Essentially a similar thread as the first Pac-Man game. There would be ones for Acts 1, 2, and 3 (Stages 2, 5, and 9 respectively), as well as Stage 21, where the ghosts are no longer vulnerable.
As for the kill screen, well, maybe not in this case.
I'm actually not sure about how consoles use the save data.
Perhaps a contact with Namco could be made to help remedy this issue. There could be an option to clear the Adventure Mode data so that we could start speedrunning this game reliably without swapping the game files.
I like idea #1. Intermission 1 is right after Stage 2, so it might be a good idea to stop the timer once the Strawberry level is finished. The same goes for Stage 5 (first apple) and Stage 9 (first Galboss).
9th key is Stage 21. It might count as the main game as well, even though it takes more time. Might be a good idea to keep track of splits, just in case one loses count.
The kill screen might be an extra, considering the amount of time it takes to reach 21-255. The first 20 levels might be more of a breeze from what I can tell. Once the bugged half of the maze appears after 255 levels, time is called.
I was thinking about adding things like the first three intermissions (Stage 2, Stage 5, etc.), but I'm not sure how difficult that would be.
This is just something I'm thinking about as ideas for this game; it showcases more of the game other than just the 10,000 point goal.
Looks like we need a new mod. Run has been submitted for quite some time but never verified.
Neither of these has a 10 minute Score Attack or Short Time Trials.
I've been inspired by speedrunning ever since most of the GDQ events, and I'm willing to run some more over time. I've already done some Pac-Man games as well as Bejeweled (Zuma is still a work in progress), and I'm hoping to get some more pinball games on the site.
I really enjoy pinball, and aside from getting high scores, there's a community for speedrunning certain pinball objectives, called "Pinball Done Quick." Right now, I'm trying to start out with getting the Pro Pinball series here first. I'm not sure how Pinball Arcade will work out, considering that there are 80+ tables present in the game (and still more to come). Going to be a heck of a project though!
Looking forward to meeting you!
Noticed that Pac-Man Arrangement (Battle Collection version) is also on the PC version of Pac-Man Museum for Steam.
Am I able to run this game, even though I don't own Battle Collection?
Is this game acceptable in doing runs for this table? It has some additional features that some might not be aware of (might include a separate option for either Full Tilt or Windows versions).
I tried to upload the splits form LiveSplit onto the i/o, but for some reason it's only showing Real Time. I did edit the IGT splits with all the correct times. Should I include something in the description to link to the IGT splits?
Just trying to edit them in mid-run would just kill the run to me. I'd rather keep things fresh and exciting than have a stop-and-go run.
Hyper Mode - Max Score. I've done it before, but it was a long time ago on Twitch and it wasn't a speedrun. It's tedious to get to, though. Time starts when clicking on Hyper or "New Game", and ends when the score goes blank (indicates maximum possible score reached).
Hyper Mode - 100 Million Points (or any other score milestone higher than that), in case that Max Score takes too long to finish, and the sheer amount of levels needed to reach it. Same as above, except time ends when the score reaches the target.
Yeah, I'm crazy. I don't know what it is with me and Hyper Mode on this game.
Does the run start when hitting Enter or clicking on the actual Iron Frog itself?
Kind of confused as some started by pressing Enter.