Forum posts

Forum: Super Stickman Golf 3

Thread: Hole Previews

Started by: ncb1221ncb1221

(edited: )

As I'm timing these runs, I realize that without loads times, hole previews on will most certainly be better on most courses.

It's much easier to time when to start pressing the power meter. Plus the moving parts of the level start before the timer does. I think that will be useful on quite a few courses.

Edit: after checking a few courses, I think it's probably best to leave the option to have them on or not, and timing should remain the way we have it now. There's some strategies that just can't be done with or without hole previews (without waiting for the next cycle of movement). So I think this adds another interesting aspect of routing for some courses

 

Forum: Super Stickman Golf 3

Thread: Hole Previews

Started by: ncb1221ncb1221

Thanks for the thorough explanation. It was very helpful.

I'll keep timing things the same way. If the game gets optimized really far, the WR may come down to hole previews, but we have a long long way to go before that happens

 

Forum: Super Stickman Golf 3

Thread: Hole Previews

Started by: ncb1221ncb1221

That's where the problem is though. When you time from when the buttons appear, players with hole preview on get the advantage or disadvantage, depending on the course, of having the level movement start before timing

 

Forum: Super Stickman Golf 3

Thread: Hole Previews

Started by: ncb1221ncb1221

Hmm, what do you think the best way to do without loads timing is then? I wouldn't want to disqualify runs that have hole preview on. But I also would prefer to not have to turn them on intentionally to gain a few second advantage on some courses

 

Forum: Super Stickman Golf 3

Thread: Hole Previews

Started by: ncb1221ncb1221

I think for individual courses where we time without loads, we should enforce hole preview be off. It doesn't matter on courses with no movement, but for those that move, there's a second or two difference in start time.

I think timing would need to start on each hole when the preview starts rather than when the buttons appear.

I don't particularly like the idea of figuring out of you get more advantage by having the preview on or off per course, so I vote they be off. And if the runner has them on, timing will start when the hole preview starts moving.

EponumosEponumos likes this. 

Forum: Super Smash Bros. Melee

Thread: All Trophies Category?

Started by: ncb1221ncb1221

I guess everyone is against adding this category

 

Forum: Super Smash Bros. Melee

Thread: Why there is no All Unlocks Category

Started by: wsheddwshedd

@Dracovenant

I recently did an all trophies run. You are drastically underestimating how long it would take. I made some terrible mistakes and ended up having to sleep and go to work in between segments. All in all, it took about 61 hours. Roughly 36 was gameplay

Just some highlights:

You need 1809 vs matches (this prevents having to do classic/adventure/allstar with every character
You need 5000 KOs
You need somewhere around 30 trophies that only drop in 1p mode
You need every bonus
You need 1000 smash coins
---This is the killer. The fastest known way to get smash coins is dash dancing or crouching on 2x speed in training mode. 4x controllers doing it in lightning melee. At the fastest, this gets a little over 2.5 coins per minute. After doing all the other stuff, you will likely need 850-800 smash coins. So you will be crouching in training mode for 5-6 hours alone, if you can keep up the pace

Using everything I learned in the last run, I figured you can probably complete this in just under 24 hours. Maybe 4 hours less if you do everything really well.

BTW, I am uploading my run in its entirety, but it will take a long time lol. Maybe the category will be accepted here and it will inspire someone else to do the category 😑

Jaypin88Jaypin88 likes this. 

Forum: Super Smash Bros. Melee

Thread: How to calculate in-game time

Started by: Pokemonmaster888Pokemonmaster888

@Pandora race to the finish is a different amount of time depending on what character you are playing

PandoraPandora likes this. 

Forum: Super Smash Bros. Melee

Thread: Race to the finish category?

Started by: theinstitutertheinstituter

There's a good bit on YouTube from way back in the day, mostly by Japanese players. Keys, next, gegan, and Dr M to name a few. Just search for rttf.

I believe they were playing through classic at the time to do these. You could get better times if you do the invincibility glitch

 

Forum: Super Stickman Golf 3

Thread: Loads or no loads?

Started by: ncb1221ncb1221

I keep ending up a few frames off. I'll get the hang of it

 

Forum: Super Stickman Golf 3

Thread: Loads or no loads?

Started by: ncb1221ncb1221

@msbmteam

I think for my Beach Land run it should be 1:27 instead of 1:17 based on your frame total

 

Forum: Super Stickman Golf 2

Thread: About timing methods

Started by: Bogdan_mkdBogdan_mkd

@msbmteam
Are we doing time without loads in this one too? I'm working on some clean ball runs. Wanted to make sure before I submit

 

Forum: Super Stickman Golf 3

Thread: Loads or no loads?

Started by: ncb1221ncb1221

Alright. Swish strats it is lol

 

Forum: Super Stickman Golf 3

Thread: Loads or no loads?

Started by: ncb1221ncb1221

What will be prioritized on the leaderboards. With no loads (like the #1 score right now on the first course) a swish is undoubtedly better. But since the dialog box pops up, it is actually worse for rta. So I just wanted to get an idea how the runs will be timed going forward

 

Forum: Super Stickman Golf 2

Thread: Full game run

Started by: ncb1221ncb1221

I just did a trial clean ball run of 1-5. I finished in 1:42 with no practice. Hopefully get under 1:30 when I decide to give it a real go

 

Forum: Super Stickman Golf 2

Thread: Full game run

Started by: ncb1221ncb1221

I wouldn't mind if you deleted them. I plan on improving them anyway. There's still tons of time to save

 

Forum: Super Stickman Golf 2

Thread: Full game run

Started by: ncb1221ncb1221

Is there a way for me to delete those IL no power up runs? Or do you have to do that

 

Forum: Super Stickman Golf 2

Thread: Full game run

Started by: ncb1221ncb1221

That's very reasonable. Now that everything is sorted out I can start doing some runs

 

Forum: Super Stickman Golf 2

Thread: Full game run

Started by: ncb1221ncb1221

My two no power up runs will have to be deleted based on the rules. I used sticky toque in both runs