I made some minor changes to the boards as of recent; most notably enabled milliseconds for submissions. Unfortunately I can't make different timing rules for full-game vs IL runs so for now here's how I think we should deal with submissions:
For full-game runs, put RTA only, and exclude milliseconds. Runs are currently far apart enough that ms are unnecessary, plus if runs start to really get that close, we'd probably need to retime anyway. In the future, I could see us needing to tabulate IGT for full-game runs, but I personally don't think we've necessitated that yet.
For ILs, put the IGT total time for the track as it's displayed in-game. This is obviously the most accurate method and it's super simple to submit this way. Since I imagine most of our submissions for ILs will be from full-game runs, don't worry about bothering with RTA.
Hey fellow Road Rash runners and mods:
I wanted to bring this up since my 3DO's laser recently died. In fact, even while I was doing runs I could tell that something was up, as I kept getting behind my splits despite playing better.
After discovering this, I decided to compare my IGT to the times K-Patch listed in the description of their run...
kyletx500's run: The City: 3:17.80 Sierra Nevada: 3:10.60 The Peninsula: 3:15.90 Napa Valley: 2:55.73 Pacific Highway: 3:15.18
kyletx500 Total IGT: 15:55.21
K-Patch's run: The City: 3:11.86 Sierra Nevada: 3:12.26 The Peninsula: 3:13.61 Napa Valley: 3:15.56 Pacific Highway: 3:26.70
K-Patch Total IGT: 16:19.99
As according to IGT, I technically beat K-Patch's time by nearly 25 seconds, and I'm assuming this is due to slower loads on my dying system. In most circumstances I wouldn't bother bringing this up, however I've decided to buy a USB loader as I'd prefer not to deal with dying lasers any longer.
I think considering that load times vary dramatically on different 3DOs anyway, it would be wise to switch over to IGT times for the leaderboard. I know it requires a bit of calculation, but the game displays the times after every race and it simply seems like the more fair comparison. Currently K-Patch has the load time advantage, but with a USB loader I'd most likely have the upper hand, and I'd prefer to make it as even of a playing field as possible.
Hi moderators and fellow runners,
I recently purchased the sequel, Nickelodeon Kart Racers 2: Grand Prix, and was curious about looking into the speedrun potential for it, as it looks as though there's currently no page.
I'd like to try some runs, however I'd like some community established rules to work off of, as the game features a considerable amount of kart customization and I'm not sure how much of those variables should be tracked/included as information on the boards.
As far as I can tell, this game has not yet been submitted to Speedrun.com and I was wondering if any of the mods for this series could provide any assistance.
I played this game for the first time last night and I think it could be a fun speed game. The only thing is that the full grand prix mode is unnecessarily long (like 8+ hours to complete) and many of the tracks repeat multiple times throughout. SR.com requests that new game submissions feature a "full" run of the game, whereas I would like to do a partial run. I'd likely run the first 6 circuits, as that's much more manageable and less repetitive than doing the full 16 circuit run. I was thinking the category could be called "Grand Prix, Bomber Circuits" or something to that effect since the first six are named after the different colored Bombers.
I've run a few other games in the last month or two and already moderate for a game, so I'd be happy to moderate for this one as well. I know it's an obscure one, but I think it could shape up to be a good running game.