I'm not too familiar with this game and all the different versions, but it looks like the DOS floppy version. The "Radio Shock" store in the space mall is the giveaway, because Sierra changed it to "Hz. So Good" on the CD release.
Although, according to https://wiki.scummvm.org/index.php/Sierra_Game_Versions#SCI1_.28early.29 there are 2 different DOS floppy versions (game versions 1.052 and 1.1), so I'm not sure which of those two it is.
that sounds awesome ArkhanLight! Quite an undertaking, to be sure, but very cool to hear. I'm happy to see there's some interest in this game :)
Basically what Vriaeliss says is correct - I set it to "no verification" because I'm not familiar with the speedrun for this game at all, and haven't even played it in a few years. The only reason I am a moderator is because I created the leaderboard page for The Longest Journey when I did my run of that game a few years ago, and while I was at it I figured I might as well just make empty boards for the other games in the series. Because I made the boards, I was automatically made moderator for the entire series.
If anyone wants to verify runs and become a moderator, that would be awesome! Just let me know. However, since there haven't been any runs for 2 years it hasn't really been an issue at all :D. Maybe that will be changing soon.....
It's been a while since I've looked at this run, but from what I remember, my new strats were a way to skip all the fights in the pyramid, graveyard, and mines stages (well, except for the required boss fight at the end of the pyramid). I never finished a run with the new strats in place, though, because my game kept crashing in the mines, likely because my Amiga emulator wasn't set up properly (it was running way way too fast).
Going off my old memory, so this may not be 100% accurate, but skipping fights was based on how the encounter system worked - enemies approach you, and then when you engage them in combat, they move onto the same "tile" that you're on, blocking you from walking forward. However, if you see an enemy approaching and simply turn 90° and wait for them to engage you from the side, they will "teleport" in front of you and initiate combat. Now, you can just turn forward instead of fighting them and walk right past them.
This saves a significant amount of time in the 3 stages with combat, especially the Graveyard (skipping all those randomly spawning zombies not only saves tons of time, but makes for a much safer stage). Again, my details could be off a bit, but I remember it being something like that.
And this is the 1st time I'm hearing about the HD remake! I'll be sure to check it out, thanks!
I honestly have no idea whether the loads are consistent or not. I would assume you are correct that an SSD would preform better than a HDD, but I haven't tested.
A load remover sounds great to me, if you're willing to make one! That could be very useful.
100% in all other Sierra games is max points, so I assume it's the same here
that is amazing, i've never seen that
I would have no problem with this, if it were in a different category.
Also, I'm not sure what the difficulty settings even DO. They seem to be a carry-over from the arcade version, where the first Difficulty setting might determine how much damage you do to enemies, as well as their health, while the second setting determines how many enemies can spawn at one time. I haven't tested this at all to see if it's the same on the SNES version or not.
ref: http://tasvideos.org/5276S.html specifically these two paragraphs: "The Difficulty Level DIP Switches determine the number of enemies that spawn at a Transition Point, but they do not determine the number of Trigger Enemies that must be destroyed at a Transition Point. The Difficulty Level DIP Switches also determine the number of enemies that are allowed to simultaneously occupy the screen, and the amount of damage that a Hero inflicts against Minibosses and Bosses. The Difficulty Level DIP Switches also determine the Hit Points of enemies. The Difficulty Level DIP Switches do not modify enemy AI or speed.
Enemies have various levels of defense. An enemy's defense depends on the type of enemy and the Difficulty Level settings. An enemy's defense modifies the amount of damage that a Hero inflicts. Significantly, an attack made from Grab or with a Weapon is not modified by an enemy's defense. Likewise, damage from a hazard (e.g. Flame) is not modified by an enemy's defense. "
Again, this is for the ARCADE verson, no one seems to know what the SNES version does based on my quick google searching.
So I know I'm the only one playing this game right now, but I have a question about the rules.
Currenly, the rules for Haggar say "Must use the default game settings. Timing begins when you gain control of Cody. Timing ends when you lose control after defeating Belger. Turbo is not allowed. Default difficulty (4) is required for consistency."
There's a typo and it refers to Cody, small deal, easy fix.
My question, however, is if we can change the controls to allow "Extra Joy" to be "ON", instead of the default of "OFF".
All this does is allow you to use your special move by pressing "A" instead of "Y + B". I would suggest that this be allowed for both Haggar and Cody, because this game lags and eats your inputs A LOT, so only needing one input to do the special would be much more consistent than needing two.
Any thoughts?
Oops, I accidentally deleted your video. You can re-submit it though, and it will go up. No longer needs verification.
The timing looked fine to me. Since you're the only one that runs this game, it's really up to you to determine when to start and stop timing, but it looked fine to me regardless.
Hey there, good to see someone else interested in this game!
That's a good idea, and I thought I had it set up that way, but I guess I messed up when making this page :P It should be fixed now, so there are both single level leaderboards and full game leaderboards.
Personally, I'm waiting to see what they do with the "Final Cut" that's supposed to be released this month, and if that changes anything in the game (hopefully makes it faster :P ).