stage 9: correct error: instead of far jump, drop down and normal jump
stage 13: Freeze the ball and Skip the gems in level 13 for an additional countdown skip
stage 14: dont drop down but jump at the start (like Reboot)
stage 22: stopping the piranha. pick up a candy and a clock. (Idea: Candy stage 10, clock stage 21)
final dragon disappear glitch? see MightyMike's run
maybe to be updated in the future.
I've never seen this before. I have no idea what's happening here. Anyone interested in helping me investigate?
https://youtube.com/clip/UgkxZnekxLQx7vqlZJYX2Vhwoa_8IuFS1da2
Now that there's several moderators: There are a lot of old, existing Lotus 2 runs, including longplays, that have very good individual times.
Example: This run Storm course finishes with 9 seconds left, which in my opinion is absolutely a speedrun and a worthy achievement. The other races are also extremely strong. Even the full run could be submitted.
Moderators can submit and verify runs for other people, and it has been done in other Amiga games that I run. Opinions?
With the help of TheAutomanEmpire, I can present some interesting statistics for all races:
In a perfect All races (new player) run (considering the IL World Records) we could achieve a theory time of 1:12:55, which is another 4 minutes of timesave compared to the WR right now. My sum of best is a 1:14:58 which is still 2 minutes of timesave.
Disregarding the 6 seconds that are spent in every race transition where the camera shifts to the car and the game goes through the countdown phase, we only spend 36 seconds in total doing something else than driving (menuing, switching to next level, etc.)
Unless we will see new findings, I doubt we will ever see a 1:12, 1:13 or 1:14, but I wouldn't count out the possibility of a 1:15 if someone manages to string together an insane run.
You can view the calculation spreadsheet here: https://docs.google.com/spreadsheets/d/1JkVr0sdIjFmTT1NBNXxhXg5lxhhN-_lUqSR50uQwpuE/edit?usp=sharing
Hey guys. I created this little comparison video to analyze our runs. You can see it here.
Then I noticed, that I should probably add the Real Time to my run, and I am not sure how it's properly done, which are the correct starting and ending frames.
I discussed my steps in the video description, can anybody help me get the real time put on the leaderboards?
Following the guide closely trying it with my Gothic 2 Gold installation from GOG.
When I try to install Union Primary 4gb 08.09.2020.exe it says: cant load ucore32.dll
And I cannot get past that step.
Since this is so active currently, let's put this discussion up.
At this point, a 1-cycle demon is a given requirement for WR pace. The next step should be: Can we reduce the amount of hits that the demon takes?
The demon has 9 HP, when you stand normally and hit him, it loses 1 HP. However, it usually takes 5 hits to kill him, why?
It seems that when you collide with the demon and hit him at the same time, it acts as a crit similar to Castlevania 1, just the time window for this seems much larger. So he takes 2 damage per hit. Therefore, my current strat is hitting it once when it's high up in the air and 4 hits jumping right into it.
Of course, the big question is if it can be done in 4 hits total instead of 5, and it may be possible. I remember that I did it once but failed to record it, but I can't replicate it.
In the code for the game, for the whip it creates several instances to make it look like it flails around. My guess is that each of that instantiation could potentially hit if a certain cooldown is passed. Maybe this is the reason the boss takes 2 damage when you are touching it, and not a crit mechanic.
The code is not too easy to understand and I don't know yet how far I'm willing to investigate, but I think the discussion should be held.
@Reboot and me are new moderators of this game. We hope that the moderation is active enough now.
We are looking at the timing issues and rule clarifications. Right now, there is fast and slow score countdown as submission variable, but the loading time itself seems to be another factor that can be improved by using WHDLoad. The current solution is not perfect, but it is the best solution we can think of for now. Feel free to provide input!
Furthermore, we will look into updating the Rules page for the game in order to clarify when the time is supposed to start and end, as well as other details.
Hey guys, I'm new here and in some minutes I'll submit my first Novice run. I have a few questions, is there a Discord or something? It would be very helpful to actually chat about things.
Thanks!
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Is it correct that the time starts when you gain control of the character and ends when the final boss starts exploding / going down?
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Calculating load times, does that include all the frames where a grey block is visible, including opening and closing animations of the blocks, or only when the full screen is grey blocks?
Thank you!
Actually, this category hasn't been run correctly. There's another orb hidden behind the door which is accessible using the crypt key. But you only need 3 to seal the demon away.
Technically, "all orbs" would have to collect 4.
So maybe "All orbs" should be renamed to "Seal demon away"? or "get 3 orbs"?
How would you go about chaning discs when it asks you. I used to always have this problem that it sometimes does not recognize the 2nd disc and I have to change back and forth.
is there a way to manipulate traffic in default settings? I can restart the race or even the game as often as I want, but the traffic stays consistently the same in default settings. Like exact same cars start at exact same positions (but will take different turns etc).
But when I compare runs, for example in Hold On Tight https://www.speedrun.com/midtown2/SF_Blitz_Hold_On_Tight#Default_race_settings , this run is not beatable for me, because I always(!) get the same car stuck RIGHT in front of my car (even closer than in 2nd place run). Doing that turn around it costs too much time to make up, it's more than half a second that I lose. The actual WR can start pretty confidently, there is a car there but enough space to navigate around.
This also applies to a ton of other tracks by the way and I wonder if anyone else experiences that traffic stays the same no matter how often one restarts.
How are these different traffic situations possible?
I'd be interested in attempting full-game runs. In practice, however, while not relevant for individual levels, i figured that my loading times between levels are consideribly higher than in the WR run.
While in the WR run i measure about 2-3 seconds, on my local machine I measure 8-12 seconds - per level load.
This is a problem. At around 60 levels, that clocks in at (6-9 seconds timeloss per level which get us to) 6-9 minutes.
I don't think it's my machine. It's not the newest laptop but certainly enough to run MM2 at a good speed. I also put the game on SSD which didnt change loading times, so I don't know what it is.
For now, I'll keep running individual levels, but I'd like to resolve this :)
Hey!
I used to play Warlords 2 in my childhood, and when I saw that there are speedruns for it I checked the runs out. When I saw them, I knew instantly: I can do that more efficient and faster. 3 days later and I got approved 1st place runs in every category that has runs on the game. I recently finished a very tough one and it was really rewarding to win by just a few seconds!
Dudes. Start speedrunning games you like, even if these games are not well known - it is a rewarding experience!