Comments
thread: Thrill Kill
Ontario, CanadaTG1 year ago

Hey there! Over the past month and a bit, I've been working hard to get all the information I've collected about the game into a single source, and while it's directed more towards PvP, I'm sure people here can use it as an invaluable resrouce for completing arcade mode as quickly as possible.

At the time of posting it's still very much under construction, but I'm hoping the wiki can be completed in a couple months of work.

You can visit it here! https://wiki.supercombo.gg/w/Thrill_Kill

Ontario, CanadaTG3 years ago

As of October 11th, 2020, you are now allowed to skip the initial "Saving" screen that appears when you start the game on an empty save file.

This is done by deleting the file you wish to use for your run, then pressing B to return to the main menu. This will trigger the game to save that you've deleted the file, and will not save again when you start your run. This saves about 2 seconds for each full-game category.

https://imgur.com/MoBv9Eu

Timing still starts when you select a difficulty from the unused file. Runs that do not skip the first save in their runs are still valid, and are able to be submitted for verification.

This update does not affect any IL runs.

If you have any questions, please ask below.

ViviBloom likes this
Ontario, CanadaTG3 years ago

Yeah, this game is very poorly optimized, even if you're running it on hardware. For example, a lot of the timesave on Alley Cat is about trying to keep as much stuff off of the screen as possible. Though I've never had much lag on Up a Tree and Circus on either emulator or GameBoy Player...

There's shouldn't be too many settings in mGBA that could handicap your performance. Is it worse than in my current emulator WR run?

Ontario, CanadaTG4 years ago

Of course. Just make sure you can clearly see the gameplay from whatever you're using to record your DS (or if you have a capture device for it, you're all set).

Good luck with your runs!

Gongoose likes this
Ontario, CanadaTG4 years ago

Anyone can request a game to be added to SRC. Just read over all the information on this page: https://www.speedrun.com/requestgame

Just know if you're the one submitting the game, you'll be the main moderator at first responsible for setting up everything from the categories, graphic design of the page, rules for emulators and when timing starts/stops, to validating/re-timing future run submissions.

Glad you're enjoying speedrunning the sequel! I wonder how many of my optimizations in PF can be applied over to EJ? Thought I've never played it so I don't know how different the mechanics are...

Ontario, CanadaTG4 years ago

I am for it because... A ) ...it is very easy for people to set up softmodding their PSP. In fact, I don't know a single person who hasn't yet. B ) ...overclocking cannot make you go faster than intended by the devs. It may reduce lag in some areas, but places like Pursuit Plunder part 2 and Whiplash part 1 are still laggy. C ) ...RemoteJoyLite is a free and easy way for anyone to capture PSP footage, making the barrier to entry for hardware runs virtually nothing. Pursuit Force currently only has two runners that use hardware, and keeping that bar low for incoming people I feel is essential.

Jawslehoff likes this
thread: Cel Damage
Ontario, CanadaTG4 years ago

Alright - 2 year old necro post, let's go! I recently acquired a Gamecube and I put in Cel Damage to see if it also has the same quirks playing the Wii exhibits. TL;DR it doesn't. Just like the HD versions, the weapon list appears to be random every time you load a level, so manipulating weapons like playing on a Wii just won't do. I wonder if it has something to do with how the Wii emulates the GC environment, including the GC's system clock (which has been one of the oldest tricks for generating random numbers).

thread: Cel Damage
Ontario, CanadaTG6 years ago

I'm currently using a copy of Adobe Premier that I get though my college. I have not had a lot of luck with good free video editors though. The best I can recommend is VSDC and even then it crashes for me a lot. Alright for basic editing though.

thread: Cel Damage
Ontario, CanadaTG6 years ago

Well that's annoying. Thanks for looking into this. It looks like RB setups are only viable for non-hd versions for the time being. I've been holding off on making a Gate Relay tutorial video of sorts until someone could confirm this. Now all I need is someone with an OG Xbox to look into this and I can make a correctly informed tutorial.

thread: Cel Damage
Ontario, CanadaTG6 years ago

You can actually just turn off the AI completely. Also, HD having random initial spawns bodes ill.

thread: Cel Damage
Ontario, CanadaTG6 years ago

All that's required is driving over weapons a lot and noting down which weapon replaces it next. The game goes down a non-randomized list of weapons to decide which weapon to spawn after one is picked up. I only own the GC version of the game, so I don't know if the order listed above in my original post is the same as it is in every other version.

  • Is the list the same in HD as it is in my notes above?
  • If it isn't, does it have its own list, or is it completely random?
  • Is it even relevant in HD to get weapons such as the Rocket Booster in the first place due to stuff like jump-boosting?

So far playing on Insane Toon made most Rocket Booster setups not worth it, but it's still invaluable for Shmoe (since you can't boost jump across the river of lava on GC and XBox) and Stomp.

thread: Cel Damage
Ontario, CanadaTG6 years ago

For causal play I think the OG game wins in spades, but when it comes to speedrunning it, the random deaths get old, fast. I actively take slower routes that get me out of the way of the AI to avoid losing ~5 seconds per death.

thread: Cel Damage
Ontario, CanadaTG6 years ago

The first time I saw this exploit was in a YT video posted in 2015 by JamesA804, and Ayasme used this in the current IL WR of HD. Maybe you can beat his time. c:

You HD players get it easy. For my All Stages runs on Gamecube I need to do a Rocket Booster setup to do the course fast. -

thread: Cel Damage
Ontario, CanadaTG6 years ago

So I was collecting some basic weapon stats when I came across something very interesting that I have not seen anything about. I knew that each map had the same starting weapon spawns when a map loads, but what I didn't know is that the next weapon set to respawn next seems to follow the same global queue for each map. Every time a weapon is picked up, it gets replaced by the next weapon on the queue list.

  • Broadside Cannons
  • Grenades
  • Rocket Booster
  • Axe
  • Chain Gun
  • Gunship
  • Vacuum
  • Freeze Ray
  • Boxing Gloves
  • Harpoon
  • Spring
  • Woodchipper
  • Shrink Ray
  • Dynamite Crossbow
  • Portable Hole
  • Nuclear Mine
  • Baseball Bat
  • Seeking Missiles
  • Tommy Gun
  • Chainsaw
  • Cluster Bomb
  • Laser
  • Mortar
  • Cleaver
  • Buzz Saw
  • Sledgehammer
  • Loop back to Broadside Cannons

Sometimes when a map loads for the first time, it gives you this alternative spawn queue:

  • Shrink Ray
  • Chainsaw
  • Baseball Bat
  • Vacuum
  • Seeking Missile
  • Freeze Ray
  • Cleavers
  • Boxing Gloves
  • Tommy Gun
  • Broadside Cannons
  • Woodchipper
  • Nuclear Mine
  • Mortar
  • Rocket Booster
  • Dynamite Crossbow
  • Cluster Bomb
  • Chain Gun
  • Portable Hole
  • Axe
  • Spring
  • Grenade
  • Buzz Saw
  • Harpoon
  • Laser
  • Gunship
  • Sledgehammer
  • Loop back to Shrink Ray

Even though it's hard to manipulate exactly which weapon you can expect to get next with 6 other AI players running around in smack attack mode, this kinda matters for the Gate Relay categories since the rocket booster is pretty high on the queue.

I found this out on the Gamecube version. What I want to know is if it's the same for other versions.

About TG
Kirby & the Amazing Mirror and Sly Cooper 1 speedrunner. Also does various memeruns.
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