Comments
thread: Banjo-Tooie
United Statesjigsaw_master2 years ago

There's also the a bed in Sabreman's tent, I believe.

United Statesjigsaw_master3 years ago

That almost looks (and sounds) like what can happen when the cartridge isn't making proper contact with the console.

thread: Jetpac
United Statesjigsaw_master4 years ago

Should we rename "First Rocket" to "1 Rocket" for consistency? I know that beating any given stage is technically one rocket, but the other categories have the naming scheme of "# Rocket." Since the others start from the very first rocket, then "1 Rocket" implicitly would as well (of course the rules clarify this, anyway).

thread: Jetpac
United Statesjigsaw_master4 years ago

Perhaps "XBOX ONE (Rare Replay)" could be named "Rare Replay (Jetpac)" for consistency with "Jetpac Refuelled (Retro)." Also we could have the Atari ST one removed (at least for now) since it seems to be a different game from the other Jetpacs. (Note: The ZX Spectrum version was also released on VIC-20 and BBC Micro.)

EDIT: One last thing, can we make "Jetpac Refuelled (Retro)" be the default view for each of the categories since it has the most runs at the moment?

Tron_Javolta likes this
thread: Jetpac
United Statesjigsaw_master4 years ago

That's a fair point regarding the ILs. What about an IL leaderboard for Refuelled, since it does have the feature to jump straight to a set of four stages? If this were to be established, then the ILs could be a group of four stages? I think this would total about 32 ILs all told.

Edit: Consistent use of "levels" and "stages."

thread: Jetpac
United Statesjigsaw_master4 years ago

Individual Level Leaderboard:

I was wondering what everyone would think about having a "Level Leaderboard." I was thinking that maybe it could be like First Rocket but for each of the 16 unique levels. This might make the more of the game accessible in the way of First Rocket.

100% Category:

This could be "Beat all 128 Levels in Refuelled mode" or something similar. I personally would run this.

thread: Jetpac
United Statesjigsaw_master4 years ago

Yes! That's what I was wondering. For instance, Jetpac Refuelled on Xbox 360 vs Jetpac Refuelled on Xbox One. No worries! I can post my findings later. :) Thanks!!

EDIT: Okay, I found that the time taken for fuel to fall from the top of the screen to the leftmost platform is 32 frames (~1.0667 s) and for the rocket to get from the ground to the black screen before the next level is about 241 frames (~8.0333 s). I found this to be the case for both the Xbox 360 and Xbox One versions of Jetpac Refuelled: Retro.

Tron_Javolta likes this
thread: Jetpac
United Statesjigsaw_master4 years ago

As a follow-up to the timings found at https://www.speedrun.com/Jetpac/thread/josxq , I was wondering if anyone happens to know if there are differences between Xbox 360 and Xbox One for the fuel drop time, alien movement time, or ship up time. If not, I can measure these later today.

thread: Jetpac
United Statesjigsaw_master4 years ago

A potential console option to add is the WiiU Virtual Console because DK64 was released on it, so there is also the DK64 Jetpac playable via the WiiU VC.

Tron_Javolta likes this
thread: Jetpac
United Statesjigsaw_master4 years ago

I like the idea of 16 rocket.

jag2791 likes this
thread: Jetpac
United Statesjigsaw_master4 years ago

That would be really cool! First rocket is great and a lot of fun, but I really like the idea of longer categories that aren't as long as survival.

jag2791 likes this
thread: The Site
United Statesjigsaw_master4 years ago

Ah, yes, I am so happy to see this thread! I can't believe I didn't see it sooner. Personally, high scores carry a lot of meaning. I think they share more similarities to speedrunning than may meet the eye.

In speedrunning, the goal is to complete a fixed number of objectives in the fastest time possible. In high scoring, the goal is to complete as many objectives as possible (namely, those which earn you points toward your score) in a fixed amount of time.

I realize that some games are played in such a way that more time inevitably can lead to a higher score. However, I think there are many, many notable games for which this is not the case. Even for the games to which this concern would pertain, there are often such elements of continuous skill as not losing health or lives.

Consider Donkey Kong (1981), each stage has a bonus points counter. The faster you beat a stage, the more bonus points you get. But if the bonus counter reaches zero, you lose a life (of which you have a limited number). Thus, in the context of each stage, you seek to maximize the number of points you can collect through various means, but you still have a time limit. This wouldn't be particularly interesting if you could play an indefinite number of levels as long as you don't lose all your lives. Alas, this isn't the case. In the 22nd level, it is impossible to complete the first stage because of the kill screen. Thus, one loses all their remaining lives here. In terms of timing, there is a limitation on gameplay. Jetpac Refuelled is another game which has a maximum number of levels with each level having a time limit.

Another example of score-based gameplay are minigames from such games as Banjo-Tooie, Perfect Dark (Firing Range), Crash Bash, Yooka-Laylee, Pokemon Stadium, and even the archery games from Legend of Zelda: Ocarina of Time and Majora's Mask (and countless others).

There may be games which do not lend themselves well to score-based gameplay. But there exist similar such examples for the purposes of speedgaming. Furthermore, there are some games which could have a meta-score, of sorts, given for gaining the most points within a certain amount of time. For example, Jetpac has a page on SRC for fastest completion of the first stage. What if there was a speedrun page, a highscore page, and then a page which contains the ratio of points earned per second of gameplay? The timing can still stop after the first stage's rocket takes off, but it would be a fusion of the two complementary components of gameplay from some classics! :) Just a thought.

Imaproshaman and Bruzzi like this
United Statesjigsaw_master5 years ago

I'm a big fan of SMB1 speedrunning!

I apologize in advance for my ignorance, but I was wondering why in Kosmic's WR for SMB1 All-Stars Any% run, he doesn't clip through as many textures as done in the original. I suspect that this is due to the difficulty of getting a clip to work and the competition between the game versions.

I was just curious if there were fundamental differences that made the actual glitches into textures more difficult - or even impossible - in SMB1 All-Stars, or if it was merely the other factors I mentioned. (I do remember watching video a SMB1 All-Stars fpg, so I understand some of the glitches are still there.)

I got this to happen unintentionally:

Lul_ecks_dee likes this
United Statesjigsaw_master5 years ago

Sorry, just to clarify, it is okay to repost? Thank you so much!

United Statesjigsaw_master5 years ago

Would it be frowned upon to repost in the other forum, roopert83?

Mars02, did you get the BBG without crashing the game? The hitboxes make it seem like it would make a run more difficult on the SNES version. I can't remember the exact inputs, as it was totally by mistake.

That being said, I have a lot of interest in looking for setups for glitches, I just wasn't sure how thorough this field has been explored in All-Stars. I read a thread about Judges in 8-2 for the NES version, so it seems like that version has a lot of ongoing investigation.

Is pressing left just before making contact with the block the cause of clipping in SMB3, as you described?

United Statesjigsaw_master5 years ago

I'm a big fan of SMB1 speedrunning! (I'm watching somewes stream right now.)

I apologize in advance for my ignorance, but I was wondering why in Kosmic's WR for SMB1 All-Stars Any% run, he doesn't clip through as many textures as done in the original. I suspect that this is due to the difficulty of getting a clip to work and the competition between the game versions.

I was just curious if there were fundamental differences that made the actual glitches into textures more difficult - or even impossible - in SMB1 All-Stars, or if it was merely the other factors I mentioned. (I do remember watching video a SMB1 All-Stars fpg, so I understand some of the glitches are still there.)

I got this to happen unintentionally:

(Also, sorry if I posted this in the wrong place.)

About jigsaw_master
Joined
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Jetpac
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Banjo-Tooie
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DEVOUR
DEVOUR
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Perfect Dark XBLA
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Sonic & SEGA All-Stars Racing
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Super Mario 64 Category Extensions
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Super Mario 64 Category Extensions
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Jetpac
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Donkey Kong 64
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Banjo-Tooie
Banjo-Tooie
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Perfect Dark XBLA
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The Hobbit
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