I recently played this and am thinking about running it.
Does this game (or the series in general) have a way to practice individual screens? This is actually my first fan game / game in general of this franchise. I really like the mixture of Warioware.
Anyway! Just curious.
I wouldn't mind actually practicing certain screens, but if I don't have that luxury I'll just keep playing and learning over time!
Thank you.
すみません、忙しい一週間でした。スピードランも確認しました(フレーム数は5:59.320)。
おそらく今夜か明日、6つのループのサポートを追加します。
こんにちは。グーグル翻訳でごめんなさい。 :)
これを追加しても大丈夫ですが、なぜ6番なのですか?ループ6以降は難易度が上がりませんか?ビデオでは7+まで続くようです。このゲームは無限にループしますか?私は2つ以上のループを行ったことがありません。
Once you collect ammo (the drops that have little rocket-like things on them that enemies drop) you push start to cycle between your three sub-weapons: batarang, pistol and then dirk.
You can tell when Batman has ammo in reserve as in the top left corner, BATMAN turns from purple to kind of an orange-ish colour. Likewise, once Batman runs out of ammo (or has 0 ammo) it reverts to purple.
HAHAHA I like how this run opens. I looked it up to check out strats for a small race!
PIka: HEE HEE HEE HEE HEE HEE HEE HEE HEE.
Congrats Endy!
Do I dare say this was... a sick run? Bwahaha.
... I'm sorry.
Which emulator?
Some mobile ports vary wildly for accuracy.
Hey all.
I made a new tutorial (and put it under guides) for Batman today, but I hope in general it helps out a new generation of runners trying to learn this game. It's good for probably <10:10 times, which in my opinion is very strong, and once the foundation is laid for new runners to be around that time, I really hope it encourages more to try for that elusive <10 time.
You can find the tutorial here:
If anyone has any questions feel free to message me on Twitch or to join the Batman Discord!
Happy Batcember. ;D
Hey! Nice to see support for this was added.
In my opinion, yeah! Having a legacy (pre-release or miscellaneous category) addendum of those who took part in the pre-release competition would be a very cool thing to add. It's cool to see what some of what other people ran having it linked to this board as well! The competition in this was very strong. Much stronger than I ever expected it would of been. xD
I'm curious if anyone else sees this!
Where did you even hear of Grapple Dog?
I only entered the competition because of another game I run, Beard Blade. I met the developer through there, and the developer messaged me telling me there was a speedrunning competition for Grapple Dog and I should try entering it.
It was really fun in general! I wish more indie games (or games in general) held these kinds of competitions.
Is there a release date set, yet?
And congrats again to everyone who submitted!
I don't believe in this game they do - no, but someone could double check. We had this discussion nearly 4 years ago now, which is why running co-op "solo" was essentially worthless. Pretty sure if you start the game co-op, and game over, all the enemy/boss spawns retain the same spawn/boss health and doesn't change from co-op/solo on the fly. The game still has co-op boss health opposed to solo even if a turtle dies or games over, etc.
So in short, no, just dying before Shredder doesn't make it easier (or shouldn't) and should just make the fight more time consuming.
I created a TAS for this game a few days ago. As of this post, the current RTA record is 3:16 with 1 death. The TAS came in at 2:49 and 0 deaths (only saving 2s on the death I took in the record.) Re-posting this in guides. :)
Some of these room are pretty tight, but there's definitely time to save/pull from in the run if you tried to replicate strats. Hope it helps out someone!
A loooong time ago, someone tried to submit a co-op run that prompted a change in the rules. Sadly, this game barely sees co-op submissions, but in the future, I would like to slightly change one of the rules.
Back then, the runner started a co-op run solo (killed off one of the turtles) then beat the game solo, and tried to submit that as a co-op run. I rejected that run back then, and change the rules to state that each turtle needs to survive until the end of the game.
I think I would like to change the rules going forward: one of the turtles can die at the end at Shredder, but, have to be present on every stage. So as long as each turtle survives each stage, but, one dies at the end, the run is no longer invalid. This still prevents people from running a co-op category solo, but, at the same time, doesn't punish people at the very end who unfortunately die on Shredder (and hopefully, opens up co-op a bit more on this board.)
What does everyone think?
Ah cool! Thanks hirexen! I didn't see that from mobile.
[Edit]:
Congrats on the run, Funkmasterzero!
I believe the old record before Baize erased his account was 11:XX something.
There actually used to be a category for fist only, actually, but then no one ran it so I erased it. The category was on SRC and was empty for like 2 years. :)
I have no issues with adding it again if there's interest considering it existed before. I do heavily agree it's very different from Pacifist and a very different way to play the game.
The previous rules were very simple:
- Couldn't use ammo anywhere (including bosses) - so for example, no using subweapons at all, like in act 2 hitting the ceiling robots with batarangs, even if you weren't killing them.
- Timing remained the same.
Fist only was a neat run and I wish(ed) more people ran it at the time. If you string a run together feel free to message me either here or on Twitch and I'll look over it and add the category back.
Hello! I decided to make a community server for Bucky today. :)
Feel free to join it!
I literally cannot begin to express to anyone just stumbling by here how almost perfect of a run this is and was at the time. This is single-handedly, in my opinion, one of the best NES runs ever performed.
Hey all. :)
In the last few days, I went through all the runs here and made a variable that shows whether or not a run ended in the infamous Joker glitch.
If you're unaware of what the Joker glitch is, you can understand it here:
But basically, there are some frames where if the Joker is killed on, it immediately skips his death animation and saves about 4 seconds. I added the the variable because it was neat to see at a glance how many runs ended in the glitch, but also what the best non-glitch times are.
And before anyone asks "why isn't the board separate if there's a glitch?" it's because I think, just that. The glitch can be gotten accidentally, and there's really no other glitches in Batman that the speedrun uses to save time. It's just the Joker glitch, of course, right at the end of the run.
@mikethev run is a funny example. Right now the leaderboard, it's 81st place, but he got the glitch accidentally, and if you filter by that, his run becomes 9th best. xD It would create all kinds of strange leaderboards if people got it accidentally, so for now, it's just something nice to see on the side.
Feel free to just leave "Joker Glitch" blank and one of the mods will adjust it if you don't understand!
Thanks for reading. :)
What do you mean? xD
I think still, yeah, <11 or 10:24 depending how much you want to run it are what I would consider a license for Batman.
In my opinion there's two times! I actually have an 12:24 in Ninja Gaiden, and I would equate Batman getting a perfect run like that to be <11.
If you wanna push yourself further, I think original <12 in Ninja Gaiden is very similar to funkdoc's old 10:24 where essentially everything (when you're running around those paces) needs to go right.