So all future runs are at a 1-2 second disadvantage to existing runs? Seems cool. Seems like existing runs don't diminish in quality just because you retime them, and it makes only logical sense. But this is neato too.
@metagross3200 If you want to get ahold of me, try any of the dozen contact methods I've provided in my profile. Making no effort and then claiming that I'm unreachable isn't really befitting someone who is asking for responsibility.
There's more to it than just spin jumping off of Yoshi.
Thanks so much Zockerstu.
This is a really great game and I'm looking forward into working on the PC version. I've been playing the PS1 version a lot over the past week.
Can we separate console and PC versions, because of the difference in level layouts and routes, given the glitches that are available? I'm interested in checking out the PC version as well, but they are too different to share a board imo.
@Xein64 If you are speculating, it is better to state that. Saying "It would be allowed" sounds like you're speaking out of turn.
Most SNES communities seem like they are okay with it provided that you use the correct settings in regards to framerate. I echo @Screevo 's comments about being certain that you self-declare that you are using the Super NT.
Just some feedback from a viewer: I was enjoying the games and the laid back commentary, but the constant references to GDQ put me off. I understand that to a certain extent, either factually or just perception, NASA was formed as a sort of foil to GDQ, which I actually think is the right response. If you don't like the culture of one event, create competition and provide an alternative. I can handle most of the GDQ hate from degens in the chat (though you probably want to try to shut that shit down), but I left every time the couch commentary decided to forgo talking about the game (the runner probably didn't enjoy that, since they made the long trip to run a game in the event, the bare minimum you can do is draw some attention to the game being played), and just focused on their anti-GDQ routine they had rehearsed.
Suffice it to say, I wasn't able to stay and watch for any long patches of time because of that.
Goose's speedlore went really well. I saw some strange things on the schedule and said "there's no way this will work" and a lot of them worked quite well. I commend the committee in charge for taking some risks, in light of how entertaining a lot of it ended up being.
I think my route is the one at the bottom of this document https://docs.google.com/document/d/1q9g5SElay98udBNCSJZ8s8rX5CeA7epq5y_gj6UVJkI/edit?usp=sharing
I don't see a good reason to create a category for max cycles. This game has no runners, and just making a new category for each person to put one run on the leaderboard seems silly.
ANY% ACT 1 upstairs back L - colonel's room (cross hall) downstairs front L - billiards room (go downstairs) downstairs back, [[move mirror]] look down / parlor upstairs front L - gertie sleeping
ACT 2 [go downstairs - dismiss 4 flashbacks] downstairs back door -> L to outside study back inside via back door, [[move mirror]] look up / dining leave via open door north kitchen downstairs back L - library leave immediately hallway, [[move clock]] look (up) look (down) x2
ACT 3 upstairs secret R, [[move closet]] fifi's room downstairs back L - library/study -> dollhouse open door and leave
ACT 4 outside study - rudy walking downstairs back left -> study (lillian) LEAVE IMMEDIATELY outside study - ethel walking walk behind house to right - clarence walking
ACT 5 west x2 - enter parlor back door (clarence) exit to hallway downstairs back R - dining room (rudy) upstairs back L - colonel's room upstairs back R - leave immediately upstairs back L - colonel's gone
ACT 6 upstairs back R - lillian writing upstairs front R - clarence writing behind house to celie knock door back door -> L to outside study
ACT 7 walk behind house -> chapel south to dollhouse re-enter billiards room upstairs front R - read book upstairs back R - rudy searching
ACT 8 exit front door hedge maze R upstairs attic
Cycles are set at 3000
I have some notes for the route I could find and post for you.
@PixelPerfectGaming We "took care of them". Thanks for letting us know.
I have a friend who has been looking into it apparently, seeing if he could solve the problems. I'd love to run the game, but my last 20 attempts have had 100% failure rate. I just wasn't sure if you had some insight into what might cause the glitch to happen, or ways you've found to reduce the rate of failure.
Has there been any research done to determine what causes this or what steps can be taken to lower the probability of the epilogue loading without collision, causing you to fall through the floor? I've done many speedruns of this game on amazing pace and I can't complete any of them because I get this glitch with near 100% frequency.
How is Clendenon finishing runs? I want to know what we are doing different.
I honestly think calling it 100% is fine. The game gives you the bonus of not having to play the last few levels if you beat all the other levels, from what I understand. If anything, that is how you verify that the 100% requirement was achieved. I wouldn't get too hung up on worrying about whether or not you are able to actually play every level in that context.
Just my $0.02, since I have no plans on running the category. I just wanted to give some insight from my experience.
Also, to be clear, 96 Exit refers to the fact that there are 74 levels, some with multiple exits. To adopt that naming convention implies that you take care to pick the correct number, since some levels do have multiple exits. Are you prepared to extend the rules beyond just beating the level one way, but actually beating each level every possible way?