WDYM by the guides are confusing? Have you tried looking at the videos or are you running something thats not any%?
Runners @Maxaraxa, @MrUpperCaseT, @NefariousMonkey, @ThatOneGuy_nnn, @Th3on3C
Runners @Maxaraxa, @MrUpperCaseT, @NefariousMonkey, @ThatOneGuy_nnn, @Tomygood
Hello, I was making a list of the longest speedruns of all time and found the 528 hour long run. Beating what most people think of the longest run (Baten Kaitos 100%) by 187 hours. I did not believe it at first and had this forum to see if this is actually the longest speedrun of all time. (Or at least is an actual 528 hour long speedrun and isn't a troll or something)
I know I should of made this like 10 months ago, but I submitted a game called MetroCubeVania, someone else also Submitted MetroCubeVania. Both MetroCube's are on the website ATM. Would it be possible for a site mod to remove MetroCubeVania (The other one is MetroCUBEVania)
Hello, I am ThatOneGuy_nnn. Current runner for this game. Since there is currently no discord setup for me to discuss this I will do so here. I personally think that the current IL timing is not good. My three main problems are as follows. 1: The "Buddy" can start moving before he appears on screen. This makes it hard to retime ILs 2: The complete box appears in many different ways, also making it hard to retime cause does timing stop the frame the complete box appears or the first frame it is fully appeared. 3: Starting on first input can allow manipulation of cycles without losing time which is bad for an IL
I offer a solution that isn't 100% good but better than what we currently have. We start timing when the level button is pressed and end it when you lose control of the Buddy. This solves problems 1 and 3 as we know 100% when the level begins and you cannot manipulate cycles without losing time. This does not 100% solve problem 2 as the ending of a run can still be debated. However, I think is this better than what we currently have.
If you have any questions about what I mean, please reply to this forum post. Thanks, ThatOneGuy_nnn
So recently (By recently I mean like months ago) I noticed that BLYM on coolmath (AKA the best version to play glitched on) stopped working. So me and a lot of other players stop running glitched, but recently I found a way to still run the BLYM glitched version in full capacity. However, due to this being a recent discovery, I don't know if it will break after a couple months of using it (Just got to wait and see). Oh yay, http://www.coolmath-games.com/gameFrame?u=sites/cmatgame/files/games/BLYM_Coolmath_640x480-Events.swf&f=BLYM_Coolmath_640x480-Events.swf is the link BTW.
Edit: Still not as good as the og due to there only being a tiny bit to zoom in and out the screen
It hasn’t been patch and I think it’s known possible in Grasi (the level) and Up and Down. I don’t know if it’s possible anywhere else
I think some tiles the top part isn’t fully active so you can do a jump with precise timing
If you have the right game title, there should be an option to activate the load remover and auto splitter. Hoped this helped. (Right title is The Elder Scrolls V: Skyrim I think)
Maybe have something like 2x any%, where you beat the game, then go get all of the same amount of required moons the second time around.
I don’t like this idea because your really just beating the game with like a 2 minute mini game at the end