Komentarze
CanadaBeardstrength3 months ago

Hello,

This is a heads up that I updated the rules for the GBC version of the run to clarify when timing begins and ends as there was nothing in the rules regarding this specific version and the existing runs on the board were all using slightly different start and stop times.

The rules have been added to be as consistent as possible with the N64/PS/DC versions. Time begins when you select your fighter, which is visually signified when the cursor on the fighter changes over to the ? box. Time ends on the first frame when the WINNER! message appears.

I've retimed the existing runs which were changed as follows:

NintenLew had 33s and was retimed to 32s.

FrozenFaygo had 19s and was retimed to 21s.

Jaypin88's previous/obsolete WR of 20s was retimed to 20s so it was not changed.

NintenLew to się podoba
CanadaBeardstrength6 months ago

If there is a category split it would need to be Any% and No Skips rather than Glitchless because the old runs before the skip was found used glitches to kill the bosses faster.

CanadaBeardstrength6 months ago

Hello,

The runner CubbyCat discovered that if you use the climbing glitch on the screen with the final boss you can enter an Out of Bounds area and fall into the ending screen that appears after defeating the boss. In the rules it technically says time ends when the screen turns black after defeating the boss, not when this screen appears, so this technically does not fulfill the end condition for timing. However this was also written before this climbing glitch was discovered.

I personally do not think this should be allowed because it's removing the only remaining element of skill in the run (i.e. killing the final boss quickly) as everything would be just mashing which would be a pretty boring speedrun. The only alternative would be a category split for Any% and No Skips which would have the same problem because the regular game has a long and boring autoscroller in it (likely the main reason nobody ran the game).

On the other hand it is just using the same glitch as is used elsewhere, which are all allowed, and is only technically not following a rule that was written before the glitch in question was found, so I can't think of any reasons against allowing it other than it negatively affecting the speedrun itself.

Anyway just throwing that all out there. Personally I don't like it and I will stop running this if it's allowed but I'm not the only person playing the game.

Cheers.

CanadaBeardstrength6 months ago

I've been made a mod and have updated the categories to account for this glitch (as well as any new ones that may be found).

Zarc0nis to się podoba
CanadaBeardstrength7 months ago

Hey!

Congrats on completing that one. I remembering trying it out with save states back when I was running these and I gave up out of frustration. Good job. It's a stupidly punishing game.

I added a new category for this game, and submitted your run for you (also the frame count came out to a slightly better time of 6m 10s 100ms).

If there's any other Action 52 games you've completed a run for that don't currently exist on the board just let me know and I'll add them.

Cheers and congrats again.

ThatPunk_ to się podoba
wątek: Yumper
CanadaBeardstrength11 months ago

Makes sense and I agree with both points made. The non-Warpless categories are a total gong show now and might be off-putting to new runners encountering those as a default category.

Adding milliseconds will be a good idea because the top 3 times are already very close to each other and there is less than 2 seconds left to be saved.

BlackwoodRecordings to się podoba
CanadaBeardstrength1 year ago

Hello,

Originally the board combined N64 hardware and emulator runs onto one board but after recent submissions it became impossible for runs performed on hardware to achieve a new WR due to the significant advantage emulator's provide due to them not lagging (this is particularly noticeable in the underground stage).

It's difficult to say exactly how much of an advantage emulator has but based on how much this game lags, which it does a lot in every stage, it will come out to several minutes across the entire run. Given this it no longer makes sense to combine hardware and emulator now that an optimized emulator run has been submitted.

So I've added an additional category variable to split the boards up by both difficulty level and hardware/emulator.

Cheers.

CanadaBeardstrength1 year ago

Howdy,

I've completed a run of Crazy Shuffle so I've added it as an available category.

Have at it!

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

Hello,

We now have completed runs for Operation Full Moon so I have added it as an available category.

CanadaBeardstrength1 year ago

I did some testing and found out that it's easier to count how many enemies you've killed. After a set number of kills stop spamming and you should expect to see 1 more enemy before the boss (possibly none if you despawn one of them but that is rare).

The counts for each stage are:

Stage One: 11

Stage Two: 6

Stage Three: 5

Stage Four: 5

Stage Five: 7

Stage Six: 8

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

Actually, after watching steven's failed attempt video here I noticed that spamming the fire changes how the hazardous blog things drop down which makes the run faster. So the ideal strat is to spam the shot until you're near the boss then stop to prevent a despawn. I did this by watching my timer and stopping after 1m 10s passes from the previous split.

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

This piqued my interest in the game so I completed a run of Boss so I've added it was an available category on the leaderboards. The enemy spawns are always the same—the only RNG is if the stationary enemies will shoot at you or not—so you can predict when they will appear and not need to spam the fire button and risk despawning the boss.

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

Hello,

It came to our attention that the Rev A version of Shooting Gallery only works on emulator and does not work on hardware—regardless of use of EverDrive/PowerPak flashcart or an original Action 52 cart—and will crash after the first level or when attempting to return to the main game menu. So far as I can tell this only happens on Rev A and not Standard, but playing on Standard is significantly slower than Rev A so any runner who uses it would be penalized.

This game does not look like it would be competitive due to its design/nature, and we don't want to have emulator-only categories, so we're going to remove the Shooting Gallery category.

Here is an example of the bizarre behaviour exhibited on hardware:

stevenqbeatz111 i Zarc0nis podobało się to
CanadaBeardstrength1 year ago

In my opinion any categories should be for the entire playable portion of the game—either to the end or until the game crashes or becomes literally impossible—rather than limiting the amount of completion required due to the game's difficulty. The games Illuminator and Timewarp Tickers, for example, are prohibitively difficult but koffing managed to complete them in their entirety so the same can be done with Meong with sufficient effort.

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

I've added Lazer League as a new category and submitted this run.

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

Hey,

Sorry about the late reply. SRC didn't send me a notification and I missed this post.

I've added Space Dreams as a category and submitted this run for you.

Cheers.

stevenqbeatz111 to się podoba
CanadaBeardstrength1 year ago

This is an old thread that I missed, but I fully support removing the rule regarding credits and allowing any number of credits to be used for runs. Having extra credits doesn't give any advantage—it just makes it easier to finish a run. As noted above any death will guarantee that a WR is impossible.

RyuHayabusa89 to się podoba
wątek: Kubo
CanadaBeardstrength1 year ago

I did some digging and so far as I can tell the Evercade is an entirely separate system from the NES. It is extremely unlikely that the game performs identically to its NES counterpart.

Given the above I added a separate subcategory for choosing the platform to keep NES and Evercade runs isolated onto their own listings.

edit:

Note that the changes only apply to the first Kubo game leaderboard. I don't moderate Kubo 2 or Kubo 3.

wątek: Kubo
CanadaBeardstrength1 year ago

Hey,

Sorry about the late response. SRC doesn't have any way to notify moderators when a forum post is made.

I've never heard of Evercade before so I will have to first confirm that playing on Evercade is identical to NES before adding it as an available console.

wątek: Troll Burner
CanadaBeardstrength1 year ago

Hello,

I am not the moderator of this board but I do moderate a handful of other NES game boards.

It is standard across all retro console leaderboards (e.g. NES, SNES, Sega Genesis, Game Boy, PlayStation, Nintendo 64) to use the recorded video framerate to calculate run times and not the native console framerate.

Using the native console framerate has two primary issues:

  1. Emulators do not run at an identical framerate and most retro leaderboards allow emulators. There needs to be a consistent way to time both original hardware and emulator.

  2. There is no guarantee the recorded video will be recorded at 60FPS. Some capture cards only support recording at 30FPS which would affect the resulting time if the equation NUMBER_OF_FRAMES / CONSOLE_FRAMERATE is used.

Ultimately what you are looking at is not the frames rendered by the console. It is those frames captured on a computer then rendered a second time into a video file so it is those video file frames that are used to determine the run's length. As well the difference cited is literally less than the length of a single frame—and doesn't change anything other than the number associated with the run—so in my opinion it shouldn't be a barrier to speedrunning this game.

O Beardstrength
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