Thanks for the link, jay_yeen. Will the leaderboard of Speedrun.com be updated to include that category? or are there still arguing about it? Who is in charge of doing that, btw?
So, it look like the update indicate the real play tume unde "total-play time". and it actually look like it perfectly measure real time.
Any chance it might be used as the official way to measure a run, it would especially convenient to end the discrepancy between console play and emulation.
Making the rule clear for that category seem rather easy. The "no Major Glitch" rule establish that what is forbidden are: -Shine Sink Clip -Ledge Warp -Camera Lock -Invincibility -Axis Skew But allow: -Pseudo Wave -Reverse Grapple -Water Bomb Jump
For a glitchless run, simply forbid -Pseudo Wave -Reverse Grapple -Water Bomb Jump Too.
I guess some would argue that Water Bomb Jump should not count as a glitch, but I think it's fair to say it was not intended by the game-designers and I think it makes sense that a "glitchless" run would be to not use any trick not intended by the devs, by definition.
It might have been known already, but just in case, it might matter for the planning of the route, especially for 100%, but at some point in the game you can use the teleporters to get to any other teleporters in the game and they are no longer color-locked. I think it happen once you activate all teleporters.
At first I thought "current patch" allowed for Major glitch but the top run actually longer in "Current patch" so that's certainly not it. Then I thought it was the opposite and "current patch" forbid any glitches, even, Pseudo Wave, Reverse Grapple or Water Bomb Jump, but the run basically start with Pseudowave, so I actually do'nt know, so I would like to know too. The rules listed do not really help answer that.
I was wondering how the in-game time is measured in NES Metroid and had difficulty finding info online. Does it stop when you hit pause?
Other question: when you beat the game normally and start with all the power ups (with Ice Beam equipped), is the timer reset to 0?
And when you die (or do Up+A with the second controller), does a part of the password include how much time you have played? Which part of it is the timer? Does it save only the seconds, or is more precise than this?
Thanks in advance.
Not a very serious run, seeing how it would rely so heavily on RNG, but here are the rules: -Run start when you start Mac's last stand -You are not allowed to lose up until you have beaten Mr. Sandman once -After you have beaten Mr. Sandman for the first time in Mac's last stand, you can only lose to Mr. Sandman (losing as fast as possible, of course) -You then have to get your belt back from Mr. Sandman -You can only lose your belt to Mr. Sandman -the run end when you lose your belt to Mr. Sandman for the 3rd time and the credits rolls
To make it short, the run start when you start Mac's last stand, you have to beat Mr. Sandman 3 times and lose to Mr. Sandman 3 times. Therefore you have to win all the other fights in Mac's last stand.
Oups, my bad. Really sorry. Didin't knew SR's interface was like this, now Should I delete my post?
That's not the 100% you are asking question for, that category doesn't exist yet. You were asking for the 380 star run.
An hard mode for the 200% run.
Not making a new thread for that, but just to get an idea of the time an 100% run on hard and fusion mode. I don't think it's valid, because the run I did was segmented and I used not just save points, but basically every Check point available to redo each segment as many time as necessary. All in all, I managed to do the Fusion 100% run in 3h20m17s. This time is definitely beatable, as I haven't even used some of the more advanced tricks speedrunners use. But I think it still set a good estimate of the time needed to beat it.
To be fair, The hard mode and Fusion mode differ from the other metroid games as the enemies aren't more resistant, they just deliver more damage. A 100% hard or fusion run shouldn't be too far off from the current 100% run one normal we have. This is IGT, in case it wasn't clear already.
Seeing that the 0% fusion run (1h53m50s IRT) is shorter than the any% run (2h20m24s IRT), shouldn't the same 0% fusion run also count as the best any% run too? Just because it wans't sent to that category doesn't make 0% part of any%. Any% means best run, no other restriction. "It must not be a 0%" isn't part of the any% run rules.
Here it is: now if someone could fix the leaderboard to put the vieo back...
OK, WTF is going on in the ranking? How come, in the 100% hard mode run, Destructor is ranked first with a longer run than Pollsmor? Is it because he didn't fill the "real time" section and the automaitc ranking messed up?
Out of curiosity, how was the run of Destructor verified?
Incidentally "I guess its' because the category would be incredibly boring and full of refilling? " Says the one who now has the best best time on 100% hard. congratulation.
How come the all item run is shorter than the any% run.
shouldn't that disqualify the Any% run?
Doesn't the rule require you start from a fresh game? you can't skip scene.
Funny thing though, on the separated game pages, all of them have an a Hard/hyper category, but none of them have a 200% run (well first Prime have one in normal).
I noticed that there are no Veteran nor Hyper mode runs in the misc section.
"Normal" mode in trilogy is the equivalent of "easy" mode for the solo game. Are all the run here done one easy? (no blaming, just asking).
Why not made Hyper and Veteran sub section, in miscellaneous or using the blue buttons, even if they are empty?