@fl1ppy I have to ask which emulator are you using? If it is Stella, then you can use third-party software like OBS and directly capture the game window. That is what I used for most of my runs, and it works without any issues so far.
Todd Rogers is wiped from the history of Twin Galaxies and banned as of 8:30 AM US Eastern Time this morning. His Guinness records will eventually be wiped too. Take a bow Omnigamer. You did God's work today.
Full Decision: http://www.twingalaxies.com/feed_details.php/104/twin-galaxies-dragster-dispute-concludes-with-banning-of-todd-rogers/5
Might be, Baylock. But even the possibility that Todd Rogers pulled a Billy Mitchell is very likely given the fact that his record was referee verified and not without video proof like the others.
At the time, it was thought that it was possible. I suspect that he pulled it off in this manner:
I should preface this by saying that at the time, to my knowledge, Todd's (possibly former) SO was also a Twin Galaxies judge.
It was alleged that Todd pulled it off three times. Once in front of Activision, once at an event (no video evidence was presented) and once in front of a TG judge who provided the verification.
Here's how I think he pulled off the greatest scam in speedrunning today.
Similar to Billy Mitchell's DK record, there was a time that he (Billy) was "playing it" in front of a crowd while he was in another room. He (Billy) used direct capture to feed his attempt to the crowd. I believe that it was in this manner that Rogers managed to pull off a 5.51 three times while playing the game once.
How?
The magic of VHS tapes allows a preservation of a performance while being physically tangent enough to destroy after you are done with it. He recorded the first run and "got" a 5.51 on VHS tape. This was the run that was "verified" by TG. But when Activision came knocking on his door, he set up a rig that isn't too dissimilar to Billy Mitchell's and played the VHS tape. Then came the event. Again, he set up a rig that isn't too dissimilar to Billy Mitchell's and played the VHS tape.
Now, thinking that he was done with it, he burned the tape and entered the score with TG with his SO as the judge who verified the record.
Fast forward 30+ years, and this mess started.
The point is that Twin Galaxies used to be sponsored by Guinness (and some of their records still are). Todd has become a laughing stock in the gaming community. His Dragster "record" in Dragster on TG is still recognized by Guinness as the longest standing WR.
http://www.guinnessworldrecords.com/world-records/106130-longest-standing-videogame-record
You know that they are going to protect that fraud until the end of time.
I'm about as helpful as Ezra, but what I do is use a window capture source and when asked what window, select Livesplit. It is not pretty, but if you manipulate the window with the SHIFT key pressed, then you don't have to deal with forced scaling.
As far as your question is concerned, Ezra, to the best of my memory, the LiveSplit plugin was a plugin that worked with OBS that displayed your time without the need to do above. As far as I know, it only works with OBS Classic and NOT OBS Studio, which is the officially supported version of OBS today.
Hello Fatal Fury Special fans, Sanji Himura here with an update on a thread that I posted a month ago.
After consulting with other fighting game fans that I know, I have decided to make public rules changes that I have contemplating over the last month or so (part of which you can see in the other thread, but I will list them down below). Feel free to look through them and make a comment on them.
These rules changes will go into effect in 24 hours from this post.
The first thing that I wish to address is categories. I will change the categories to the following list:
Arcade - Lvl. 1 Arcade - Lvl. 4 Arcade - Lvl. 8 Arcade - ANY
SNES - Lvl. 1 SNES - Lvl. 4 SNES - Lvl. 8 SNES - ANY
Here are the basic rules that will qualify you into any specific category:
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You must display the settings menu in your video for verification. If a run doesn't display your difficulty, then it will automatically be placed in the ANY category for verification.
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Altering the round timer is expressly forbidden. Round timer should be at the default 60 seconds, and should be displayed when you show your difficulty. Any alterations to the timer will have the run rejected.
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The run timer will start when you select your character, and should stop when the final blow is dealt in your final fight. If your final fight is Ryo, be sure that you denote it on the run.
Platform specific Rules:
Regarding Ryo (as a player-controlled fighter):
Prior to my moderatorship of the game, there was a bit of a misbalance in regards to the use of Ryo as a player controlled character. Under the old rules, it was fine if you were playing in the SNES version, but not in the Arcade version. This restriction on arcade players is dumb, and I am lifting it, but with a restriction of my own. See below for more details.
Therefore, I am formatting the rules to be as follows:
Arcade (difficulty specified categories):
Goal: Beat the game as fast as possible.
Game Setup:
- The game difficulty is to be set up on video prior to your run to match the difficulty in the category that you are attempting. Any runs that do not meet this requirement will be placed in the ANY category.
- The round timer is to be set at 60 seconds, no more or no less. Any alteration to the round timer will have the run rejected outright.
- No alterations to the dipswitches are allowed. If a run is found to have altered the dipswitches, then the run will be rejected outright.
- Emulator Players: Your Real Time Timer must be displayed in the same video as your gameplay. Your run will be rejected if it fails to display a timer.
Game Rules:
A. Timing
- Start your timer when you select your character.
- Stop your timer when you deal the final blow to Krauser/Ryo. Note: If you fight Ryo, select the option that will tell us that you fought Ryo in your run.
B. Characters
- All characters that are plainly visable on the character select screen are legal.
Arcade: ANY
Goal: Beat the game as fast as possible through any means necessary.
Game Setup:
- You have the option to display your difficulty.
- You may NOT alter the round timer. The round timer must remain at 60.
- You may NOT alter the dipswitches.
- Emulator Players: A Real Time Timer must be displayed next to your gameplay footage.
Game Rules:
A. Timing
- Start your timer when you select your character.
- Stop your timer when you deal the final blow to Krauser/Ryo. Note: If you fight Ryo, select the option that will tell us that you fought Ryo in your run.
B. Characters
- All characters, including Ryo, is legal.
SNES (difficulty specified categories):
Goal: Beat the game as fast as possible.
Game Setup:
- The game difficulty has to be set up on video prior to your run to match the difficulty in the category that you are attempting. Any runs that do not meet this requirement will be placed in the ANY category.
- The round timer is to be set at 60 seconds, no more or no less. Any alteration to the round timer will have the run rejected outright.
- Emulator Players: You must have a Real Time timer displayed in the same video as your gameplay. Your run will be rejected if it fails to display a timer.
Game Rules:
A. Timing
- Start your timer when you select your character.
- Stop your timer when you deal the final blow to Krauser/Ryo. Note: If you fight Ryo, select the option that will tell us that you fought Ryo in your run.
B. Characters
- All characters that are plainly visable on the character select screen are legal.
SNES: ANY
Goal: Beat the game as fast as possible through any means necessary.
Game Setup:
- You have the option to display your difficulty.
- You may NOT alter the round timer. The round timer must remain at 60.
- Emulator Players: A Real Time Timer must be displayed next to your gameplay footage.
Game Rules:
A. Timing
- Start your timer when you select your character.
- Stop your timer when you deal the final blow to Krauser/Ryo. Note: If you fight Ryo, select the option that will tell us that you fought Ryo in your run.
B. Characters
- All characters, including Ryo, is legal.
Got it. I just thought that there was some form of seeding distribution that required something more "involved" (for lack of a better term) to narrow the potential field down.
@kaku52 Probably not interested in running, but I do have a general question. I noticed that you are opening up the competition to non-Japanese runners, but yet in the rules you stated that you have a cap of 32 and you are going to run this all in the same day. My question is how are you going filter out the potentially hundreds of runners that I am sure that are going to at least attempt to join in the tournament? Qualifying days? Fastest time that was previously submitted?
I think it is because they are the most commonly run to complete the game. A fair concession to be had, I am sure, but I feel like my overall point can be preserved here. Reduce the amount of IL from 32 to 8. Either lump each of the four levels that make up each of the 8 worlds into one level or just simply count the Any% levels, it really doesn't matter at this point.
While I have you, I will make a brief point about why SMB3 and SMW had to ditch IL. Now do keep in mind that this is purely my opinion, and it is purely conjecture at this point. SMB3 and SMW had maps for level select. Now in theory, a path through any given world in those games can cut out huge blocks of levels in any given run for example, beating World 3-6 in SMB3, under ideal circumstances can allow you to cut through 3-7, 3-Fort2 and 3-8 if you are speedrunning rather than intending to play every level. SMW is even worse depending on how many exits you are going for in any given run.
In other words, while the common speedrunning levels are covered frequently enough, the point is that there is a possibility that there are a lot more levels in SMB3 and SMW that any speedrunner with decent skill can go and submit new runs.
Here, everyone knows the Any% run very well. It is just 8 levels to success. On the other hand, there are 8 worlds that we could count as 8 levels. From the 32 IL that we currently have, we have the possibility that we could reduce the IL runs to 8 IL. That can help the workload on the moderators and help streamline the IL category rather than have its wanton destruction.
Then why not reduce the amount of IL to just worlds? I know that it defeats the purpose of individual levels, but reducing the amount of IL's from 32 possible categories to just 8 would help manage them quite effectively and I do like to stress that it might offer new strategies from how one approaches a level in a IL run if they have to consider the fact that they have to run the entire world at the heart of the run.
This combined with eliminating even more category extensions would make your jobs easier.
Now that we had the chance to talk like civilized people, I don't have an issue with why the run was placed where it was. Just know that over the next week or so, things will be surprising for the game at large.
This will be big trouble if this is not addressed immediately. The need for an Arcade - ANY category.
What is needed to get a run verified in any of the individual difficulty categories? This is something that is not well defined in the rules.
Yes, I got mad that my run just got dumped into this ANY difficulty category with no rhyme or reason as to why, but the more that I think about it, the more that a choice should be made here. Do we keep the individual difficulty categories, but with a rule with how to display the difficulty for the person verifying the run, or do we just lump all of the runs into an ANY category and allow the best runs float to the top.
What just happened here shouldn't have been allowed to happen at all.
Not exactly new. How the Wrong Warp works, and I am sure that Darbian or somebody will correct me if I am wrong, is that you move a certain distance away from one "warp" the next warp pipe will load in memory regardless of where Mario is on the screen OR which pipe that he went down (the previous pipe or the next one).
I am going to link Darbian's tutorial of 4-2 since that is where I got most of the technical information about the wrong warp.
Edit to amend that in your video, Mario went too far away from the right warp pipe, causing the next warp pipe in sequence to load into memory. Because you still had the right pipe on the screen at the time, when you went down that pipe, you were sent to the wrong area in the sequence.
Edit 2: Also worth noting that had you been successful in getting to the right area, this would have been the same technique that you would use to get to the water section.
Hello, one and all, I am Sanji Himura. As a way of introduction, I have been playing video games for nearly 30 years, and 20 of them have been spent in various fighting games such as King of Fighters (my drug of choice when I am not playing Cards Against Humanity online), Street Fighter and Super Smash Bros. and any and most variants in between.
I have decided to become a moderator for Fatal Fury Special on this site because I feel that fighters deserve an opportunity to enjoy the spotlight among great platformers like Super Mario Brothers, Sonic the Hedgehog and other classics. However, like any good political outsider, once I was accepted, I realized that what is shiny on the outside is not always gold.
The first thing that I would like to address is the lack of uniformity in the speedrunning rules for the game. When I completed my run of the game, there is plenty of unknowns that is undefined and wasn't completely spelled out in the rules. Can one alter the timer? Who do I defeat to stop the timer, Krauser or Ryo Sakazaki? It was these questions and more that really opened up and actually produced a WR in this game that if a person who doesn't read between the lines, would see as violating the spirit of the run.
Let's make one thing clear, violating the spirit of the run, perceived or not, is something that I DON'T want to happen on my watch.
That said, I want to spell things out in the rules that would help this game grow as a speed running category, and I have identified a few things that would need to be addressed in both categories (some less than others) that I feel would help the game.
Arcade:
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Altering the Round timer should be explicitly forbidden through the Dipswitch menu.
-
Make clear when the timer stops (when the final hit lands on Wolfgang Krauser)
SNES:
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Altering the difficulty is OK, but altering the timer below 60 or above 99 is not ok, and should see the run rejected.
-
Make clear in the rules when the timer stops (when the final hit lands on Wolfgang Krauser)
Both Categories:
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(a common sense one, but) All submissions should require video proof.
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Create Categories for both Arcade and SNES for runs that run up to and include the Ryo fight.
Anyways that is all that I have. I am more than welcome to hear your concerns for the category.
Requesting mod status for Fatal Fury Special. The game has 0 mods, and has a run waiting for verification.
First and foremost, I have already submitted the run in question to the site for verification. This is what I should do in the mean time as the run is verified.
Yesterday, I beat the WR in Fatal Fury Special SNES category with a time of 20:26. I submitted the run for verification on the site that morning and went about my day.
That evening, I reran the game and eclipsed my own time, this time a 19:07, when I was streaming runs on twitch. I naturally got the run and submitted the time to the site for verification.
My general question is this. At present, my videos say that the time is unverified. While the verification process is underway, can I claim that the 19:07 time as a World Record pending the outcome of verification?
You can wall jump, supposedly, off the far edge of the pit. The original video did this at the expense of 2 lives. Not sure if there are other techniques to get over that pit though.