With the game finally coming out on switch, I finally had decided to go ahead and grab the game. And to my surprise, Digital Crafter has made a really fun experience. One that might even say is a good stepping grounds for people first experience fighting games. Of course I did a speedrun, and decided to clean up and fix the leaderboard after running the game and researching about it.
I'm not expecting the game to garner much traction as a speedrun but as always I still felt the leaderboards should be done correctly, and some things explained.
PC version - As always with newer games loading can be impacted by what computer, solid state, parts you are using. The PC / Steam version is the most up to date.
PS4 version - Name changes for certain characters, which I made sure to note when adding the characters in the variables section of speedrun.com.
Switch version - Susanoo and Tudigong are missing from this version, along with netplay. Load times are fairly long.
Arcade version - Beliar is an exclusive character to this version. However, the exA-Arcadia arcade cabinet is almost non existent in Japan so I can't actually test load times, combos.
If anyone has suggestions or questions about the game or board, post here or private message on the site.
Finally a new Guilty Gear is out. Beautiful and with a revamped feel. This time around the game has many systems to extend your characters options, while being more rooted in using normal attacks. This game has been released on PC, PS4, and PS5. As of typing this the Arcade version is delayed. Guilty Gear Strive has some major differences which I think could make this the most interesting entry in the series to speedrun yet.
-Instant Kills
Most interesting to note is that Instant Kills are not available in this version. This means there is a lot of room for discovery in your time attacks.
-Arcade Mode
Arcade Mode speedruns have no system settings. Instead this time the game changes based on how well you play, sometimes (most of the time), lowering in difficulty if you lose a round. So far the difficulty paths are NORMAL, HARD, and EXTREME. A still confusing note to me was the game seems to start you at random difficulties but I wasn't sure what impacted them. If anyone finds out I would be curious to know.
I decided against splitting the leaderboard for difficulty currently because of this. Since its not a dip switch or setting the variables are difficult to rate. There is also the issue of dropping up and down a difficulty path, as well as a chance that sometimes a partner will come help you. The other reason was losing on purpose can arguably take more time, even if the game is getting easier, while extreme, the game gets harder its really only the last boss Nagoriyuki (Can we call him Extreme Nago san?) who is overpowered and VERY difficult. So technically blasting through everything and somehow steamrolling would be the fastest path.
-Mission Mode
Clear all the missions from start to finish, Every mission gives you 5 attempts so an interesting thing to see would be how everyone fails 2 times on purpose, since sometimes failing could be faster since you only need to clear 3 of the 5 attempts each missions.
-Mission Mode Levels
Mission mode levels are set to individual leaderboards so not to clutter the leaderboard.
-Versions
Having experience with another Ark Sys Game, DBZ Fighterz, I really am strongly against separating versions. Its impossible to manage in my opinion. Even people playing on PS4 and PS5 can run the game of solid state drives, reducing the load times between fights. PC is even worse, with sometimes load times not existing at all, this is the issue with newer games with no real load screen built in as far as I understand.
I also am at a disadvantage because I am running on the OLD version PS4. The only way to make this fair would be to have someone time EVERY run, this was tried on other boards and it is a lot of work eventually leading to major problems. If someone out there wants to volunteer to this position I am happy to accept, but again I don't think its a long last or good solution. I don't want to do that because it would take time from playing this game competitively and speedrunning, verifying other games. I realize the version issue is unfair to certain degrees.
The best solution is if we got a list of people who wanted to speedrun, and asked Ark Sys Works to please put a timer in the games Arcade, so no matter which version it would be tracked the same.
Leave a comment below if thats something you want. I would actually translate and send it to contacts at the company. Also please comment if you want to discuss rules or anything posted above or related to the game.
Im using Faust currently so I will post my runs shortly after, everyone in this game has great combos, so I know there are even crazier times to be seen and faster characters strategies.
Hi primal ragers,
Was doing my month of research for this game, the Arcade version this time. And it seems there are several versions. One of the Roms I booted into said version 2.3.
Was curious if anyone could shed light onto this, the only physical board access I have to a 3000 in 1 set installed on a local machine.
What are the major differences? which is being played majority of the time? And lastly which is the acceptable file to use for the run. I thought about messaging on discord but maybe some others could add to this or even explain the history of it.
Samurai Shodown 2, besides the most recent 2019 edition, I have a lot of bias towards this release in the series. The combat is well paced, every character feels strong and balanced, and overall brought a lot of great techniques to the game.
Update to Leaderboard:
-Removed all the level sets besides 1,4, 8. There were no runs recorded on those difficulties. -Added rules, with same formatting as the other Samurai Shodown Leaderboards. -Added Character Variables -Updated runs with correct characters. -Double checked all previous runs.
Same as the other leaderboards, anyone who wants to make an icon or banner, it will gladly be accepted.
Samurai Shodown III is probably the most overlooked in the series, however luckily because of more ways to play this game recently seems to have a few players every now and then.
I'm less familiar with this game, but its almost identical in the Grade systems, so I added those as categories. In addition, SNK difficulty selections were added, Easiest- Level 1, Normal- Level 4, and Hardest- Level 8.
Rules and Character Variables were added as well.
If additional variables are wanted please message, I did not add the bust or slash mode. If a user wanted to make banners or icons it would be nice to have set up for this page. Any questions or discussion please post below or private message please!
A fantastic entry into the Samurai Shodown series, currently this game has been seeing increased play thanks to Fightcade 2 and the rerelease on the Samurai Spirits NEO GEO Collection.
I took this time to correctly add in all categories, and the standard for SNK difficulty sets, LEVEL1, LEVEL 4, and LEVEL 8, Difficulties. The reasoning is that old high scores and arcade standards match with these times. I have never seen an arcade set to level 6 for example its always one of the above.
I chose to add the Class/Grades because they drastically impact the way the game is played, however the AI remains only affected by difficulty switch.
All timing has been switched to In game time, but I hope runners still use a timer just in case. This is to double check the frames, and also in case a version or game had a fast timer. So far the timer seems to be fine. No speedruns were removed.
Added was a PS4/Switch/PC(Steam) options as well, but it should be noted the game is simply running arcade emulation. I also didn't make a variable for Slash or Bust, but if it was requested I will add. If there are any mistakes please alert me to them, I have only played Samurai Shodown IV at the arcade.
Added character variable, I did not include Cham Cham, because I believe the playstation version has some major differences.
Aside from formatting with the current rules that are used for other leaderboards, in accordance with fighting games, I think that should include everything to set this leaderboard up for past and future runs.
If anyone want's to make icons/and or banners for this game, I would be happy to add it. Any other discussions, feel free to post below or private message.
This is the Masters Fighter Leaderboard main thread. I don't expect to many to wonder into this place but if you do and have question about which infinites work and how, or have general knowledge on this game, feel free to post below or message.
In the meantime, I updated the game with the more clear ruleset and better formatting , because even though its silly, it does have rules. Hope you enjoy The Masters Fighter!
This is a very underrated fighting game, it should be worth pointing out that although almost every character has a touch of death combo they can preform, it's not the easiest, and the fighting system here is very deep.
I hope more people try all the characters in this game, seeing as how any of them can clear in a good if not better time. Feel free to message here or on discord if your interested in talking about this game.
This game uses the 'Toshinden' name but apparently is completely separate from the previous series.
'Edited' explanation of game below
Toshinden 4 aka Toshinden Subaru is the last game in the series. In a rare case, this leaderboard was made without any runs, so currently I am not aware of the games options. It's also the only game of the series I don't own do I am not sure when I will get around to a run myself.
I put a blank format and added the time attack mode but currently do not plan on doing a run. If someone attempts one make sure the options menu is included.
Mamodo Battles aka Konjiki no Gash Bell Yuujou Tag Battle 2 is nearly identical with the first game except with a balance in air recovery and faster meter building, and some moves being altered as well.
There was talk of others trying this run so I updated the formatting for all rules.
I also added the link to the zatch bell discord made by @Otterstone_Gamer at:
Be sure to join if your interested in strategies or discussing future races.
Hello Tetris Grandmasters,
I recently have been working on a project to find some of the very older speedruns that were recorded in Japan.
Of them I knew Tetris was popular. I also discovered that a place that had recorded and verified was a magazine called Arcadia, and luckily I was able to obtain all issues. Because this is a time before videos and played in arcade. Submissions were done differently to the magazine but still if not more rigorous. Early issues of Arcadia have a number of these runs because the game was at the height of its play in 2000 so I wanted to submit them for historical purposes but I will explain submissions.
When a player got a run back in the day, this would have to be done at the arcade. Two staff would have to see the screen and verify, and the gamer would also have to go home and get his inkan, or signature stamp (we dont use signing of our names in japan) then the staff would also stamp with the stores inkan. These were then sent to arcadia who would record and verify with the user and the staff again. Cheating was not accepted because other players would call out if it happened and it could cause severe penalties for the store. A first place entry would entry would receive a free issue of the magazine but monetary rewards were not used. I think that should explain the process but writing this out helps anyway since this is not the only game with time attacks.
I can answer more questions if needed. ultimately its up to the tetris community to accept or not accept the runs, but I think it would be a shame not to preserve the work of others. Some may not have the information of modes, so I will post things I am unsure of here, the rest I will start submitting.
Fellow speedrunner and tetris admirer, DBcade
Just passing by and updating the rules for this underrated simple series sports/fighting game.
PS2 Emulation still seems to have slight differences, but as of right now I have not split this board.
Updated the rules with the current language used on other leaderboards.
Comment below if you have suggestions or questions regarding the moderation and game.
Should you be reading this, I am worried for you.
This arcade game is scary, not just because your fighting kyonshi (chinese zombies) or the backgrounds and noises which can be disturbing, but because this game breaks rules of 2D fighting games.
You only play as one character.
All the enemies have multiple special moves.
You have no special moves. (That could be found)
Enemies have priority of attacks and can use repeatedly in a row randomly.
You must find a pattern / opening.
The enemy can leave the screen, going completely out of frame for as long as they like.
You have a limit of 2 continues. (4 lives each continue.)
If any decides to play this good luck and you have been warned.
This game controls very similar to the first game, with the addition of special and super moves for characters. Bonus games also play factor in this version.
I made sure to add the categories and character variables since they have a huge impact on the AI's pattern, difficulty, and of course the ending of the game.
I also want to point out that almost all the characters in this game could be usable if a ring out strategy is found. After playing around with the versus mode, I can surprisingly this is a very fun fighter for the game boy.
Welcome to Vs. a port/remake that has all characters designs and modes changed from Fighters' Impact.
I was informed by another user ( @1800POOPNOW ) that the Settings change do not affect the challenge mode so the Any% category has been removed.
If there are any findings for this game feel free to post them here!
As of this week it seems I was given moderator to the Ninja Masters Leaderboard. It looks like some of you were waiting a years time for run approvals. I will work on that first then comment below with usual changes, the current Level 4 category and rules are correct.
If anyone finds anything useful for ANY of the characters, or has a request/question feel free to post it in this thread. This game has some very difficult combos, or at least it feels that way. Kasumi, and Unzen's infinites are just a few I had trouble with. I really feel knowing those combos would bring, not only the time down, but be useful in versus matches.
For those new to this game, its one of SNK/ADK's fastest paced fighting games with the most unique combo systems. Its very underrated and It takes a long time to well... Master, so don't be discouraged because any clear time of this Ninja Masters is admirable.
Fight Fever also known as Wang Jung Wang is a pretty rare fighting game made by SNK and Viccom. Not much is known about this game, so there could be lots to find in this game; here are some of the main points:
Difficulty: Similar to Shinoken( Ragnagard) this game has odd difficulty selections, the default level 4 seems to be the easiest, the other levels seem to change the AI patterns significantly, in some cases making them more difficult whether its level 1 or level 8. Differing greatly from traditional SNK levels of difficulty.
Characters: Master Taekuk and Karate Kenji, the boss characters of the game are unplayable in circuit mode. If you select Master Taekuk in versus mode, after you will have to reselect another character after winning (it switches back to circuit if a challenger doesnt come.) I could not find any pages in Japanese, Korean, or English on codes to make them playable, but that does not mean they don't exist.
Combos: Characters in this game do lots of hit stun in this game, meaning when a character is hit they are in a state where they are pushed back but can be hit again for a number of frames. For example, Miyuki can combo standing light punch walk slightly forward standing light punch from one side to the other. I have a feeling all the characters can take advantage of this in there combos.
I don't expect this game to be a popular title, as it seems it never was, but I thought it would be important to point out some of the main things that could be researched/routed for this game for the few that attempt it.
Windy X Windam! I ran this broken game quite a while ago and never switched the format to match other righting games. I was made a moderator when the original runner passed it to me.
Thanks to one of the new runner @WoT7n some spelling and missing characters were brought to my attention.
Over the next two days I will fix the variable and categories. This will not impact anyones ranking or times. I just want to make the board cleaner. Edit: I also realized there are no rules ... I will add those as well.
Any ideas and suggestions are welcome!
I just noticed, because of the conversation in another thread but my run is not on the board. Previously I worked hard to route and set the best times.