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EnglandGreenalink2 years ago

Raph's Stun glitch still works, you need to do a regular knockdown first such as a dodge kick, then they're vulnerable to Raph's stun effect when performing his dodge super.

Edit: Video of the glitch in action.

TEEX88, Crunan 3 其他 喜欢这个
EnglandGreenalink3 years ago

There's 3 types of mindsets to say the least. A) Those who doesn't accept turbo inputs at all even if the official re-release supports it, B ) Those who only accept turbo inputs if played on an official re-release. C) Those who use a 3rd party controller with turbo support regardless.

My run was done on the PS2 because it had turbo inputs on the jump button as a feature (meaning any controller including first party ones can pull off bunny hopping).

In the past years before 2010 there have been runs where Turbo inputs from emulated releases (Mega Man 3 on Xbox original) were accepted.

This game in particular can save a frame on screen transitions for executing frame perfect jumps (and muting the music along the way), save a good amount of time in the forest swamp segment, and less stressful execution on early ice segment.

I have made a new leaderboard since Turbo does make a difference in terms of strategy and moving my PS2 run to that board instead.

I'm sorry for any inconvenience caused.

chewdiggy 喜欢这个
EnglandGreenalink3 years ago

Here is a mini-comparison video showing how the 2013 Wallace Wells/2021 Complete edition build are different to the 2010's V1.0/V1.1 releases.

Those are the most notable changes I've seen so far, at least the 2021 release does have credits skip. Feel free to post anything (hopefully good changes) below that is exclusive to the 2021 version.

EnglandGreenalink3 years ago

I haven't got the complete edition but I noticed from a video on Youtube that the credits sequence can be skipped (unsure if Xbox360/PS3 had this on the Wallace build, definitely not vanilla/Knives Chau build). Can end of level cutscenes be skipped 'normally'.

I have got clips of the original version and trying to make a mini PSA like video about the changes to educate the new audience.

EnglandGreenalink4 years ago

Just done a stage by stage Mania playthrough of SoR3 Skate with the new balance patch.

I will make posts based on my experience so far by pointing out buffs in terms of faster/easier or nerfs in terms of slower/harder.

SoR3 Skate himself:

  • His forward special can be used more frequently, I tested that it's possible to pull this off 17 times before having to recover green life on VS mode, previously it was 11 times.
  • Blitz deals less damage, the time loss is notable when fighting against bosses and regular enemies with roughly above 60 HP. Enemies like Feroccio, Shadow and Dylan cannot be killed by a 2 hit blitz and Condor (red Raven) cannot be killed with a throw to 2 hit blitz combo anymore.

  • Throwing swing type weapons (pipe, sword) and toss only weapons (brick, golden chicken and SOMETIMES grenade for some reason) will use Skate's slower throwing animation similar to his SoR2 counterpart.

  • Changes to his audio when he is performing dash stabbing move.
  • Added grunts when pummeling an opponent
  • Changed his pummel finisher to use his elbow and not his head.
  • Changes to his aerial moves, not using his SoR2 "weyahh" grunts.
  • There's a combo counter bug where using his blitz against superarmor opponents will raise the combo counter by 2 per single hit.

Stage 1

  • Koobo is less scary thanks to his psychic nerf.

Stage 2

  • Commissioner has a slower punch.

Stage 3

  • Weapon wielding Donovan in area 3 has a hammer which is an inferior anti-air weapon.

Stage 4

  • Garnet jump kicks are less scary due to weaker tracking and a nerf to aerial juggles (you get hit in the air during hitstun but the damage is severely toned down).

Stage 5

  • The triple Big Ben at the end of section 1 is a pushover thanks to the removal of armor to his flamethrower

Stage 6

  • SoR3 Skate having a nerf on throwing swinging based weapons does make Dojo room 1 a bit tougher to go through flawlessly.

Stage 7

  • Mostly unchanged other than Skate's damage nerf to blitz.

Stage 8

  • Riha (flame user) doesn't spam her lethal fire pool as much.

Stage 9

  • Elevator wave 1: the Agents can hit Skate, it's no longer a walk in the park for high score runs here.
  • Elevator wave 4: the girls can't hit Skate, come on step it up :p
  • Elevator wave 5: Taking out the first set of Big Bens is really, really easy now thanks to the removal of armour
  • Elevator wave 5: The music track has a new section based on the Extended version of Rising up.

Stage 10

  • The x2 Koobo by the wreaking ball is way less chaotic thanks to the psychic nerf.
  • The shield glitch on the patch notes is when the player resets DJ's stun by performing a rear grab and cancelling it to a blitz away from the boss., it's a minor nerf for SoR3 Skate because it's not the fastest way.
  • The agent GOLD being added to the boss arena does make it a bit tougher now, especially when going on the offensive against the boss.

Stage 11:

  • Victoria wave is less scary due to juggle damage nerf.
  • Falling off the edge does break the player's combo
  • & - : Getting hit by the electric pond now cause a knockdown which is a slower recovery but at the same time the player shouldn't get caught with the same attack twice in a row.
  • & -: Stiletto lost armor but her whips are a lot faster. -: Mr Y will now cancel his uzi into an evasive roll.

Stage 12:

  • Candy having less HP is notable
  • Bronze only has armor when he is in a "ready to fire" pose, when he is firing, his armor is gone.
  • SoR3 Skate blitz nerf does take a bit longer to clear a wave of Shadows.

  • The biggest change is removing the spike ball and Enry (BLUE Big Ben) and is split into 4 waves. (Mixture > Big Ben > Gourmand > Heart). This is a universal time loss for all characters.

  • Before Ms. Y there is an extra Shadow the player needs to take out before going up the stairs.

  • Ms. Y battle, there is a hidden Shadow inside the knight armor containing apple/chicken.

  • I noticed that Ms Y does use her evasive jump a lot more frequent now.

  • Mr Y and Ms Y require to take more damage before the start of phase 2

  • The one who enters the spider robot first will have a full heal.

  • The spider legs are hovering around the middle part of the arena and not the top most part.

  • The spider legs will use attacks from both phases regardless if one twin is down or not.

  • The spider legs have way, way, way less health. They die super quick this time.

I will edit this later to make it more universal for every character if I can...

EnglandGreenalink4 years ago

Pre-patch build has been available for Xbox One and Windows Store for a few weeks but those versions finally got the actual day 1 patch other platforms had weeks ago.

The most common changes were the voice grunts from enemies. Galsias previously had extra grunts for taking a hit. A good amount of male enemy classes reused Signal's KO'd grunt. Garnets were previously using voices from Nora wannabees. Sugar bikers had no voices when charging up an attack. Mr Y's laugh voice samples sounded like an english gentleman yet his voice grunts are identical to day 1 patch.

Score combo Broken in a bad way, the time to extend it doesn't last long enough.

Gameplay mechanics:

I've only watched a run of SoR3 Skate because I am very familiar playing as him.

  • SoR3 Characters' rolling action do not drop items pre-patched. This got altered in the patch by forcing the SoR3 cast to drop items when starting a roll.
  • SoR3 Skate's star move doesn't have OTG properties on the rolling part of the attack. This was added in the day 1 patch.

Rolling is pretty rare for me to use so the addition of OTG on star move made SoR3 Skate better than before.

Level design changes.

  • Stage 3: Ship segment 3 (pure 2D part), had 2 extra boxes pre-patched. Right before the 'hidden' apple. One has a knife and the other item is a cash bag. Apple is still there in day 1 patch but not knife/cash bag.
  • Stage 4: Star and points barrel were originally placed right next to the entrance of the arcade (further away than day 1 patch).

Visual changes: The pit to the train station, entrance to Level 10's boss fight and Y Castle gate had "IN" as visual indicators instead of "GO".

Levels 4 and 10 had "GO" with a slightly curved arrow pointing to the next area and not a straight down arrow.

When nearly defeating Ms Y for the first time, her HP doesn't magically drop to 0 in the pre-patched build.

Any experts who main other characters should watch gameplay material from Xbox One/Windows 10 before that were uploaded online before May 18th to see pre-patched footage and see if there are any other gameplay changes to those characters.

addymac 喜欢这个
未知
EnglandGreenalink4 years ago

Type: Viewer (wasn't at the event so feedback is very limited).

ESYays

  • Very smooth techwise. Even if GTA's SA Crowd Control first attempt had an issue, Joshimuz had a good plan B to get the Crowd Control crew to sort it out.

ESNays

  • That NES the runners used was different with worse image quality than previous NES runs. I'm guessing the one BigJon used for SMB3 randomiser earlier in the week was different to the one used for the SMB Relay (Powerpak for the relay right? Meaning only Western NES consoles and not Japanese AV Famicom with RGB Mod).

Questions for future events.

  1. What are your solutions if someone submits a lightgun game, the CRT will eventually rise from its grave. You probably read my tweet and Zasbat's reply to @ESAMarathon on Twitter with the raspberry pi as input to the original console.
  2. How are we with number of intermission clips? Is there enough material for less duplicates* for every next run or are there too few at the moment? How many do you roughly have right now?

*Not in a bad way, "games done super short" intermissions are always cool for people to watch and find out bugs that severe exist.

未知
EnglandGreenalink5 years ago

My 4th ESA Summer.

ES-YAY

  • Location and travel time. Travelling to Växjö: Just over 2.5 hours Travelling to Hyllie Station: Just over 10 minutes, get off after first stop.

  • Free breakfast.

  • Multi-game arcade cabinets. This is cool, not every game played flawlessly but it was nice to experience my favourites with a genuine arcade cabinet setup.

  • Steet Boyz as a 'crowd hype community', grinding for the 0:24

  • Speedgaming room, this was an excellent addition. I was a player for Mario Kart Double Dash, Mario Maker 2's VS Mode races and when the games were running and not laggy (hello SMM2), it was my favourite part of the event. The players I fought against were friendly too.

  • Nothing went missing, my label trick and bringing things that were pretty much unique to me helped out XD.

  • Free Icecream

ES-NAY

  • The non-functioning air conditioner in a warm room wasn't great.

  • Bar closing at 11pm is a missed opportunity for every night owl. Drinkalink more like Soberlink.

  • The shopping malls had no dog toys such as a squeaky hippo to complete my mini-collection.

  • Street Boyz when popping off a bit too much and sometimes at the wrong time (Don't get me wrong, I like it when people celebrate).

  • Only 1 PC gaming room (or 2/3 if you count quiet practice and personal stream room?), I think this is the second speedrun event I've been to where there was a room full of PCs but the difference between GDQs to ESA is the number of runs done on PC, so there are going to be more runners needing a PC badly for their practice runs. I didn't hesitate when a runner wanted to practice their game in the PC room when it was filled up.

skateman222, I'm sorry to hear the nightmare you had with your console setups. https://kb.speeddemosarchive.com/Nintendo_Console_Region

A few years ago, I've made a wiki page on importing NTSC consoles to Europe and see whether or not an EU/UK plug from a EU/UK system works with the NTSC console. Most of them do but some do not. I hope this sort of thing becomes stickied for NTSC attendees coming to future events.

HiddenPower13 喜欢这个
EnglandGreenalink5 years ago

I was thinking about the start timing and landing on feet is flawed because Browny can use his 2nd jump before touching the ground causing a delayed start.

A consistent start time method would be the first frame of the vehicle's window being broken, you are still able to fire your gun (aka gaining some control) before landing on the ground.

When I end my runs, I always walk to the point the game forces my character to stop.

Opera 喜欢这个
EnglandGreenalink5 years ago

"Timer starts when you gain control of the character, and ends when control is lost right after the final boss"

When the boss is dying, the player is still under control and should actually move around a bit until the game is forced the character to stop moving. The 18m 17s 660ms run by cohen77 is more like an 18m 24s XXXms with proper timing.

Do full game runs from reset, not by savestate as the jungle bridge boss, for example, is one of the few luck based fights in the game along with the orb robot(s) later on..

turbogilman cohen77 喜欢这个
EnglandGreenalink5 years ago

This is work in progress so any replies with video links are welcome.

How to pull it off?

  1. Open up a red chest.
  2. After the item get jingle, pause the game (timing it tight)
  3. Go back to the title screen menu and hit continue.
  4. You warp back to a previous checkpoint with the new item obtained.

Good examples:

Lion Talisman (up dash upgrade)- Use a checkpoint nearby the path leading down towards the treasure.

Ice Boots - Use the checkpoint found in the top left section right after guiding Pepelogoo through the firey obstacles (requires hover). The go to the far right, crossing over the fire skull dragons and then enter the bottom right section, following this path leads to the Ice boots, avoid any checkpoints if you can to make the checkpoint warp very effective after getting Ice Boots.

Hopefully, there's more to add onto here in the future.

未知
EnglandGreenalink6 years ago

Less than 1 week left until the event HYPE

未知
EnglandGreenalink6 years ago

Looking for Room for 3/quad bedroom Duration: Friday 16th February to leaving (early) Sunday 25th February.

EDIT: 2nd Jan. Got a room sorted.

未知
EnglandGreenalink7 years ago

The good: ¤ BK deliveries: I only used this service once because I wanted to have a nice variety of food at the event besides burgers, burgers, burgers

¤ ROLLING START Daytona and the surprise hit Quick and Crash were highlights of the first half of the venue. I would love to see a Darksoft CPS2 setup sometime in the future (basically Capcom's prime arcade games in the 1990s from Super Turbo to Alien vs Predator).

¤ Mario Kart Double Dash first 16 player co-op, 16 race LAN session was by far the most unforgettable MK experience yet, pop-offs when reaching first place and using the first Blue Shell at WR pace.

¤ Pixelbot Arena, accidentally triggering moonwalk glitch which allowed an option select arm cannon.

¤ Saturday night music.

The bad:

¤ Healthier food options would be nice such as actual fruit, something for people not into Burger King.

¤ Mass housing felt very cold in the early mornings but this is very likely because I placed mine nearby the entrance used for last year's event and other people said that they were warm, unless they were being sarcastic. So this is more likely my fault and not the mass housing.

¤ Lanyards were pretty big, I get that the pig was the mascot but looks like the reception wasn't positive because there weren't enough gaming nods other than faint images on a white background.

¤ I always felt guilty going into stream 2 room and trying to get something to eat during a run because I did not want to distract the audience in the room trying their best to listen to the commentator/runner.

¤ Food waste, BK bags, water bottles, come on people, use your legs and throw it in the bin.

¤ Nearby the front of the first stream I've noticed the floor was sticky due to a possible drink spillage.

¤ Hosts were reading their donations super loud by accident that it nearly pierced through my ears.

¤ There were not enough LCDs which might not be a huge issue for the Switch thanks to portable mode but it will be an issue for future runners playing PS4, Xbox One and/or NES/SNES classic minis (lol). If you're using composite on a LCD TV, go away and use a CRT.

The ugly:

¤ People going into mass housing late at night by bashing the door open and not quietly. ¤ Friday evening, I've noticed that someone took off a long yellow label on the back of my Gamecube controller, fortunately, it still had 2 extra labels so I knew it was still mine but come on, that label is there for a reason. ¤ Hiddenpower13 losing a pretty pricey Gamecube broadband adapter, again this one has a label, so please send it back to him. ¤ The main venue felt a bit dark and having super bright white sponsors around the walls were not good for my eyes.

Overall: Great event as always, I went out a lot more often than previous events so I was not affected by ESAids.

Alko 喜欢这个
EnglandGreenalink7 years ago

Area 1: Same as the others, Hypershot still required.

Area 2: Same as Gunvolt/Ekoro, his shovel can destroy blocks, so you go to the second last screen (big area) and then go up to the top right and get the crusher. Yes, crusher shot is very likely required, see Area 6 for information.

Area 3 Same as the others, get hover, defeat boss, Save & Quit warp.

Area 4 Same as the others, get a key after defeating boss then Save & Quit warp.

Area 5: Can almost skip Dive Gear but in the final room before Area 6, Shovel Knight doesn't have the tools to make a huge leap to the other side, so Dive Gear is required.

Area 6:

Reverse entry to Wall Climb gear is not possible because he cannot perform a wall jump. I have not tested if his shovel can destroy blocks above him if he cannot then crusher from area 2 is required.

Area 5 > Area 4 Use Dive gear, same as Jason.

Area 7: Same as Jason in terms of 2D route. Shovel Knight has very good walking speed and using phase locket to become temporarily invincible and avoid taking damage.

Area 8

No sequence breaks, the locket is very useful against bosses and has a much easier time than Shantae without her Mother Brain transformation.

Overall: The route is identical to Shantae but has an easier time against bosses thanks to his OP Phase Locket. I haven't entered all of the dungeons and tried out hidden armour abilities.

EnglandGreenalink7 years ago

A jailbroken 3DS can be done by finding the first update online and then using a homebrew program to install the update but the loading screens are a bit longer than Switch and it runs at a lower 30fps.

主题: Speedrunning
EnglandGreenalink7 years ago

Real life stuff for me means I don't have the time to do legit¤ verifications as I used to a few years back. ¤ Meaning watching the entire run, making sure there's no suspicious cheating and accurately timing the run by not using livesplit.

EnglandGreenalink7 years ago

Well, that blows. I don't understand this decision because, in the past, another Inti Creates game called Azure Striker: Gunvolt had a skill jump glitch which allows an extra mid-air jump right after performing a special skill. It was used in the Azure Blur tournament in 2015 and AGDQ 2016 which the team tweeted to check it out and the trick still works in the sequel: Gunvolt 2.

This ceiling glitch is something not many people will think about using and having unbeatable GV/Ekoro Good ending records (V1.2) due to a patch fix is a bit of an insult to the speedrun community.

EnglandGreenalink7 years ago

Area 1: Same as the others, Hypershot still required.

Area 2: Same as Gunvolt/Ekoro, her hair can destroy blocks, so you go to the second last seen (big area) and then go up to the top right and get the crusher. Yes, crusher shot is required, see Area 7/8 for information.

Area 3 Same as the others, get hover, defeat boss, Save & Quit warp.

Area 4 Same as the others, get a key after defeating boss then Save & Quit warp.

Area 5: Can almost skip Dive Gear but in the final room before Area 6, Shantae doesn't have the tools to make a huge leap to the other side, so Dive Gear is required.

Area 6:

Although she cannot whip her hair upwards, there is a small window that her hair can destroy blocks above her. Early Wall climb is not possible because, at the very bottom part of the room, Shantae cannot jump high enough to break the upper 2 ice cubes, Sophia is required and the route is identical to Jason

Area 5 > Area 4 Use Dive gear, same as Jason.

Area 7: Same as Jason in terms of 2D route. The dungeon segment can be done by abusing the elephant's invincibility frames when performing a dash attack. You can even change back to human and then elephant right afterwards to perform another dash ASAP (freezing gameplay when Shantae performs her transformation dance).

Area 8: Use 2 clouds and elephant charge to defeat Antibody cell. Use elephant charge against Underworld Lord's lightning bolt attack. Use elephant charge against Multi-dimensional Overlord's green forme. 2 charge attacks can destroy the meteors and green overlord is defenceless.

Overall this is the first DLC character who does not have a shorter route due to her on-foot abilities being less broken than Gunvolt/Ekoro. Her combat is pretty weak as well, so her damage per second isn't as good as Jason when it comes to boss battles. Good target, for now, is sub 53 minutes.

EnglandGreenalink7 years ago

New modes:

Shantae mode: Available right now if you use a Nintendo Switch JP account to access the store. Or tomorrow if you want to use a Western account.

Shovel Knight mode: Available next month.

Bug fixes:

Corner Ceiling Clipping glitch has been fixed. This only affects DLC character's and NG+ Good ending route for Area 5 because you can pull off stuff like this:

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