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United Kingdomhowlin_mad_mike10 days ago

When Suck Up! was originally released I was not personally aware of any specific glitches or skips within the environment that could impact anything notable in regard to speedrunning. I did, quite literally, just map out what I thought was the most efficient route using the intended (most obvious) pathways.

Since that time, however, three fairly significant time-saving glitches have been discovered:

1 - The ability to clip through porches to knock on doors (saving time walking around them)

2 - The ability to clip through a wall in Mr. Boomer's house (making a more direct route to Sakura's house)

3 - The ability to jump over Karen's roof, coming from Elom's house (making a more direct route 'as the bat flies')

When the "Normal" category was created, this was solely in regard to it not allowing any glitched 'conversations' with the AI. In other words, interactions had to be, relatively speaking, 'as intended'. And in regard to the this category, it was only created because some very clever people found that there were ways to 'trick' the AI.

With that being said, however, the above skips have made me question the overall nature of 'Normal' vs 'Glitched' and specifically what definitions people may apply to those categories moving forward.

So, I've had to make a decision...

For the current patch version, and any future patch which does not fix or change any of the above, "Normal" will allow the above three skips and anything else subsequently discovered as long as it is nothing too crazy; Such as the ability to permanently fly as a bat, etc..

If this is an issue, I will happily rename the category to 'Normal% No Major Glitches" and create a new one "Normal% No Skips", but I'm going to leave the community to decide that as we have precious few runners and I wouldn't want to muddy the waters by making a whole new leader board nobody would participate in.

United Kingdomhowlin_mad_mike16 days ago

Around 2 months ago I attempted to tidy up the leader board to better comply with the updates Suck Up! received since its release 6 months ago.

To do this I did archive the original 0.2.11 submissions which, unfortunately, sent them to a metaphorical graveyard.

It was not ideal, but at the time I couldn't think of a better solution.

With that being said, I did regret losing the older records and talking with some of the Suck Up! speedrunning community, I have re-created those leaderboards and reinstated the records under their respective categories.

If I've made any errors, please let me know.

United Kingdomhowlin_mad_mike18 days ago

Sometimes, despite the strats, the AI can be very difficult, so consider this more of a generalised speedrunning strategy. There are definitely some inconsistent people in this game and you may want to experiment with finding your own methodologies.

United Kingdomhowlin_mad_mike22 days ago

Just an fyi to runners that I'm not going to archive past version leader boards anymore unless a new version release significantly alters something.

TLDR - If the games mostly the same, the leaderboard will stay the same. - If something significantly new happens, it might get renewed.

United Kingdomhowlin_mad_mike2 months ago

Hi all! - With the release of v.0.4.3 I've finally gotten around to updating the leader boards (apologies for the delay but I've been working away from home for, pretty much, the last 3 months). Alas, those on the prior release version have seen your runs consigned to the 'archive' pile as the undoubted release of more updates would only see this leader board get very cluttered (and mostly obsolete) very quickly.

The good news is that the runs should still exist on your own profile, the bad news is that they won't appear on the leader board any more.

But hey, you can always submit a new run... Apologies for any disgruntlement though.

United Kingdomhowlin_mad_mike4 months ago

Hello - Have we established at what point submitted times should be recorded? - I've been going from 'first' input (on the boat) to last input (walking into the portal in the end game).

Any issue with this?

United Kingdomhowlin_mad_mike5 months ago

Route guide which I may update according to new discoveries, but if you're looking for starting tips, this should be helpful!

United Kingdomhowlin_mad_mike6 months ago

Hi all - Not sure if this is a known glitch in the speedrun yet (I found it by accident).

Basically, if you get next to a car and start quickly toggling the direction controls, you can clip through the carraige, back up, and then hook onto it (clip below).

This was on PC version, so I can't vouch for PSVR2, but thought it worth mentioning.

Route:

I clipped through and back-up up onto carraige 1

Got 2 as normal

Clipped through 3

Got 4 as normal

Backed up, reset crossings, straight through to the exit

Don't know if this could be optimized into a time save, but thought it worth a showing.

No TRAINING required! - Twitch

Die4Ever そして darkshoxx これを好き
United Kingdomhowlin_mad_mike11 months ago

Hi all. Not an aficionado of this franchise but in Monster Land you can get a random power-up 'Winged Boots'.

Speedrunning the game, these make a HUGE difference to my times, but given their completely random nature in 'dropping' I feel somewhat compelled to maybe split runs into two separate categories (boots and no boots). I just don't feel that a completely random and arbitrary element such as this should be deemed the sole "record".

Thoughts?

United Kingdomhowlin_mad_mike3 years ago

This category is open for both Amiga and Atari ST users with any system configuration accepted. Emulated or real hardware, it doesn't matter.

To compensate for the different loading times (making RTA impossible), runners will need to add up the sum total of the time spent on a level via the in-game timer (at the top of the screen for each level/mini-game).

So, for example, if a 3-minute level ends with the timer at 2.01, then your time for that level is 59 seconds.

This includes mini-games. So, for example, each of the target ranges will clearly be 30 seconds whereas the ID match and hostage mini-game might only be less than 10.

I've tested this thoroughly on both the Atari and Amiga (under various emulated settings) and the level/stage timer appears to remain consistent making it the best (if mildly awkward) form of measuring a run.

We have two categories.

Any% - Beat the game as fast as you can ED209% - Beating just the first level

illdizzog これを好き
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