Queensland, Australia
Forum: Tails Adventure Thread: Glitchless rule clarification Started by: |
As soon as the hitboxes collide it triggers. Nothing needs to be pressed after hitting recall. |
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Forum: Tails Adventure Thread: Glitchless rule clarification Started by: |
I've been watching the glitch runs and those are clearly OoB exploits and this trick isn't. I made a quick video of the two places it can be used: I know that you can damage boost on Cavern Island to fall through water that usually pushes you up. That uses the game mechanics in an unintended way. Do you think this is comparable to the damage boost or is this a straight up glitch? |
Forum: Tails Adventure Thread: Glitchless rule clarification Started by: |
There is currently a rule that states: The Remote Robot must not move through solid ground, walls or ceilings, except when being recalled. I have found that you can trigger the buttons in Coco Island and the Battle Fortress using the remote robot while it is being recalled. So if the robot is being recalled and it is hitting a button on the way, by the current definition this is allowed in glitchless. Can I have some clarification, perhaps the rule needs to explicitly state if the remote robot is allowed to hit the button while being recalled or not? |
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Forum: Keio Flying Squadron 2 Thread: Autosplit profile? Started by: Chibi_DemonChibi_Demon |
I was using a profile from another game: https://drive.google.com/file/d/1goGEUpGejz7Yl7f2BbKIxC0GEoNkk3Z8/view?usp=sharing |
Forum: The Site Thread: Bug Fixes & Improvements Update #1 Started by: |
Uploading a .lss file to the splits section of a resources page didn't work but .zip works fine. |
Forum: Keio Flying Squadron 2 Thread: PAL cutscenes are significantly faster Started by: |
I've done a side by side comparison of the cutscene in Sumo Stadium and the PAL version has shorter dialog. This cutscene alone saves about 10 seconds, in fact I had to retime the current PAL run because I did not account for the difference in time. (It's still WR as of this post). I have both versions of the game that can run on the same console so I'll do a test of each cutscene to be sure but the difference is quite blatant. I think the best approach now is to split the leaderboard into NTSC and PAL. |
Forum: Keio Flying Squadron 2 Thread: Load Times affecting runs Started by: |
A discussion has to be made about the load times between different forms of running the game. I'd like the game to be accessible to all so being able to run the game on alternative ODE or PC emulation should be inclusive. It has become obvious that this is causing some advantages in load times. Two of the runners are using a Pseudo Saturn Kai and this is giving over a second timesave per level load. I have an original disc on a JP model 1 Saturn and also a Satiator. The Satiator is even faster than the Pseudo Saturn. So any proposals to make the leaderboard fair will be democratically voted on. I propose we just time the game without load times. I'll let this topic sit for a couple of days but feel free to voice your opinion at any time hereafter. |
SteveZeroSteveZero and TheGuyWithTheBowtieTheGuyWithTheBowtie like this. |
Forum: Tiny Toon Adventures: Buster's Hidden Treasure Thread: WR not legit Started by: Outside_LutzOutside_Lutz |
I did a comparison in 4 score screens against the same score screens in one of the TAS runs and I can confirm that there is over 2 seconds difference in every instance. |
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