Well done! Sorry, for the delay in verifying your run. If you have a run that needs to be verified, don't hesitate to message me on Twitch or Discord.
Wow! Doesn't get much closer than that! Sorry, for the delay in verifying your run. If you have a run that needs to be verified, don't hesitate to message me on Twitch or Discord.
Not that I'm aware of. I know when I've ran the game, I would split after the timer countdown at the end of each level would hit 0. You could tell when the bonus countdown is complete by when that colored meter above your speedometer disappears completely as soon as the timer reaches 0. The run ends when your car begins to grind to a halt after crossing the 5th flag (3rd on the right) at the end of Last Seaside Running. Granted, it WOULD be nice if someone knew how to make an auto split for that game!
As I am now a moderator for Rad Racer, I have edited your run to include your score of 66,022 points.
When you submitted your run, there's a slot where you can enter the number of points you scored in your run. You'll click on Points and select "Add Field" to put in your point total. If you forgot to do that, you can always edit your run to add your score beside your run, though it may need to be reapproved by The_Retro_Challenger. I hope this helps!
I verified your C64 run this evening. Awesome to see that you can do the Stage 1 bat boost in that version too, but that one looks MUCH more like the NES version's bat boost compared to the DOS version. Cool to see that you can do the zero health invincibility glitch in this version as well. With Death and his scythes being much more aggressive like his NES counterpart and Cookie Monster shooting fireballs like crazy, that glitch really comes in handy!
And finally, I didn't think the underground stage could be worse than it was in the DOS version before I discovered the Fishmen despawn glitch, but I was wrong! That stage looks nasty! Bats come at you fast and the fishmen spawn in front of you. No thanks, give me DOStlevania's Stage 10 over that!
Obviously, I know you can improve on both your DOStlevania and C64 Castlevania runs, but it looks like you're off to a great start! Again, no need to categorize load times for C64 Castlevania until we see some competition. I followed your Twitch channel, so hopefully I'll get to catch some of your runs in the near future!
I have verified your DOStlevania run, Krayzar, and it was actually an 18:31.9 on my review. Your time starts when the opening level sprites are fully loaded AKA first control of Simon Belmont and ends when Simon grabs the final orb after defeating Dracula. I will review your C64 run tomorrow. As you are the only runner so far, no further categories are needed, but if others submit down the road, we will revisit at that point for loading times. Thank you for your patience!
Hey Krayzar! My apologies for not getting back to you sooner on this. I've been really busy with work and commentary duties the past couple of weeks.
In regards to your question regarding C64 timing. As you had pointed out, there really isn't a speedrunning interest for the C64 version of Castlevania at the moment. Based on your description of hacked and cracked disks, this sounds similar to how FDS game timings would work depending on whether you use actual hardware, an Everdrive, a PowerPak, Virtual Console, or an emulator.
For example, if you're trying to speedrun the FDS version of Castlevania II: Simon's Quest, you will see on Speedrun that there will be the actual real times and then times without loads, plus the method of FDS usage used for that particular run.
I believe just like the DOS version, the C64 version of Castlevania also had the copy protection requirement in order to play the game. The version I use for DOStlevania is cracked so no code is needed to play the game, but I also own the original 3.5" diskette which requires the four digit code from the manual. In either case, as long as you play from a hard drive, the load times would be identical. I can't imagine anyone speedrunning directly from their 3.5" floppy drive.
If we ever had runs of Castlevania for C64 get submitted, I think we'd have to take it on a case by case situation and base it off times with and without loads and also the C64 method used. Make sense?
Any other thoughts, suggestions, or input would be greatly appreciated. Thanks for bringing this to my attention!