Exactly what it says on the tin. NTR is a way to wirelessly stream 3DS games from consoles to a computer.
I recently reformatted the Cave Story+ IL leaderboards to allow for the many challenges (instead of just one) and adding their respective categories. However, by doing so, the leaderboads lost the current runs. I can see the runs in their "run-deleted" status at the audit log, but I can't access them to modify then and reassign it to the leaderboards. (I tried clicking the run link but both show up as N/A)
Is there any way I can recover those runs to relocate them?
Hi! I guess it's about time to make some points about the last few developments in this LB.
AS of about 5 days ago, magmapeach has stepped down from moderation and handed the leaderboards to both thunderzap7 and me. We had felt the leaderboards deserved more care, and magma figured it was a good idea to leave way for a new wave of runners.
You've already noticed a lot of small and big changes. Namely, 100% and Spike% were added as categories, and the LBs received some aesthetic touchups. Platforms have also been added (as most platforms other than Switch are very much comparable and can be run) and we're working on ILs for every challenge.
That aside, we're looking at ways to improve the current situation further, and attract runners if we can. As such, I leave this thread open for suggestions, ideas and any feedback from what we do. We like Cave Story, and we hope to represent CS and CS+ the best we can.
100% is a category first defined by myself, which aims at "completion" of the game by collecting the maximum amount of items, weapons and updates achievable in a single playthru of Cave Story. The run focuses on checking and activating all item locations. Current definition can be found here: https://pastebin.com/rAuZUTZH
Category is compatible with all versions of the game, but it has been most ran on Switch, as it is the fastest release of the game for speedrunning purposes.
This is the most active full game category of Cave Story+ to this date, with two active runners which hold top positions in the Best Ending leaderboard thanks to these runs. It has also had presence in speedrun marathons, having been ran at CSM4 and RRLAT 2.8, and being scheduled for PUWP 2019. As such, I request a leaderboard for the category, moving all its runs to it.
The upcoming clip from a co-op playthru exhibits that Misery's damage threshold before teleporting (that is, how much damage she takes before going intangible and moving to another location) is higher during coop runs. However, her HP appears to remain the same.
This opens the possibility of opening coop (by using the main pause menu and adding a player 2) to make this battle faster. Player 2 does not need to have a controller attached to be activated, and can be removed using the same menu, so this poses no accesibility issues as no spare controllers are required.
However, this brings up a potential legailty issue: there are no rules about activating player 2 during a single player run. My stance is that 2nd player should be allowed as long as it makes no input. However, I'd like an official stance from the runners before making progress on studying strats involving added coop.