Comments
thread: Mobility
Tasmania, AustraliaTCM1 year ago

@GeneralTubbs What do you mean mod based updates?

thread: Frog King
Tasmania, AustraliaTCM2 years ago

Milliseconds have been added and the board only shows in-game time now.

dha and Merl_ like this
thread: Frog King
Tasmania, AustraliaTCM4 years ago

I made a Discord server for speedrunning this game, feel free to join: https://discord.gg/dfsnD93

santibo likes this
thread: Frog King
Tasmania, AustraliaTCM4 years ago

According to the moderation rules, "Moderators are generally given 21 days to process run submissions."

If they don't verify your run 2 weeks from now it may be a good idea to inquire in this thread (I'm willing to moderate if it comes to that).

santibo likes this
thread: jumpNULL
Tasmania, AustraliaTCM4 years ago

The Discord invite linked in the sidebar now seems to be invalid. I'm not sure who made the server in the first place or if it's still a thing, but could someone update the link?

Tasmania, AustraliaTCM4 years ago

All of this is really amazing for speedrunning, thank you.

@Horridhenry257 @KubaTM @NOOBSKINSPAMMER I'd suggest archiving all current runs or creating a version variable as a subcategory (split between 2.00+ and Pre-2.00).

Tasmania, AustraliaTCM4 years ago

Thanks for this, that seems to be the same as what I got. I did manage to get a deathless run once; I think the category might be able to go down to a low 6 with more risky combat.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

With @Merl_ and I having been made mods for the game, we've been able to overhaul the layout of the page. This is a list of changes.

  • Added a new custom theme, with the background taken from the Mobility website
  • Added new icon and first, second and third place trophies, made by @Merl_
  • Added a new speedrun.com logo in Mobility's Mandrill font
  • Added link to the community Discord server
  • Added Web platform as the game can be played on itch.io, and moved all old runs done on Web
  • Added the genre, developer, and engine
  • Updated the game link in Resources to go to the itch.io page with the latest version
  • Added a save file for Any% runs
  • Columns with no times will no longer be shown
  • Tweaked some spelling of category names
  • All runs will now always show milliseconds
  • Added rules for every IL category and level, and updated the wording for some
  • Added ILs for each debug level found in the Debug Room and the inaccessible level Final Boss Old
  • Added universal Game Rules
  • Added new Any%, No Spin Jumps, and All Levels + Debug full-game categories
  • Made the different modes into subcategories for Any% No Major Glitches, All Levels, and All Levels + Debug
  • Added and updated rules for all full-game categories
grnts, D3cIma, and Merl_ like this
thread: Mobility
Tasmania, AustraliaTCM4 years ago

I think it's going to be more than makeshift; it will still be useful after we have our leaderboard back because some of the runs on there have now been removed, or were never submitted to this site.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

I have started a Google Sheets document to show the WR progression for all full-game categories. Here is the link to view it: https://docs.google.com/spreadsheets/d/1LJB7EViylN40KRGQwzXF4kkfH6PYuI79_pZJqJdWzXE/edit?usp=sharing Note: This includes unverified records and records without video. If there are some inaccuracies or things missing please message me so I can update it.

grnts and Merl_ like this
thread: Mobility
Tasmania, AustraliaTCM4 years ago

I think we could do the same split for 100% that we do for Any%. Current 100% would become 100% NMG and new 100% could be a misc category. For the new 100% category, a run might involved starting from a glitched file to beat the game, then going back to the debug room (and doing the dialogue skip), then beating all levels and modes from inside there to cut out time travelling between them.

Merl_ likes this
thread: Mobility
Tasmania, AustraliaTCM4 years ago

I thought so too but the dialogue you're skipping is the dialogue that plays the first time you enter that room. In an 100% you would be starting from a normal file and skipping that dialogue normally when you first spawn in. Coming back after beating the game it doesn't play again.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

There are other dialogues that can be skipped, but nothing I think that would appear in a run. For example if, after an Any% run, you return to the Barracks to go to the debug room, you can dialogue skip the "Zzzzz" that appears.

Merl_ likes this
thread: Mobility
Tasmania, AustraliaTCM4 years ago

Huh, that's weird. I guess it makes sense. I just realised it wouldn't save much time over your PB anyway because it's pretty much the same as entering and leaving Ultima in the Core. Oh well.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

I think it's not too bad having them as the same button. You can see in the video I only had trouble with it a few times. It wouldn't be hard to get used to knowing when to stop pressing space. Then again using something like C instead for this only would be fine.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

I was experimenting with the glitch, I'm not sure I fully understand how it works yet. Read the description of this for thoughts.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

Alright, I managed to complete and record it: Luckily I still had the muscle memory from a few months ago so I was able to get to the spring pretty easily about 5-10% of attempts. Just getting the bit at the end was the hard part but I did it. I think we can confidently call this the hardest level in the game. Doing this in 100% runs is gonna be a pain. The IL shouldn't be too bad though, considering doing it at this pace is pretty much required. I doubt it can go sub-13.

Merl_ likes this
thread: Mobility
Tasmania, AustraliaTCM4 years ago

Ok, I managed to get the glitch on a file in the Core. Didn't really expect it to work so it wasn't the best run. With the new improvements to Ultima Radius I think I can get around 10 seconds for that section consistently, including the dialogue. Also, instead of quitting to menu when you enter the Core for the first time, you can also beat the game, then go to the debug room, then enter Ultima, then exit, then quit to menu. This means your spawnpoint when you re-enter the save after resetting the file timer is right on top of the door to Ultima in the debug room, meaning you can enter it immediately. This probably saves about a second. The new mode selection skip doesn't help, though.

thread: Mobility
Tasmania, AustraliaTCM4 years ago

Finally got the sub-8 Any% NMG!

Also took your advice @Merl_ for the Ultima Radius and got a 7.40 Fairly sure it's faster to not retry.

Merl_ likes this
About TCM
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