Hey there! I'm not entirely sure why I didn't get a notice for posts to this board back when you made the post, despite following the game.
While I agree that it doesn't "add much" to the run - there's not a whole lot of skill in moving to the right - loss of control is a pretty standard point at which to end a speedrun, and first frame of fade just gives a convenient visual cue by which to time the exact end of timing. In this case I'd need to hear a pretty convincing argument for ending timing before loss of control.
Hey there! This is a good catch; I missed it and that sucks. In general my expectation would be not using blacksmithed weapons in the run - broadly games tend to be run without additional user-created content.
I'm happy to hear y'alls thoughts, though. A community is not one person. :)
Neither Zephyr nor I have bothered finishing it - it's very similar, but there are some differences. Unfortunately, dialog is still glacially slow. Thanks for reminding me to add it, in case anyone wants to run on it though!
The SNES doesn't have any onboard storage, so "installing" isn't really a concept at play.
Once you've dumped your original ROM and patched it, your next steps are putting the resultant ROM on a cart. Your options are:
- Writing to a dedicated board. This is a nice option if you have a fairly high degree of certainty that you will want this hack to be ready on hand at all times. Lots of good information for this exists; https://thepoorstudenthobbyist.com/2017/09/14/how-to-make-a-snes-reproduction-cartridge/ is high quality at a glance.
- Using a flash cart. This is the preferable option for when you're developing homebrew software and are likely to be testing iterations. Krikzz (https://krikzz.com/) is excellent quality.
Hi there! You're definitely correct that you have to open all chests to obtain 100%. As a result, my understanding is that you must use 1 elixir to obtain 100%. This would be an interesting question for the devs, who I've found to be pretty responsive on Twitter.
Sorry to say, in this case those wouldn't be valid on the leaderboard. That shouldn't stop you from doing runs of it if you want, of course! In this case they just wouldn't be able to be listed alongside stock game runs. It's unlikely that there's anything problematic about the mod, but we're sticking with the unmodified game - the team did a great job of keeping everything comparable across all platforms, so PC/PS4/Switch can compete on even ground. :)
- Not for this leaderboard. See https://www.speedrun.com/smw/thread/8w7yc for rules pertaining to which emulators are valid for this leaderboard.
- That's fine.
- Most people make their own splits in e.g. LiveSplit. If you need somewhere to look for thoughts on where to place your splits, https://splits.io/games/smw is a good place to start.
Welcome, and have fun!
Since the community is fairly small, I'm going to suggest we use the Wonder Boy series discord for now. https://discord.gg/sV9ccUa
- While it's technically accurate to call the SNES Mini an emulator, the controller configuration is good to go out of the box. That's what screevo meant when he said don't change it.
- Streaming software tends to conveniently support local recording as well. OBS tends to be the tool of choice whether doing online or offline attempts.
The ROMs being the same doesn't necessarily mean that you can pull the same glitches off. The emulators in play are imperfect and crash under circumstances that the original games could have recovered from, such as jumping to open bus (as the Cloud item swap glitch does).
Hey, it's super cool that you're experimenting with alternate strats to find ways to make levels safer and more consistent!
In this case, it might be worth watching what players do when they miss (or simply don't go for) shell jump - P-speed tends to be maintained, and level end is 3 IGS faster. Frankly, you've got the hardest part of the level (the jumps after the shell) down, so you should be able to shave those 3 IGS off of your IL PB trivially without having to nail shell jump.
Keep at it!
It's definitely seeds. Note that Robin has a "text" box that shows a picture of seeds right before that final smack.
Based on some discussions and research I'm proposing a new rule specific to PC: It is possible to run the PC port of WB:TDT at an elevated framerate. As such, for PC runs, I propose that the in-game FPS counter must be shown for runs.
Another runner who deleted their account previously replied to the above post: dying is fine in runs, and is part of the strat for NMS. New runners shouldn't fret if they have deaths! :)
For posterity's sake: https://www.speedrun.com/Wonder_Boy_The_Dragons_Trap/guide/agmnq
No problem; good luck on your runs!
This one's just a platform you can drop through - hold down, then press jump.
Hey! I want to make a video about this, but the gist of what's manipulated is pretty easy:
After the first S&Q when you're going into the desert: take no damage except to get hit exactly once by the fireball spit by the first flower. You'll be guaranteed a boomerang drop in Easy/Normal Any%.
The RNG explanation at http://tasvideos.org/5102S.html is accurate - the devs have verified that the RNG was implemented faithfully from the original game.
In the SatPC community, the resolution for this problem was "list IGT alongside RTA, but RTA decides the rankings." My opinion¤ is that RTA is a better timing method and we should stick to that, but listing IGT as well is a good idea.
¤ I have a New 3DS and Switch so I'm not adversely affected by load times, and this isn't a primary speedgame for me. Please treat my opinion with an appropriately sized grain of salt.