluma!

スレッド: Dungeon Keeper 2

If you're concerned about not being able to see splits and therefore needing an autosplitter, consider putting a sound effect onto your splits by clicking + in livesplit and selecting "sound effects". That's what I use for fullscreen where OBS can see the timer but I can't.

スレッド: Fatal Labyrinth

Agreed. However it's difficult to determine whether using a power up scroll on a cursed weapon counts a legit glitch in the first place - it may have been intentional.

If the skip can only be done by pressing both up and down exactly on the same frame then i'm ambivalent about allowing it. There are a number of speedruns, "Zelda: Link to the Past" especially where it is banned, so much to the point where top runners are required to show their controller on camera.

Physically using original hardware, it certainly wasn't possible to press up and down at the same time. The controllers pivotted, much like D-Pads still slightly pivot today. If it cannot be physically done at release date then i'm not sure it should be allowed to be done now.

MadMegaX381 そして RetroBrando これを好き

In the TAS run there is a damage boost through the ceiling at 10:05...

I can't understand how this is being achieved. You land on the wooden platform to trigger the camera to move up, but how is he piercing the ceiling barrier? He's higher than I can get before being damage boosted.

If there is even a remote chance of pulling this off in a run then I'm eager to understand what is allowing Egon to move up through the invisible barrier.

Any ideas?

スレッド: Fatal Labyrinth

Every time you drop a weapon it has a chance to be cursed when it is picked up, just as a fresh weapon roll. This is a factor in any% where your battle axe is sometimes not your friend.

For any% you could repeatedly drop your polearm until it becomes cursed. The odds feel like 1/64.

スレッド: Dungeon Keeper 2

It's not impossible for old runs to stay at their position, new strats and glitches are discovered frequently for video games and retired scores are pushed further down. My submission is "no possession" but I did that as a challenge to see how fast it could go.

Personally this discovery makes the speedrun considerably more consistent and it would be interesting to see what top times could emerge.

Especially if you dared to interfere with the sleep of a dreaming mistress.

スレッド: Dungeon Keeper 2

I don't know what the odds are of it crashing during a run, but I consider it "distinctively likely".

Although it is unheard of for actual crashes to be mitigated into the final time for any speedrun game, I need to take into account the general stability, age and compatibility as well as to bring a modern realistic approach so that people can speedrun this game and have as much fun as possible.

Therefore I will permit pause or reductions in final time due to crashes, provided that...

  1. You have a timer running (livesplit) separately so I can see its the same run.

  2. An analysis is made to ensure you're not trying to splice or intentionally crashing the game.

  3. In the accompanying game description you timestamp clearly where the crashes are and allow the mods to calculate it instead of pausing or reducing the end time yourself.

Only time from the crash itself will be count, not the level progress you crashed on, you must save often and frequently.

All hail 90s games!

I've updated the caterpillar ghost skip as I now have a perfect example.

Alternative strategy for all ghosts!

The ghost always escapes after three attempts. If you touch the beam on the very side of the ghost as it retracts, you can get a quick catch / release. You'll also release if you bash into a wall.

This may be a more preferable strat if you're not in position for a quick ghost capture, naturally skipping the cutscene and possibly putting you closer to the exit.

In addition it would also save time at the end of the level as there are no ghosts to cross off.

Whizzy_the_Elephantについて
参加日
8 years ago
オンライン
25 days ago
走行
54
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