Comments
Utrecht, Netherlands6075 years ago

Hm, interesting. Thanks for all the information: I only knew about the 16-bit and the mobile versions when I made this leaderboard, and made an extra board for 8-bit, as I knew there were 8-bit versions but didn't know anything about them and couldn't find enough footage on YouTube. When somebody submitted a NES run I realised this was an entirely different version of the game, even with different physics. About merging the 16-bit categories: I'd rather not do that, as I'd like it if people could play whatever version they preferred, or own, without being at a major disadvantage. The ST has got slower scrolling platforms, and with the cycles at 6000 which is now in the rules, the DOS version probably has significantly faster load times than the Amiga version - but I haven't ever played the latter.

If the Commodore 64 version is different from the others, I should certainly create a separate category for that, in my opinion - especially if I keep the 16-bit categories separate. I'll see if I can find a video, but if I can't I'll take you on your word. ;)

TwoSpacesSG likes this
Utrecht, Netherlands6075 years ago

(Referring to the GBA version as always) Hello, in the final stage of the Rowena fight, she first sends a magic puff, then after hitting it three useless things, then another magic puff, then after hitting that Brutus, and after that it seems random. Sometimes there's a magic puff right away, sometimes there's a teapot first and then a magic puff, and in my current PB I had to wait almost 20 seconds until finally she blew the puff for the final blow. Does anyone know if there's a way to make this very end of the game consistent?

Utrecht, Netherlands6075 years ago

Could we set the start time for 6B at the first frame of fading? That way there's a visual cue, as there isn't one for when you pressed the A button. People could set their timer to start at -1 second, so they can still start the timer as they press A. I am also assuming that the end time for 6B is at the first frame of the girls dancing, while it is still fading in (you can already do inputs at this time, to progress through the text).

Utrecht, Netherlands6075 years ago

You only included the password for the Easy version in the description, the one for Normal is Cat Cat Brunette Dude.

Utrecht, Netherlands6075 years ago

Thanks! It's nice to have at least one of the many mods here active. :P (I never considered asking if I could/should be mod as there are so many already...)

Utrecht, Netherlands6075 years ago

Ah yes, the from continue is better! Otherwise it's good. :) Oh wait, Level 6 isn't clear, it should be Level 6A, and it is not the password screen at the end of the level, but the password screen after the Desmond boss.

Utrecht, Netherlands6075 years ago

You do need categories, yes. They should simply be "Easy" and "Normal". Also, you made a mistake: Level 6A is Stables and Desmond, not Clock Tower. Timing ends on the second password screen (this is the same for the other categories also). Also, I think the A mashing on the end shouldn't be included for the IL, so timing should end on 'girls dancing', not credits. I guess it makes hardly a difference, but it makes more sense to me to exclude it, as it's not a part of the level. Edit: Oh, and we need a timing start for Level 6B. I'd say "Timing starts when pressing 'A' on the password screen before the Clocktower."

Utrecht, Netherlands6075 years ago

Agreed on timing when you enter up. Why do you need names? I think names are nice for unofficial splits, but for the board, it might as well be just numbers. By the way... 8 levels? I thought there were 6. I'd count the levels by the doors, let me check. So... Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Ah, I see, you're dividing the last door into two levels, and count the intro level as a level as well. I think it'd make more sense to count the doors only, especially as the timing starts when you press Up on the door. This does mean the intro room can't be run as there's no door for it, but that's no problem I think, as the intro level doesn't seem too competitive. As for the time ends: yes, timing ends when the second (last) password screen has fully loaded. Level 6 is an exception, there timing ends when the 'girls dancing' screen has fully loaded, I guess, as there's no password at the end of the game. The only issue with treating the sixth door as a single level is that a decent run might be almost 10 minutes (I haven't done a timed run yet), which is long, for an IL. Because of that, it might be good to change it into Level 6a Level 6b Level 6b (starting at the Clock Tower, as there is no password screen between the Clock Tower and the Hall of Mirrors) would still be rather long though, as the final boss is included. But that's inevitable, I guess. What do you think? :)

Utrecht, Netherlands6075 years ago

Ah, good question. I tend to forget, as the GBA version is by far the most played one, judging by the amount of submitted runs. I'd like to play the GBA version. :)

Utrecht, Netherlands6075 years ago

Whoops, that took me around two hours... But I got it. The level is unfortunately just under 1080 pixels in height, so I had to improvise. I simply copied the bricks for the very bottom of the image. https://i.imgur.com/iCxGcNp.png Here you go. It should be set as a non-repeated, non-scrolling image to work correctly. A scrolling image is usually distracting anyway, so even though it looks cool for a bit, I'm not a fan of it.

Utrecht, Netherlands6075 years ago

It looks like the background is actually, to my surprise, procedurally generated, and not simply repeating. That means I can't get the entire background, but I can get so much of the background as I'll need for a certain size. I suppose I should go for 1920x1080.

Utrecht, Netherlands6075 years ago

I will try to put together the Clock Tower background. I hope you will want to use that. :) I think it fits, as it's one of the hardest levels to execute, both in speedruns and in casual play.

Utrecht, Netherlands6075 years ago

Hello, could individual levels be added? I'd like to run level 6, as it's the most challenging and flexible.

Utrecht, Netherlands6075 years ago

Perhaps some assets from the game... hm. I'll get back to you later! When I made my previous posts, I hadn't got the game yet. I came across it in a store yesterday, so I can now play it as well!

thread: Colourblind
Utrecht, Netherlands6076 years ago

How come there are still no runs in the mobile subcategory? Edit: Never mind, I missed the 'Iris City Any%' part, I found them.

thread: Speedrunning
Utrecht, Netherlands6076 years ago

The NSTC version actually doesn't compensate for the higher speed? That's interesting... so that means the game is harder in those regions. Strange.

thread: Re-Volt
Utrecht, Netherlands6076 years ago

I agree with Vas0sky, here. It's a bit of a shame that the instance models go missing, but as it's a built-in function, even in the original game, I've been told, it only makes sense to use it. And enabling them doesn't make as much as a difference as enabling pick-ups does.

renim_g likes this
thread: Re-Volt
Utrecht, Netherlands6076 years ago

Hm, okay. I guess this is an issue that often occurs with modern pc speedrunning.

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