This can't be version 4.8+ right? Since the major glitch is in to collect all the coins.
Since that glitch is allowed i think this record could be done a lot faster. Good run though.
Mainly the point of this is just to get fair competition at the highest level, and also stop me from being paranoid that my computer has gotten slower ;)
For technical reasons I struggled creating an autosplitter for livesplit for this game.
However, to keep competition fair by removing the difference between fast and slow computers I added optional LRT times. The load times are calculated using the tool https://github.com/milankarman/Unload . The tool works flawlessly for any% no cans, however for any% cans we have the issue of no consistant image being displayed when loading can transitions. This can be fixed by more manual work beyond just downloading the video.
Going forward I'll try to keep the top 3 times updated with LRT for any% no cans, the possibility is there to retime any% cans as well, may do this if times are close. Leaderboards will still be sorted by RTA time for the time being.
2.43 seconds of time loss due to lag on my machine using adobe flash over a 15 minute run using "high" quality and standard resolution. Not nearly as bad as I know it can get in btd2. Done by modding in a frame counter to get "ingame time" on the text usually used for lives.
Video is set to private, go to your channel and set it to "anyone with a link can watch"
Rounds in btd1:
Round 1: 12 red bloons
Round 2: 25 red bloons
Round 3: 12 red -> 2 blue -> 12 red -> 3 blue bloons
Round 4: 5 red -> 12 blue -> 5 red -> 12 blue bloons
Round 5: 15 red -> 10 blue -> 15 red -> 15 blue bloons
Round 6: 10 green -> 5 green bloons
Round 7: 75 blue bloons
Round 8: 20 red -> 30 blue -> 30 red -> 20 blue -> 20 red -> 20 blue bloons
Round 9: 25 blue -> 15 green -> 25 blue bloons
Round 10: 35 green bloons
Round 11: 15 yellow bloons
Round 12: 25 blue -> 25 green -> 3 yellow bloons
Round 13: 40 blue -> 40 red -> 28 green -> 35 blue bloons
Round 14: 28 yellow bloons
Round 15: 30 green -> 30 blue -> 30 green bloons
Round 16: 20 blue -> 30 green -> 30 blue -> 20 green -> 20 blue -> 25 green bloons
Round 17: 70 blue -> 45 green -> 70 blue bloons
Round 18: 30 blue -> 27 yellow -> 25 green bloons
Round 19: 90 green bloons
Round 20: 16 yellow -> 12 green -> 15 yellow -> 12 green -> 17 yellow bloons
Round 21: 15 yellow -> 10 blue -> 20 yellow -> 15 green -> 70 green bloons
Round 22: 45 yellow bloons
Round 23: 30 yellow -> 35 green -> 34 yellow bloons
Round 24: 30 green -> 42 yellow -> 20 green -> 30 blue bloons
Round 25: 25 yellow -> 30 green -> 28 yellow -> 40 green bloons
Round 26: 85 yellow bloons
Round 27: 20 black bloons
Round 28: 55 yellow -> 45 green bloons
Round 29: 100 yellow -> 25 yellow -> 19 black bloons
Round 30: 250 green bloons
Round 31: 27 black -> 55 green -> 10 blue bloons
Round 32: 20 yellow -> 25 green -> 23 black bloons
Round 33: 150 yellow bloons
Round 34: 25 black -> 35 green -> 35 yellow bloons
Round 35: 25 yellow -> 85 green -> 85 yellow bloons
Round 36: 17 black -> 115 yellow -> 18 black bloons
Round 37: 59 black bloons
Round 38: 220 yellow bloons
Round 39: 50 red -> 50 blue -> 50 green -> 50 yellow -> 40 black bloons
Round 40: 80 black bloons
Round 41: 20 white -> 20 black -> 20 white bloons
Round 42: 50 yellow -> 30 black -> 30 white bloons
Round 43: 150 yellow -> 60 black -> 40 white bloons
Round 44: 120 black bloons
Round 45: 120 white bloons
Round 46: 60 white -> 60 black -> 59 yellow bloons
Round 47: 70 black -> 79 yellow -> 40 white bloons
Round 48: 70 yellow -> 80 white -> 80 black bloons
Round 49: 70 white -> 99 yellow -> 80 black bloons
Round 50: 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 10 black -> 10 white -> 9 black bloons
Money gained per round:
Round | Money gained from round (round bonus = 101 - roundNo) | Total money (no lives lost and 650 starting cash)
1 | 112 | 762
2 | 124 | 886
3 | 132 | 1018
4 | 155 | 1173
5 | 176 | 1349
6 | 140 | 1489
7 | 244 | 1733
8 | 303 | 2036
9 | 237 | 2273
10 | 196 | 2469
11 | 150 | 2619
12 | 226 | 2845
13 | 362 | 3207
14 | 199 | 3406
15 | 326 | 3732
16 | 450 | 4182
17 | 499 | 4681
18 | 326 | 5007
19 | 352 | 5359
20 | 345 | 5704
21 | 495 | 6199
22 | 259 | 6458
23 | 439 | 6897
24 | 455 | 7352
25 | 498 | 7850
26 | 415 | 8265
27 | 254 | 8519
28 | 428 | 8947
29 | 743 | 9690
30 | 821 | 10511
31 | 498 | 11009
32 | 431 | 11440
33 | 668 | 12108
34 | 537 | 12645
35 | 761 | 13406
36 | 840 | 14246
37 | 595 | 14841
38 | 943 | 15784
39 | 922 | 16706
40 | 781 | 17487
41 | 600 | 18087
42 | 799 | 18886
43 | 1558 | 20444
44 | 1137 | 21581
45 | 1136 | 22717
46 | 1371 | 24088
47 | 1360 | 25448
48 | 1773 | 27221
49 | 1798 | 29019
50 | 1842 | 30861
Decompiled the .swf using JPEXS and looking through some of the code and such. May be possible to mod an ingame timer and a framerate checker into it.
EXACT ATTACK SPEEDS: framerate of the game is 40 fps, attackspeeds are given in number of frames between attacks.
Dart monkey: 29 (0,725 s) Tack shooter: 55 (1,375s), 40 after upgrade (1s) (note that this means that for glitched runs you should buy the speed upgrades exactly 4 times, each buy decreases time between attacks by 15 frames) Bomb Tower: 55 (1,375s) Super: 2 (0,05 s) (or 20 shots per second!!!)
BULLET SCALE: Long range tacks increases the bulletScale from 100 to 130, so a 30% increase in size.
Bigger bombs increases bulletscale from 100 to 150, a 50% increase in size (not doubled, increased by 50%).
BOMBS HAVE A MAXIMUM PIERCE OF 20. This means that in ideal conditions bombs have equal DPS to a super monkey.
These are just some initial findings, but i'll try to keep it all to this thread. Other things I should be able to figure out but just didn't have the time today:
- bomb explosion hitbox
- round descriptions/bloons per round (I seen the code for this but it's like 140 lines of descriptions, i'll write a parser for it tomorrow and add to the thread)
- pretty much anything else, very open to suggestions on things you want to know about this game (or BTD2 as they are quite similar).
.swf file + standalone player is remarkably slower than SuperNova web extension, one can compare the lag on wave 50 between my run and a run on the standalone flash player.
My run wave 50:
The fastest run on the standalone player wave 50:
At the time of doing the runs the supernova flash extension was the recommended way by NK to run these games. The NK archives version is slower (I only tested BTD2 which uses the same engine and lags more, dunno exactly how bad that version is for BTD1).
Right now I can't figure out how to play the game with the supernova flash player.
I'd either want more information on how the game can be played with the fastest flash player so I can writeup a guide, or we can discuss adding seperate categories per flash player.
At the time of doing the runs the supernova flash extension was the recommended way by NK to run these games. The NK archives version is significantly slower.
Right now I can't figure out how to play the game with the supernova flash player, maybe there needs to be seperate categories for different players as lag plays a huge role.
Sure thing.
Not a bad idea when there are a lot of inconsistant strats not used. I'll have to time a bunch of them from my run though.
Is this the PSP version you are talking about?
Cause that is bloons td 3, you'd have to bring it up with them, but they allow the IOS versions. If you can show me a PSP version that is the same as the flash game BTD1 then go ahead :)
The PS3 version appears to be the same.
EDIT: The game you're referring too has a leaderboard here https://www.speedrun.com/bloonstd/ , just one run so far though.
I was reading the rules and came across something hilarious to me:
"Using two types of controllers at the same time is not allowed. This means you cannot use keyboard and mouse at the same time with a controller. "
Did this ever come up? What's the history behind this rule? Someone using a keyboard mouse and controller at the same time? Lmao. Does my modded wiimote and nunchuck count as one or two controllers?
This probably loses 2 seconds in any% nocans, reverting to a previous version is probably faster...
I will retime the top runs using https://slashinfty.github.io/yt-frame-timer/ .
Especially for any% cans two players getting the same whole second time might happen. If unsure just use whole seconds, WR runs will be retimed.
Just playing casually, but my swf file says "only available on ninjakiwi.com", I beat all the maps but they still didn't unlock. Anyone got an swf with all the maps unlocked?
@Desch I don't think we have a discord atm, atleast not one i'm in. We switched to these rules in BTD1 now and I'm retiming some runs, and I noticed timing my records locally as opposed to from the youtube upload took off like 0.5 seconds. So my record should be like 0.5 seconds slower I think, if you get something close we can retime the runs using https://slashinfty.github.io/yt-frame-timer/ .
Hello, I'm here to propose some new timing rules for when the timing for runs should end.
Why?
Recently there was some discussion about the top 2 runs in BTD1 glitch%, with two runs that were of a very similar time. For the discussion see: https://www.speedrun.com/bloons_tower_defense/thread/aft7e I misstimed my run by timing a local file while youtube seems to introduce some lag, but for fairness sake timing should ofcourse be done by the youtube videos. The problem with ending the timer at "congratulations" is that it fades in, so if the video is blurry, what resolution is used, and how readable the text should be is all pretty much arbitrary choices as anyone who has timed bloons TD runs would know.
The solution?
End the timer on the first frame on which no projectile particles are visible on screen after the last bloon is popped. That's darts, tacks, bomb explosions etc. https://imgur.com/a/y6U2NpM for an example. The downside of this is that sometimes darts will fly for many frames before leaving the screen, but atleast it's objective when time should end.