There are boost areas which fill a turbo meter which you can use at anytime and pick ups which are like Mario Kart style weapons. You can only grapple onto white ceilings though these are common enough for you to always be on the lookout for them and grappling is always fun and if done correctly is a great way of gaining speed. There are always multiple routes through each level with some requiring more skill to navigate than others and the person in front can often hit switches to try and put those behind at a disadvantage. To get through the levels you can run, jump, slide and use a grappling hook to get around. With this comes the similar problem/design choice of the person in first having very little idea of what is in front of them but a certain amount of stage memorisation is required to be competitive. Like Micro Machines everyone occupies the same screen so if you fall off the screen you’re eliminated, the last person standing earns a point, first to three points wins. Up to four players race through the stage hoping not to fall behind. Viewed as a 2D platformer the stages are actually tracks which loop, like a racing game. The gameplay is very simple to describe but requires a similar nuance and precision to the games I mentioned earlier. It’s the multiplayer which sits at the top of the main menu and that’s where you’ll find an incredibly enjoyable and addictive experience. You have multiple difficulty settings to play but to get through the sixteen stages won’t take you very long at all on the lower difficulties, Unfair difficulty is aptly named though. You do have a single player experience but that is simply you racing against bots with a very, very basic ‘story’ introducing each level. If you’ve enjoyed Super Meat Boy or N+ at any point then you’ll feel right at home here. Speedrunners is a new release on PS4 from DoubleDutch Games and allows you to put your platforming skills to the test against other players. There is a thread on the forums explaining most of them.īecause of this, the Japanese edition is used on most of the categories of GTA Vice City due to being faster, specially on the Any% No SSU category ( Script Stack Underflow is a bug that allows you to skip almost all of the game).Jin PS4 tagged 2d / competitive / mario kart / micro machines / multiplayer / platformer / speedrunners by Gareth The Japanese edition, due to being "less polished" than the original western release, has a lot of new bugs that are not present on the Western version and can be abused during speedruns to complete the game even faster. The Western PC release was on May 2003 while the Japanese edition was released a couple of months later, on September 2003. This would sometimes cause the Asian version to have more bugs than the western version.Ī good example would be the Japanese PC version of Grand Theft Auto Vice City, which was done by Capcom instead of Rockstar Games. Legend of Zelda), the Japanese version will usually see a significant time gain just by virtue of the use of kanji and the Japanese syllabaries (hiragana and katakana).Īll of the previos answers are correct, but Ill like to add something extra.īack in the day when, when western companies didn't had any presence or subsidiaries in Asia, they would contract another company to do the Japanese or Chinese version. In the majority of cases, NTSC wins out for speed due to being about 17% faster, although there are a few cases where PAL is actually faster due to certain major time-saving techniques being unfeasible at the faster 60Hz rate.Īctual code differences/revisions: Certain games are actually more buggy in some releases (usually the older ones which are typically the Japanese release, although again, this has exceptions) and these bugs can be used for faster runs.Ĭharacters-per-second in text: For games that have character-by-character text (e.g. Almost everything about a game in older games is tied around this refresh rate, so input checking, frame rate, and so on is all based on the "refresh rate clock". NTSC uses a refresh rate of approximately 60Hz (I want to say it's 59.94Hz, but for simpler math, let's go with 60Hz), while PAL uses 50Hz. NTSC (Japanese or US) instead of PAL (European): While this is less of an issue in newer games (AFAIK), the major difference here is refresh rate (which in itself affects frame rate). There's a few reasons why a given release of a game (Japanese vs International, NTSC vs PAL) is used for any given run, and they change depending on the game.
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