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Out of curiosity, how different would the portion from the start to Ghetsis be if the ending point is Hall of Fame (Alder) instead? Is it mostly just getting X items early on?
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Technically Alternative can cover them, but I assume Standard is meant to contain goals that are common and straightforward. As explained above, Forgoes Save Data Corruption seems to fall under such category for most games that have both time-saving save corruption techniques and other game-breaking glitches at the same time, and it logically follows to have that as a Standard branch (for relevant games) following the precedence of the 2 existing glitch-exclusion based Standard goals imo.
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As of now, the Standard class has 2 glitch usage based goals: Forgoes Major Skip Glitch and Glitchless (Forgoes All Gitches). I think it would make a lot of sense to add Forgoes Save Data Corruption as another acceptable goal under the Standard class given its universal nature due to the following 2 factors:
1. It's almost always easily and objectively defined. While what counts as a glitch or a major skip glitch can often be up-to-debate, it's probably more often than not clear when the save data of a game is corrupted or vice versa.
2. It almost always has very major impact on game play. Given its very nature, save data corruption is likely to change the course of a game significantly whenever used in a movie.
While Forgoes Save Data Corruption as a goal can be similar or equivalent to Forgoes Major Skip Glitch or even Forgoes All Glitches for a lot of games, it's not uncommon for games to still have game-breaking / major-skip glitch(es) available while forgoing save data corruption, resulting in likely very different movies when such goal is applied compared to any% with no constraint, even when a significant portion of the game is still skipped.
For example, these are some movies with this goal published as Alternative currently:
[1175] GB Metroid II: Return of Samus "select glitch" by Ferret Warlord in 23:47.40[6251] GB Pokémon: Blue Version "game end glitch" by CasualPokePlayer in 10:02.75[3901] GBC Pokémon: Yellow Version "game end glitch" by TiKevin83 in 09:47.92[6324] GBC Pokémon: Gold Version "game end glitch" by CasualPokePlayer in 29:58.35
And this might be removed from the obsoletion chain if such goal falls under Standard (although I'm not as familiar with this game so I might be wrong here):
[2645] PSX Oddworld: Abe's Exoddus by Dooty in 53:41.62
All in all, it feels reasonable to have a speedrunning practice that can be universally defined and most likely results in major game play consequences as an acceptable goal under Standard imo.
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I wanted to vote yes but unfortunately the movie does not use available Premier Balls to catch mons that will end up being used for battles even though it totally could. Not to mention it missed the chance to catch a shiny on the side that has more time to spare at some point. :(
So I decided to refrain from voting on the basis that it's morally questionable to vote on a submission with me listed as an author. :P
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Always great to need this game getting more love. Nice improvement.
Are you interested in making a movie that rolls the credits asap (kinda more like an actual any% for this game as a whole) by any chance? Basically getting to 3-1 in SMB and do the shell trick 13(?) times to unlock Lost Levels (faster on JPN version since the unlock is instant once you reach the score threshold) and then beat it to roll credits.
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Glad to see this submitted at last. Easy Yes vote.
https://youtu.be/CBMwjBvgWJY?t=4327
It seems there is an extra party menu session just to switch the order instead of doing it when Fly is used again. Was this an oversight by chance?
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Exciting to see another G&W Gallery game getting an "any%" movie!
Might be worth noting that Judge and Flagman have different star rewarding thresholds.
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https://tasvideos.org/UserFiles/Info/638493212958853010
Another improvement of 30 frames from using Pause Quick Fadeout (https://tasvideos.org/8303S#TricksAndGlitches ) on the last 3 of the 8 menu sessions.
Technically all of them should use the trick by pressing Start to quit the menu immediately after the last action instead of waiting for the Cancel button to be responsible to save some frames, but changing the earlier ones at this point would complicate luck manipulation a lot and the end result may or may not be worth it, so this improvement just applies the trick to the menus sessions after the last room entry with luck factor.
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There are noticeable differences between the nature of the games (with regards to "character choice") listed in Groups 1 and 3 and those in Group 2 here imo.
The character choices in the former are strictly mutually exclusive, either as "mode" choices at the start of the game (Super Mario Bros. 2 and Castlevania: Bloodlines) or path options at some point during the game (Castlevania III: Dracula's Curse). In other words, it is an internal condition in these games and a choice made at a single point.
On the other hand, the "character choices" in the latter are arbitrary constrains: there are either multiple chances to change the character being used throughout the game(Super Mario Bros. 2 (U) and Super Mario Advance) or many, many different possible combos of team member choices (in the case of Final Fantasy, there are 6 choices for each of the 4 team members, even if the optimal route ends up being choosing the same type for all of them). In other words, it is an external condition in these games as it is either a consistent constraint applied throughout the entire game or a route choice out of a number of options too many to count (not literally but still), and there likely is not a reasonable way to name the default branch with "character choices" in this case as it's not a single choice.
In this context, I think it's generally much more reasonable to name the branch with the character choice when it's an internal condition and not so much in the other case.
That is true but the FastestCompletion flag (literally) should help distinguish it in addition to the Alternative mark. The current placement of the Fastest Completion mark kinda makes it hard to notice but I guess that's a different topic.
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I have started a separate Silver glitchless attempt that uses Unown (Psychic 70) and Sudowoodo instead.
https://tasvideos.org/UserFiles/Info/638281529686572485Link to video
Most route differences have converged upon entering Route 38 gate.
Unown/Sudo is at 44:54, remaining differences:
*Teaching Surf: 5 secs
*1 more suboptimal move activation: 7 secs
*1 more level up move learning: 4 secs
*Catching Dratini: 27 secs
Rat (WIP) is at 45:56, remaining differences:
*Goldenrod Tunnel fights: -104 secs
*Catching Gyarados: 8 secs
*Teaching Iron Tail: 16 secs
*Boxing: 19 secs
*Unboxing: 10 secs
*Teaching Waterfall: 7 secs
*1 more level up: 3 secs
*Suboptimal overworld movement to Blackthorn: 4 secs
*4(?) more turns: 22 secs
Which means my route is about 4 secs after on paper at this point. It's kinda a situation where we don't know whether it's gonna be faster until it's actually done.
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So it would be way too late to get the berry on Route 42 after the event at Tin Tower (which would be done after E4)?
As for the publication screenshot, I think it might be better to use moments where Kanto starters (around 2:30:00 or 4:18:00) or fossil mons (around 3:16) are used in Gen 2 games with Dragonair being used in Yellow because it looks more "exotic" this way. :D
Finally finished watching this. Truly fantastic. Easy YES vote.
I have a few more questions:
1. King Rock is acquired in both C and S via revisiting Slowpoke Well to talk to an NPC, but the item actually has a chance to be held by wild mons that could evolve with them. Would it be faster to manipulate for that instead?
2. Dratini is acquired in C by catching it, but it is supposedly available as a gift in this game. Would it be faster to go for that instead?
3. Following up on my previous question about Eevee in Y, given that Y finishes about 2 hours earlier, would it be possibly faster to have yet another reset in the middle to grab one more Eevee instead of breeding one in C? This should grant more exp (from both combat and Candies) along the way as well. Also, regardless of this, is it actually worth it to fight Surge and get Fly in the initial Y playthrough when the reset happens before that badge becomes necessary?
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They aren't. I remember being able to trigger the post-Rocket Suicune event without doing any prior overworld events.
I haven't finished watching this masterpiece yet, but here are some routing related questions I have so far:
1. Is it not faster to do the second trading session between C and S after the former gets Cut instead so that it can send over a mon with Cut to allow S to skip getting it? I guess it wouldn't be a big time save if at all since getting Cut in Johto games only involves some overworld movements.
2. Both C and S are at the point where Time Capsule is unlocked by the time Y gets Surf. Is it not faster to skip getting Surf in S as well by sending in a mon with Surf from Y, similar to what's done for C (if I didn't remember it wrong)? Or is the exp from Eevee trainers in S important enough to make up for that?
3. Is it really faster to evolve an Eevee into Jolteon in C instead of doing it in Y and trade? Y wouldn't have any use for Thunder Stone otherwise.