Comentários
tópico: Bonfire Peaks
Georgia, USAGnarslogge3 months ago

The game is also on switch, PS4 and PS5. Can't submit my runs til I have at least switch as an option. I know this board is new and there's no runs so it's no rush. Also rules? Any plans for ILs?

casualspeedrun curtiram isso
Georgia, USAGnarslogge4 months ago

Ah I misunderstood, my apologies. I agree they were rude with how they presented their arguments. I figured yall had some legitimate reasoning behind it, I'm new here but I bet yall are tired of this by now. I look forward to submitting some runs, I've been obsessed with this game for a few weeks now. Thanks again for clearing that all up

SuperGamer64 curtiram isso
Georgia, USAGnarslogge4 months ago

I appreciate the writeup, it clears a lot up. I understood the start times, it was just the end time that bothered me. I wasn't aware the framerates of the game itself were inconsistent. I wouldn't call what I said 'complaining' though, as that's very dismissive of a real confusion several of us seem to have. I myself was struggling to figure it out, and I wanted to know why. Anyway I recommend more transparency on why the rules are the way they are, if you don't want people to be confused in the future. Just stick some of this stuff in the rules and call it a day, as it stands now you have to venture into the forums to find the reasoning. Again I do appreciate it.

SuperGamer64 e lombre914 curtiu isso
notícias: Forsaken (PS1)
Georgia, USAGnarslogge4 months ago

Just a heads up, I reversed this decision because in hindsight it was really stupid. I opted to just separate the emulator runs, because I'm not sure how to verify control schemes without actually seeing the player's hands, and you're right that it isn't fair.

Georgia, USAGnarslogge4 months ago

I'm just as confused by this ngl. For levels without IGT, aren't the mods having to retime it to specific frames anyway? In the rules it states that timing begins and ends on specific frames, it's not like it's any more work to just stop timing on the exact frame you hit the pole. It feels very counterintuitive to count an ending cutscene that has no actual influence on the performance of the run itself. So two people with the exact same time and performance will be in different spots on the leaderboard because one had water in their trunk and the other didn't? That doesn't make any sense. Hardly anybody cares about getting a shorter cutscene in an IL run, but this rule forces people to care about it, just super lame.

If there was more to do after the cutscene, like in a full game run, I would understand. I genuinely do not get the motivation behind this one and I've read through a couple of these threads now trying to piece it together. The only thing I can think of is this rule has been in place for so long that they'd have to retime every run.

jogada: Forsaken 64
Georgia, USAGnarslogge1 year ago

good stuff, especially excited about that glitch! First helpful glitch we have?

Sorry for my inactivity, I'll try to check a bit more often

tópico: Speedrunning
Georgia, USAGnarslogge3 years ago

I know 3 axis movement is a thing in the PC version, but it’s almost impossible on the N64 version. Plus as it stands now the full game run isn’t optimized at all, I beat the any% record but it’s easily beatable.

tópico: Speedrunning
Georgia, USAGnarslogge3 years ago

Forsaken is a first person shooter very similar to Descent, where you pilot a ship/bike and shoot shit. I think this is a fun and challenging game to run, and it's suited for speedrunning. You can fly super fast and every level has a clear objective with a time at the end.

http://speeddemosarchive.com/Forsaken64.html

Years ago this guy David Gibbons did some insane runs, and came up with routes for every level in the game. He laid the groundwork for runs of this game almost a decade ago and in all this time nobody has tried to beat them. I challenge any of yall to beat these times, they're crazy.

Aside from the N64 version there's a PS and PC version, and semi-recently a remaster was put on Steam.

Anyway I think this game is awesome and just begging for speedruns, and other than this one guy they hardly exist. Please check it out, I would love if we could build this community up, pick up a copy and try it out.

https://www.speedrun.com/forsaken

Georgia, USAGnarslogge4 years ago

Is there a way we could get a category for the N64 version? I feel a separate category would be appropriate, although the port is very faithful and all the same glitches are possible (from what I can tell). It runs a little slower and has longer load times

tópico: STANDBY
Georgia, USAGnarslogge4 years ago

I've been enjoying this game a lot but I can't submit any runs, just requesting the switch be added as an option

XerxesAsuras curtiram isso
Georgia, USAGnarslogge4 years ago

Very exciting. What do you guys think of this? Can this be done in a normal speedrun or is there too much precision involved? I don't run the game although I've been following the scene for years. Is this the holy grail we've been waiting for or is there a catch to it?

Togain, Nami e 3 outros curtiu isso
tópico: Typoman
Georgia, USAGnarslogge5 years ago

Fast Drain! This one saves around 10-15 seconds, and while I found a consistent setup, this one is still a little tricky.

So the first part of the glitch is setting up the T. I grab the T and throw it closer to the ledge. Next, I push it into a very specific spot, which I have a visual cue for.

https://i.imgur.com/VRaxQo2_d.jpg

I try to make a little triangle with the rock in the top right corner of the T, if that make sense. I let go of the T and grab it again because it pushes the T forward a very tiny amount, so I can fine-tune the position. Once the T is set up, I jump over it and grab the ledge behind it. This is easier said then one, as it’s pretty easy to miss the ledge.

Now this is where the magic happens (or not). As you pull yourself up, spam jump and hold right. If the T is positioned correctly, you’ll teleport upwards. As soon as the teleport happens, stop jumping. It’s easy to jump too much and jump off of the rope. Then just swing the D in to place and you’re good to go.

tópico: Typoman
Georgia, USAGnarslogge5 years ago

I’ve been thinking about this, maybe if during loads we briefly paused the timer? Or we could give loads their own splits, add them up and subtract them from the RTA time. The only problem I see with that is that the pc loads so quickly the splits might be super small or inaccurate.

tópico: Typoman
Georgia, USAGnarslogge5 years ago

This needs to be addressed ASAP

tópico: Typoman
Georgia, USAGnarslogge5 years ago

Alright, so I've been thinking about this a lot recently, and I have a proposal to convert our leaderboards to In Game Time. The run isn't nearly optimized enough at the moment to warrant counting frames, so we could just do it to the second for now. The loading time differences are just too great to continue comparing them. Obviously we'll still do RTA timing, but the IGT will be the deciding factor in placement.

tópico: Typoman
Georgia, USAGnarslogge5 years ago

I finally found a way around getting frozen in place at the end of fast open! For some reason sitting letters down while going uphill is very glitchy, and I’ve been looking into finding timesaves that abuse this. This is the first one I found.

Nailing this is all about timing. You want to perform the glitch at the same time you would get frozen in place in the cutscene. All you have to do is pick up the O, walk left until you get stuck on the hill. Wait until the screen zooms out all the way, then jump up the hill. As soon as you land, sit the letter down. Then continue to move left as the ball rolls you downhill. As soon as you reach the bottom, move to the right. If you can move it worked. Then just keep moving right.

It still stops you at the place where the worm busts out, so it only saves you about 4-5 seconds. If you nail fast open but fuck up fast fast open you negate the time saved by both, so it’s a bit risky for only an extra 5 seconds.

tópico: Typoman
Georgia, USAGnarslogge5 years ago

Here’s another one to add to the pile. You pick up the O and then walk as close to the gate as you can. Then, jump and drop the O at the same time while moving to the right, so when you hit the ground you can get in between the O and the gate. Pick up the O and do another jump throw to clip through the gate.

I’m not totally sure how much time this saves yet, but if I had to guess I would say around 7-10 seconds

tópico: Typoman
Georgia, USAGnarslogge5 years ago

I finally got the ladder zip (I heard kyten call it this and I like it so credit to him for the name). I still don't know if it can be done consistently but I'm definitely willing to try.

tópico: Typoman
Georgia, USAGnarslogge5 years ago

you have to get eaten once before it works so it doesn't save time unfortunately

Sobre Gnarslogge
Ingressou
7 years ago
Online
22 days ago
Corridas
70
Jogos jogados
STANDBY
STANDBY
Última corrida 4 years ago
47
Corridas
Portal
Portal
Última corrida 7 years ago
7
Corridas
Typoman
Typoman
Última corrida 1 year ago
4
Corridas
StarCraft 64
StarCraft 64
Última corrida 3 years ago
4
Corridas
Forsaken
Forsaken
Última corrida 3 years ago
3
Corridas
Super Monkey Ball Jr.
Super Monkey Ball Jr.
Última corrida 6 years ago
2
Corridas
Mercury Meltdown Remix
Mercury Meltdown Remix
Última corrida 4 years ago
2
Corridas
Bonfire Peaks
Bonfire Peaks
Última corrida 2 months ago
2
Corridas
Jogos seguidos
Bonfire Peaks
Bonfire Peaks
Última visita 3 months ago
1
visita
Super Monkey Ball Jr.
Super Monkey Ball Jr.
Última visita 8 months ago
252
visitas
Goosebumps Horrorland
Goosebumps Horrorland
Última visita 9 months ago
218
visitas
Mercury Meltdown Remix
Mercury Meltdown Remix
Última visita 1 year ago
229
visitas
STANDBY
STANDBY
Última visita 9 months ago
919
visitas
StarCraft 64
StarCraft 64
Última visita 1 year ago
117
visitas
Forsaken
Forsaken
Última visita 3 years ago
308
visitas
Forsaken 64
Forsaken 64
Última visita 1 year ago
397
visitas
Jogos moderados
Forsaken 64
Forsaken 64
Última ação 27 days ago
38
ações
Mercury Meltdown Remix
Mercury Meltdown Remix
Última ação 3 years ago
26
ações
Forsaken
Forsaken
Última ação 3 years ago
3
ações
Goosebumps Horrorland
Goosebumps Horrorland
Última ação 4 years ago
1
ação