Comments
Tennessee, USAomqwat3 months ago
跑得好!狮子座很容易死。
GJJJGJJJ likes this
Tennessee, USAomqwat4 months ago

You're killing it lately! GG

thebookofgaming likes this
Tennessee, USAomqwat4 months ago

We used to have a category for it on the leaderboard but nobody ever submitted to it so I removed it.

Tennessee, USAomqwat8 months ago

Huge congrats man. Massive run. Easily in the top 3 speedruns of the year.

Nolafyr likes this
Tennessee, USAomqwat8 months ago

GG dude! Was lurking your grind at work all week, stoked to see you get this time.

Nolafyr likes this
Tennessee, USAomqwat1 year ago

I've been compiling my strats for this game for a long time in a playlist and wanted to increase visibility to it, especially to those who don't use Discord. There's lots of stuff there that can't be found anywhere else.

I added it to the guides section (https://www.speedrun.com/tmnt2/guide/a6utb)

turbogilman, junkyard_dave and 4 others like this
Tennessee, USAomqwat1 year ago

They are allowed. All of the stuff like reducing lag and rewind isn't allowed, and neither is save state loading. If enough interest was shown a category option could be made available for allowing slow down removal but so far nobody has shown any.

oakstir likes this
Tennessee, USAomqwat1 year ago

I've tinkered with the idea of an IL leaderboard. It's just such a headache with all the different variations. There also hasn't been a whole lot of interest in it. There might be more if the timer wasn't skipped over at the end of each level in runs. If you're interested in IL runs I encourage you to do so even without an existing leaderboard.

junkyard_dave, R1_4n6 and 2 others like this
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Tennessee, USAomqwat1 year ago

Unfortunately it's going to have to be something that people deal with for the time being. The queue is still hard to keep up with as it is. Timing 15 instances of "waiting for players..." adds a ton of extra work. Then nearly every co-op run would have to be retimed, which is a massive amount of work.

Tennessee, USAomqwat1 year ago

I heard someone say the AI is more aggressive in Okay so you don't have to chase them as much, resulting in faster times. Unsure if that's true.

Zumi and SirKackVonBatzelot like this
Unknown
Tennessee, USAomqwat1 year ago

Or remote play directly through Steam.

Unknown
Tennessee, USAomqwat1 year ago

You might be able to use a program like Parsec to work around that.

Tennessee, USAomqwat1 year ago

No. This is my fastest run.

thenesmaster likes this
Tennessee, USAomqwat1 year ago

Right, timers are just a tool, and splits aren't necessarily indicative of what the actual time is. All the runs get retimed anyway, so if you don't want to do it yourself you're free to submit whatever your splits say.

Wavuvi likes this
Tennessee, USAomqwat1 year ago

Yeah, this is something that's likely going to happen. Probably just split it into Story and Arcade, by difficulty, and use IGT. Not sure about individual characters.

R1_4n6 likes this
Tennessee, USAomqwat1 year ago

Is the waiting for players occurring during character select? We just decided to change the timing to start on character control, so if that might answer your question.

The only problem with IGT right now is it doesn't display total time at the end. It's still being considered as a possible option.

Tennessee, USAomqwat1 year ago

You can try taunting your way through the game if you want, it's not going to be fast

ZeeGee_ and GeneralAndrews like this
Tennessee, USAomqwat2 years ago

What about stopping the timer on the last hit? There's a clear visual indication of when the demon is officially dead: https://imgur.com/a/L7aMBiz

You still have control but imo that's a mostly meaningless leftover rule from SDA. Pretty sure once the last hit is registered there's no stopping the ending from playing, so the game is completed at that point anyway.

NeoKad likes this
About omqwat
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