Hilos
Illinois, USAjocloud316 years ago

Hello all! I've been added as a mod for Tiny Dangerous Dungeons, and the first thing I've done is added an Any% Glitchless category!

I'll be revamping the rules for runs but I wanted to get feedback from the runners before I go changing everything. I'm proposing the following:

  1. Video for all runs required, including in-game sound.
  2. Times now include milliseconds. Since TDD only shows to the hundredth of a second, you'll enter your times as MM:SS.XX0 (or 0:59.170 for example)
  3. Verification required for all runs.

I'm open to any and all suggestions and look forward to adding new runs. Let's see how low we can get that glitchless time!

Bogdan_mk, Lonoke31, y The_AppleMan les gusta esto
Illinois, USAjocloud316 years ago

Hey guys - I just discovered this page for Super Hang-ON, which is easily one of my favorites. I understand the desire to limit runs of the original mode to actual Hardware due to accuracy in processing speed, but I was hoping an exception could be made for extremely accurate emulators such as Kega Fusion: http://www.segaretro.org/Kega_Fusion

The Fusion emulator is widely accepted in the speedrunning community. I'm not sure why it wouldn't work here as well.

Illinois, USAjocloud316 years ago

I'd like to see Time Attack leaderboards for each world added here as well. Any thoughts on that?

Currently the TA leaderboards (at least on android) are reported in a weird nonsensical time format.

Illinois, USAjocloud316 years ago

Hey all,

I'd like to formally request the addition of a glitchless category to Sonic 2. If there's any particular reason that this doesn't exist that's all well and good, but I figured I'd ask. I think the glitchless routes would be significantly different than the routes including glitches and skips, and would open up a new avenue of competition for the game.

Just my two cents. Would love any feedback on the thought you may have.

AquaBlake les gusta esto
Illinois, USAjocloud316 years ago

So... apparently, the final boss' arms are still active after you deliver the final blow. Meaning if you aren't careful, you can still get killed by them when you start running away for the ending.

Also, WTF is up with the platforms on top of the Pillars for the Aquatic Ruin boss fight? I see runners use the spin dash to land hits, but every time I try I end up coming out of the dash at a stand still.

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