All CategoriesGamesSotM: The Video Game › Speedrunning potential

Speedrunning potential

4 posts · 213 views · started 2016-01-14 18:31 UTC
RL
Radman_The_Lucario
2016-01-14 18:31 UTC
#1

Can you really speedrun the video game version of a tabletop card game? I say, of course you can! :P

 

With the idea of a 'campaign' of sorts from the recent survey, it's sort of pushed this idea a bit further for me. First thing needed is some ground rules for single games:

 

  • Categories will be split by villain and number of heroes on your team (Ex. Fighting Baron Blade with 4 heroes, or Omnitron with 5)
  • Timing starts on clicking 'Start Game' in the actual fight itself, and stops on the fade to the victory screen.

What is allowed:

  • Any combination of heroes in any turn order.
  • Any environment.
  • Seeing your heroes cards before starting the game itself (and restarting to get an acceptable first draw)

What is NOT allowed:

  • Rewinding (gotta keep going forward)
  • Pausing the timer mid run (You can pause your game, but the timer must keep running)

 

Just some preliminary thoughts on rules for runs. Anyone have any additions or questions, let me know. :)

P2
Powerhound_2000
2016-01-14 18:37 UTC
#2

I'll try to find the thread but I know Nunleft did some speedruns when the video game initially came out.  

Edit: Here is it https://greaterthangames.com/forum/topic/sentinels-digital-speedruns-6721

RL
Radman_The_Lucario
2016-01-14 18:47 UTC
#3

Aww. Beaten to the idea?

 

Well, at least I thought more on structure of a run itself, taking into account that villains play differently.

I like the idea of Finesse though. Instead of fast hands, have a fast mind. Of course when going with just speed you need both anyway, as well as fast eyes to catch all the cards going by. XD

VI
VisforYoshi
2016-01-14 22:07 UTC
#4

I honestly think a speedrun of this game would be more appropriate as the lowest amount of rounds to finish off a villain