I was added as super due to previous mod inactivity. I'd like to appoint one other mod who's familiar with the NES board, and another who is familiar with one of the other boards if possible. It doesn't matter if you haven't done modding or aren't experienced, I can run you through it. Just reply here!
I've verified my pending run and encourage runners to point out any discrepancies they see, or discuss any improvements we might make, be that timing, or other things. Thanks!
Hiya, would like to run 30k punches, wanted to check before I attempt though: I'd be using a Genesis controller, so slightly larger button space. Would you guys be comfortable with that?
Following a close-call run on a second boundary I looked at the game and found some variability in the time to transition to black after selecting the game. I also found selecting new game via thumb and by the New Game option produce different results.
For these reasons I've edited the start point of the run to be the first black frame after the menu screen. All the old times remain the same and MSM's new run is a 42. This also raises the possibility of 40:xx being on the table if you frame-perfectly do everything, and/or if we find a way to get to the King animation faster.
I've found specific ways to get to the big jump in Antarctica fast enough to jump over between wind cycles.
- For wind of back, forward, back:
Be aware that for this one, you have to be pretty reactive for the next jump to avoid the swordfish.
- For wind of forward, back, back:
In both cases, the jumps you do are pushing your x-pos forward slightly enough that you can get past that yeti then stop moving for a beat. Note that back-back screws you either way.
This should hopefully make faster cycles a bit more consistent and give us more chance of lower times.
In the Castle, Sacrieon a while ago found a way to skip the final Knight spear cycle. After looking into it, it turns out the flame's fall trigger is slightly before the last spear set. So the most reliable setup is to do some comfortable movement that drops the flame early. That gives you far wider margin to jump forward without being hit.
I've been appointed as super due to previous mod inactivity, and fellow runner AntBlueR has volunteered to join so we have a better setup now.
I've verified my run but I also wish to inform you that I created an OBS overlay of PNG's of map routes which I used to play. I feel like this is reasonable/legitimate tech because the game is very jumpy with input anyway, so route help far from guarantees a good time, but I'd welcome discussion of this and agreement of it. Does anyone have any thoughts on this?
In addition to the free HP beside the round 2 star location, there are FOUR further free drops that are easy to get for beginners. This should make completing your first runs much smoother because you can avoid game overs and even consider some i-frame mashing damage on some bosses.
For round 1: drop your jetpack by the bird, crawl into the space, and shoot the back wall until HP appears.
For round 3: once you get to the underworld, kill the chyme (circled), grab its pointball, and fly over the platform for the HP to appear beneath it, drop jetpack, and crawl in.
For round 4, shoot the right side of the warp platform in the overworld after the Akubutsus.
For round 5, shoot the right bricks beneath the underworld portal.
NB: On more than one occasion I've seen the HP in 3 spawn in without the preqrequisite actions. I believe this is due to something I shot/grabbed in overworld, because I've also used the same idea to despawn bullets from the top cannon before the exit in 4 by doing a small delay after crossing the skull, keeping something on screen long enough that the game can't draw bullets for top cannon.
If you want to get enough score to get max rank and upgrades, avoid all stars - you'll loop back to the first stage and can grab HP ad infinitum. If you finish loop one with n stars, you will start loop two at round n+1.
NB: Don't die by falling in holes if you do this, or you lose all that precious HP.
I see no reason to ban non-Fusion submissions for SMS, it's easy to show a reset and the "no movie active" prompt. Fusion is infamous for being inaccurate.
Due to previous mod inactivity I've been appointed as super. I've verified my pending run and I'm tendering for a second mod as best practice. You should preferably intend to run the game, or at least be an experienced SMS runner. Don't worry if you haven't modded before, I can walk you through it. Reply here or PM me any time!
I'd be interested in picking the game up, any setups, routing info, tech stuff you can share would be much appreciated.
What do you think of creating an invincibility glitch allowed category? Could be a good way to get new runners used to parts of the game, and would be sufficiently different from the main.
What does everyone feel about permissibility of entering debug mode before a run solely to change control method so that A/B are low and high jump? I haven't tried level 2 yet but it strikes me as plausibly more viable with that in place, and the game explicitly offers you the option after you complete level 1 so there's an argument that it's intended.
Hi, just writing to discuss emulation rules. Specifically I object to the rules requiring use of Fusion - it's well known as a very inaccurate emulator unsuitable outside of casual gaming and there are far better options available such as RetroArch/gpgx, or Bizhawk. Without one of those as permitted I wouldn't be inclined to submit runs.
Just a mod note to clarify to new and existing runners: Fusion emulator is now NOT acceptable for runs. Any future run submitted with it will be rejected. Please use Bizhawk or RetroArch.
Just a mod note to clarify to new and existing runners: Fusion emulator is now NOT acceptable for runs. Any future run submitted with it will be rejected. Please use Bizhawk or RetroArch.
As the effective super of the board for the last few years I feel justified in acting unilaterally on this. Fusion emulator is now not acceptable for runs, any future run that uses it will be rejected. It is well known as being inaccurate and deprecated. Please use Bizhawk or RetroArch in future. Thanks!
Just a mod note to clarify to new and existing runners: Fusion emulator is now NOT acceptable for runs. Any future run submitted with it will be rejected. Please use Bizhawk or RetroArch. Fusion is well known for being inaccurate/deprecated outside of casual circles, and Super Hang-On is especially prone to having lag/emulation inaccuracy on it.
Hey guys, have learned the game and the one thing I'm struggling with is the first boss bird. I can see there's a manip but I can't get it regularly and would love any pointers on both that and any easy safe setup.
Hey DB! I noticed your run time ends at the you win text, but rules state it's when you select yes to final question. I think the you win text makes sense and is the better end.
I also wanna mention the game was PAL exclusive: https://segaretro.org/Trivial_Pursuit:_Genus_Edition
I believe the run you've submitted is running at 60fps - I think it'd be more accurate to remove that and just have PAL runs.