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Pokemon Yellow in 1:35:11 by FractalFusion. It was inspired by the discovery of a L100 Pokemon glitch as well as the discovery of a trainer-fly glitch opportunity near the beginning that does not exist in Red/Blue. It only took a week to do.
This run uses VBA rerecording 19.2. No real-time clock is required.

Aims

  • Uses no predefined saves
  • Aims for fastest time
  • No damage
  • Abuses programming errors in the game
  • Manipulates luck

No damage

Not only does the player not suffer any damage, no enemy move is ever permitted. Not one, thanks to Pikachu's Thundershock as well as its speed stat, and this glitch to send Nidoking to L100.
  • Nidoking suffers confusion once after using Thrash. This does not count as damage.
  • Nidoking has less than max health in the last 5 battles. This is because of the box trick and has nothing to do with damage.

Programming errors abused

  • The well-known "trainer/fly glitch", which is a misnomer since Escape Rope can also be used. Recently, it has been discovered that influencing the Attack stat modifier of the trigger Pokémon affects the level of the target Pokémon, which sets up the next glitch.
  • Experience underflow on L1 fading-experience Pokémon (such as Nidoking), known a long time ago but not applicable until now. This leads to L100 Pokémon. Level 1 Pokémon can only be obtained through glitches.
  • Pokédoll on ghost Marowak in Pokétower. Avoids having to get Silph Scope.
  • Using Escape Rope while standing on a teleporter in Sabrina's gym. The exit-screen animation is the faster teleport animation rather than the normal animation.
  • The box trick to raise L100 Nidoking's stats without leveling up. Stat experience is supposed to count only on a level-up. This also means Nidoking has less than max health during the last few battles, yet has taken no damage.
  • Not really a glitch, but rather a design exploit. There is a limit to how many items you can hold. Jamming the inventory prevents gym leaders from giving me useless TMs and saying how good they are. So I pick up seemingly unnecessary items and overspend on other items.
If it isn't clear already, I don't use the 1/256 miss glitch. The programmers also fixed the Cinnabar Island glitch (useless in this run) and Escape Rope usage in a couple buildings.
See also Pokémon Tricks for more information.

About the game and the run

Pokémon Red/Blue/Yellow is a turn-based move game where stats (Level, HP, Attack, Defense, Speed, Special), types, and type class (physical, special) are important. Red and Blue are clones of each other except for wild Pokémon differences, which are few and far between. Yellow differs from Red and Blue in the following ways:
  • Yellow is a GBC game and Red and Blue are SGB games.
  • In Yellow, the starter is a Pikachu.
  • Many trainers use different Pokémon with different levels.
  • There are a couple extra trainers in Viridian Forest, including one which can be used for trainer-fly.
  • There are places to pick up RB starters from some people. I get Charmander as a Cut slave.
  • Some Rockets have been replaced with special Rocket battles.
  • It is no longer possible to Escape Rope from Bill's house and the Pokémon Fan Club.
  • Having Pikachu causes extra cutscenes (so I deposit Pikachu before those scenes).
  • There are two extra cutscenes which involve catching a Pokémon.
  • The quiz machines in Blaine's gym don't repeat their instructions over and over. Also, the trainers there refuse to fight you before you use the machines (not that fighting them first is faster).
Pokémon Yellow models the anime show up to starting Pokémon, gym leader Pokémon, and special Rocket battles.
Although Red/Blue is inherently a "hard" Pokémon game to run and Yellow even more so, a single glitch (or two) instantly destroys the difficulty of this game. It's almost like link-trade, but without the unruly Pokémon issue! So the run is really about avoiding critical hits and super effective/not very effective messages (SE/NVE messages) except for the first few and last few battles.
Though there is little luck manipulation, it still exists, mainly in the form of controlling critical hits (either getting them or avoiding them when necessary). Luck manipulation affects damage variation, critical hits, wild Pokémon DVs and out-of-battle wild Pokémon encounters.
See Pokémon Tricks for more information.

Pokémon used

Nidoking is the L100 Pokémon (initially caught at L1 via trainer-fly, then experience underflow glitch used to go from L1 to L100). It is so powerful that it can destroy almost all Pokémon even with weak attacks. Given the right types of attacks, it can destroy anything in this game, but, in this run, I attempt to sweep with reasonable though non-optimal attacks. Nidoking is also home to HM Strength and HM Surf.
Pikachu is the starter. Its Thundershock can cause paralysis, and is the factor that led to my enemy-moveless run (paralyzed Pokémon have a chance of being unable to attack on a turn).
Pidgey is the HM Fly slave. While not necessary to beat the game, Fly transports the player quickly to towns already visited.
Charmander is the HM Cut slave. This RB starter is obtained directly from another person.

Moves used in battle

A quick review of move and damage mechanics:
Each Pokémon can only possess 4 moves. New moves must replace old ones.
Each move has a limited number of PP. If PP runs out, it can't be used until PP is restored. Each use of a move costs 1 PP. Thrash is slightly different (see below).
An attack has damage variation ranging from 217/255 times max damage to max damage (in other words, R/255 times max damage, where R is a random number between 217 and 255). Since the game uses integer division, max damage occurs rarely (only if R is 255).
Any move that is the same type as a Pokémon's type gets a 1.5x bonus.
Type matchups:
super effective = 2x damage
not very effective = 0.5x damage5
can't hit = 0 damage
If defending Pokémon has two types, match up each one separately and multiply together. Critical hit is slightly less than 2x (it's not a multiplier) if stats are not modified. If stats are modified, the modifications are ignored in a critical hit, always.
Physical-typed moves use Attack/Defense stats. Special-typed moves use one Special stat for both Special Attack and Special Defense.
Physical types: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost.
Special types: Fire, Water, Grass, Electric, Psychic, Ice, Dragon.
Type Chart: fixme
Damage formula: { [ ( 0.4 * L + 2 ) * A * P / ( 50 * D ) ] + 2 } * X where L is Level, A is Attack/SpAtk, P is attack power, D is Defense/SpDef, and X is a combination of all relevant multipliers. In a critical hit, L is doubled. All division and fractional multiplication operate on integers (hence, truncation). The multipliers in X operate one-by-one on the number inside the brackets, not themselves first.
Note about weapon delays:
There are basically two types of weapon delay: short delay, and long delay.
  • Short-delay attacks: Poison Sting, Bubble, Bubblebeam, Ember, Thundershock, Thunderbolt, Ice Beam, etc.
    • Thrash is a special short-delay multiple-turn attack that has a long first-move delay.
  • Long-delay attacks: Tackle, Scratch, Water Gun, Mega Punch, Strength, Surf, etc.
On L100 Nidoking, I use short-delay attacks whenever possible. Short-delay attacks are about 50 frames faster than long-delay attacks, and the first move of Thrash is about 70 frames longer. The guideline I use is to use Thrash over 2 Pokémon if it saves 2 SE/NVE messages, and over 3 or 4 Pokémon if it saves 1 or more SE/NVE messages.
Note that SE/NVE messages occur even if the type matchups cancel (one is SE and the other is NVE). This is only true in RBY, not in later-generation games.
Here is a review of the moves used:
Thundershock is one of Pikachu's first moves. 40 power, Electric type. Can cause paralysis.
Growl is another of Pikachu's first moves. Non-damaging move. Can lower opponent's Attack stat modifier. Used only with trainer-fly glitch to glitch a L1 Nidoking.
Poison Sting is one of Nidoking's first moves. 15 power, Poison type. It is a short-delay attack, unlike Tackle and Horn Attack, and that makes all the difference. Unfortunately, Poison moves create a lot of SE/NVE messages.
Thrash is one of Nidoking's first moves. 90 power, Normal type, attacks 3 or 4 times and user is confused at the end. It is a short-delay attack with a long first-move delay. Although the menu is skipped during the multiple attacks, the first-move delay unfortunately makes Thrash less useful than it should be, but it is still useful nonetheless, especially since it rarely creates SE/NVE messages, and an entire set of attacks counts just 1 PP.
Bubblebeam is Nidoking's third useful move. 60 power, Water type, 30% chance to drop opponent's Speed. Another short-delay attack, and useful to avoid SE/NVE messages which Poison Sting can't avoid.
Strength is Nidoking's fourth useful move. 80 power, Normal type. A long-delay attack which only comes into play near the end of the game as a last-resort power move when Bubblebeam fails and Thrash is inconvenient.
Surf is Nidoking's fifth useful move. 95 power, Water type. Same role as Strength.
There are other moves but I don't use them.

Items used

In this run, I intentionally pick up items that I never use, and I overspend on stuff. The reason is that your inventory has a limit of 20 items. That means that if your inventory has 20 items when you beat a gym leader, that gym leader won't give you the TM, which saves a bit of time.
List of items I pick up:
  1. Potion
  2. Pokéball x3 (1 extra)
  3. Escape Rope x4, later 5 more (1 extra)
  4. Bide TM
  5. Helix Fossil
    1. Bubblebeam TM (used right away)
  6. Nugget
  7. SS Ticket
  8. Dig TM
  9. Cut HM
  10. Thunderbolt TM
  11. Bike Voucher/Bike
  12. Max Ether
  13. Pokédoll x2 (1 extra)
    1. Fresh Water (used up later)
  14. Fly HM
  15. Elixir (spelled "Elixer" by the game)
  16. Rare Candy
  17. Pokéflute
  18. Gold Teeth/Strength HM
  19. Surf HM
  20. Cardkey
Later, Elixir is used up to make room for Secret Key.
Items used:
  • Escape Ropes are used to escape from places which would take too long to exit. I use this 8 times.
  • Bike makes player go twice as fast outdoors, and allows access to Cycling Road.
  • An Elixir is used to restore some move PP.
  • A Pokédoll is used to chase the ghost Marowak in Pokétower without needing Silph Scope.

Overworld strategy

  • I avoid trainers if at all possible (unless using trainer-fly glitch). Trainers have a certain range in front which they can see.
  • The ! pops up over a trainer's head if I walk in front, so I go off my path for up to two steps to engage a trainer from the side or from behind if possible (and only if I can't avoid the trainer). With the bike, the maximum number of steps off the path increases to four.
  • I use HMs, TMs, and items prior to engaging an event that I can engage from the menu as well.

Run notes

Just because of the L100 Pokémon glitch, I can keep this short.
  • I luck-manipulate to get a Pikachu with DVs 32CC. Its Attack doesn't matter.
  • Eevee can be KOed with a max critical hit and two max non-critical hits, but I didn't pursue it because of the luck involved (the fact that the first couple worked out so easily was sheer luck).
  • Similarly, Caterpie can be KOed with 3 max critical hits.
  • Here's where I do the glitch. After performing the trainer-fly, I let the guy at Pewter's exit take me to Brock's gym (as part of activating the target Pokémon), then get in a fight with a wild Rattata with a Special of 7 (Nidoking's ID number). I tried a wild Pidgey but it cannot withstand a Thundershock, and it only knows Gust, meaning that I would have to manipulate 6 straight 1/256 misses while using Growl on it (and I prefer an enemy-moveless run).
  • After that, I luck-manipulate to get a L1 Nidoking with DVs FBEF. To raise it to L100, I need it to gain anywhere between 1 and 53 experience, inclusive, which is why I fight a wild L6 Pidgey. Pikachu's Thundershock takes Pidgey down to 1 HP and Nidoking finishes off after switching in. L100 Nidoking.
  • Poison Sting is fastest against Brock, even though I need a critical hit for the Onix (Poison Sting is weak, and Onix is double-resistant to Poison).
  • I deposit Pikachu in Cerulean; otherwise it causes extra scenes in Bill's house and the Pokémon Fan Club.
  • It is no longer possible to Escape Rope from Bill's house and the Pokémon Fan Club in Pokémon Yellow.
  • In Lt. Surge's gym, the second switch can be luck-manipulated by varying the time used to access the first switch.
  • I use Thrash against Cubone and Slowpoke in Rock Tunnel because I need to save a Bubblebeam.
  • In Silph Co., after reaching the 3rd floor, it's faster to head to the far teleporter than to go to the 5th floor through the stairs.
  • I Thrash Giovanni's Pokémon in Silph Co., including Rhyhorn!
  • In Sabrina's gym, it is faster to stand on a teleport square and use Escape Rope, due to the exit-screen animation being the faster teleport animation rather than the normal animation.
  • Against Giovanni in Viridian gym, I use Thrash first, then Bubblebeam on Rhydon. Self-confusion is not damage.
  • The box trick raises Nidoking's stats by about 10%. Useful for the Elite 4. I also deposit the other Pokémon to save time at the ending.
  • I see Cloyster a lot. Its Defense is high but I can cope.
  • A combination of Surf, Strength, Bubblebeam, and Thrash takes down the Elite 4. Lance's Aerodactyl has a Defense problem, so critical Thrash takes it down even though it's a Rock type.
  • In the final battle against Rival, animations are automatically turned on, so I use Strength and Thrash. The first two go down easily to Strength, and the rest go down to Thrash, with Cloyster going down just barely to a critical Thrash.
  • The run has an in-game time of 1:33.

Possible improvements

Simply put, better management of route and item collection. Remember that every item I take makes using items after that longer. I also didn't use a Max Ether although I thought I needed it.

Closing Notes

I know users have been under fire recently for voting no on popular runs, and I know this run is not deserving of 100% yes votes, so I will say this: regardless of whether you vote yes or no, please explain objectively why you voted yes or no. If you can't explain, don't vote. Thanks.
Thanks to the following who helped:
  • dfhuiwefhdasasasas, for bringing up the experience underflow glitch and link between attack stat modifier and target Pokémon level, and Mr. Pwnage for explaining the glitch.

Cancelled. A level-100 Pokemon run is not too impressive due to high expectations, and not entertaining to a casual viewer. Plus, this run was made too fast, without regard to planning. Which is too bad, since its goal really was to demonstrate an impressive glitch.


TASVideoAgent
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Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
Watching immediately! Will post comments afterwards. Edit: Excellent run, finished amazingly quickly. I do have some general comments and questions though. Nit-picky: - Jumping off a ledge is two frames slower than taking the stairs. You do this three times when it was avoidable if I counted correctly :P - I'm not quite convinced that move selection and switching was optimal. For example, the youngster on Rt. 3, wouldn't using Horn Attack have saved the 'not very effective' message opposed to Poison Sting? Or does it have a slow animation? - Bubblebeam. Is this a better choice than Thunderbolt? I'm not convinced. You would end up with 'not very effective' messages against the few rock pokémon by having to use Poison Sting (or Thrash), but that's pretty much equal to the super effective messages. Also, Thunderbolt has the fast animation, as opposed to the slow animation of Surf, and could be used at the end in place of it, saving 55 frames each time. Also, it would save you half of the menu time you lost switching your Bike around. I think it could possibly save quite a bit. Not-so-nit-picky: - Depositing Pikachu. When I first saw you do it, I said to myself, "The logic behind it will probably become clear later," but it didn't. Pikachu does slow down certain actions, such as healing, but you don't heal after than one instance ever again. This must have wasted several hundred frames. Was this a stylistic choice not to have Pikachu following you around everywhere? If so, I don't think it was worth it. - Escape Rope from Diglett's Cave. I'm not at all convinced that this is faster than doing the Gym first, and then Escape Roping from the Pokémon Fan Club building. In fact, I'm confident it's not; I can't imagine any less than 1000 frames slower. The only excuse for this I can think of is that using Escape Rope from this building is no longer possible in Yellow. Is that the case? - Escape Rope after Sabrina. Why do you take a teleporter first before using Escape Rope? I'm pretty sure I've tested this (admittedly only on Red), and you can use Escape Rope from right in front of her. Again, several hundred frames. General comments: I indeed agree that Red/Blue have little chance of passing this record. I had always thought that this game was inherently slower because of the Team-Rocket-Duo battles, but the game actually has two less trainer battles because of it. Also, many of the trainers have less and weaker pokémon, most notably the Gym Leaders. Add in the fact that Red/Blue cannot glitch a main battler nearly as early or as quickly. I'm withstaining from voting for the moment, until upon receiving response from FractalFusion. As I say, excellent run, finished amazingly quickly. Perhaps too quickly?
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Former player
Joined: 2/12/2007
Posts: 105
For level 100 glitch run, can it obsolete the Primo's run for Pokemon Red, or published along the any level run side?
Sir_VG
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Posts: 1913
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Just a note for some people, this is sometimes labeled under GBC "World" sets as it's (UE). (Meaning that the US and Europe versions are identical.)
For level 100 glitch run, can it obsolete the Primo's run for Pokemon Red, or published along the any level run side?
This wouldn't obsolete it, because it's an entirely different game.
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 2/12/2007
Posts: 105
Sir VG wrote:
Just a note for some people, this is sometimes labeled under GBC "World" sets as it's (UE). (Meaning that the US and Europe versions are identical.)
For level 100 glitch run, can it obsolete the Primo's run for Pokemon Red, or published along the any level run side?
This wouldn't obsolete it, because it's an entirely different game.
That's right Sir VG, this will not obsolete the Primo's Run. Pokemon Yellow looks like different game than Pokemon Red or Blue. This is the Level 100 glitch run for Pokemon Yellow. I can't vote because I've not seen your movie.
Mitjitsu
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Posts: 2997
I watched some of it, so I'm not voting yet I thought this would make a fitting screenshot [URL=http://imageshack.us][/URL] A note, please don't do that annoying A,B autofire espeacially when its not needed, it makes the game harder to watch. EDIT: Well there is certainly a lot of difference compared to the blue/red run, although it just didn't seem as fun to watch as compared to the other run, the blue/red run felt like I was watching an exceptionally good trainer who was blessed with uber luck, and it simply became hysterical when the battles got really predictable. This run felt like the runner got given a gun to take to a knifefight, and it wasn't really fun to effectively see a no contest in every fight as there was no real drama as to whats happening. I'm voting yes becuase I really liked the way Nidoking was manipulated at the start and for few long moments I thought the game had desynced during the Ratata fight.
Joined: 8/1/2006
Posts: 428
I watched some of it, so I'm not voting yet I thought this would make a fitting screenshot
I'd rather see a screenshot of lvl100 Nidoking vs. Brock's Onix.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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Just finished watching it and liked what I saw. Good job, yes vote for me.
Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I just watched it and it looked very nice. I'm voting yes. I'm curious to hear the answers to all of Primo's questions and I have one of my own: When you do the trainer fly glitch, does it allow you to not have to fight that trainer if you pass by him later? If so, are there some places where this could save time? I'm thinking one of them could be when you fight Rival just after the last gym. If you did the trainer fly to Vermillion you wouldnt backtrack much and might be able to avoid that battle if this works. This might save time in other places if it doesnt work for the rival battle.
Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
I've done a bit of testing and answered a couple of my own questions.
primorial#soup wrote:
- I'm not quite convinced that move selection and switching was optimal. For example, the youngster on Rt. 3, wouldn't using Horn Attack have saved the 'not very effective' message opposed to Poison Sting? Or does it have a slow animation?
Horn Attack does indeed have a slow animation, making Poison Sting a better choice.
primorial#soup wrote:
- Escape Rope from Diglett's Cave. I'm not at all convinced that this is faster than doing the Gym first, and then Escape Roping from the Pokémon Fan Club building. In fact, I'm confident it's not; I can't imagine any less than 1000 frames slower. The only excuse for this I can think of is that using Escape Rope from this building is no longer possible in Yellow. Is that the case?
This 'bug' does seem to be absent from Yellow. You can also not use Escape Rope from Bill's. Could it possibly be faster to catch an Abra, as Tilus did in his original run, and thereby save the walking time from both of these? If I recall correctly, catching a wild pokémon requires around 1500 frames, if you don't rename it.
primorial#soup wrote:
- Escape Rope after Sabrina. Why do you take a teleporter first before using Escape Rope? I'm pretty sure I've tested this (admittedly only on Red), and you can use Escape Rope from right in front of her. Again, several hundred frames.
After testing, Escape Rope can be used from directly in front of Sabrina. Time lost was about ~150 frames. The rest of my original post still remains unanswered, though.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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Posts: 3282
primorial#soup wrote:
- Jumping off a ledge is two frames slower than taking the stairs. You do this three times when it was avoidable if I counted correctly :P
Could you tell me where they are in the run? I only remember one of them. It was after I got the Charmander. I initially got the Thunder Wave TM, then changed it, and forgot about going down. That was a mistake. Edit 3: Another one is near the beginning of the run. But I can't find the third one.
primorial#soup wrote:
- Bubblebeam. Is this a better choice than Thunderbolt? I'm not convinced. You would end up with 'not very effective' messages against the few rock pokémon by having to use Poison Sting (or Thrash), but that's pretty much equal to the super effective messages. Also, Thunderbolt has the fast animation, as opposed to the slow animation of Surf, and could be used at the end in place of it, saving 55 frames each time. Also, it would save you half of the menu time you lost switching your Bike around. I think it could possibly save quite a bit.
I felt the need to teach Bubblebeam right away because of Poison Pokemon. I considered teaching Thunderbolt but decided against it, because I thought at the moment it would take too much time to learn. Now that I think of it, it could be used in place of Surf and Strength moves, and could save having to use Max Ether for Bubblebeam.
primorial#soup wrote:
- Depositing Pikachu. When I first saw you do it, I said to myself, "The logic behind it will probably become clear later," but it didn't. Pikachu does slow down certain actions, such as healing, but you don't heal after than one instance ever again. This must have wasted several hundred frames. Was this a stylistic choice not to have Pikachu following you around everywhere? If so, I don't think it was worth it.
Pikachu causes extra scenes that slow down the game. At Bill's house, there are 3 of these scenes. At the Pokemon Fan Club, there is 1. Haven't timed, but each scene is at least 5 seconds long. By the way, some of the questions are answered in the submission text. Not the Pikachu depositing, because I forgot to mention it. But some others. Actually, I did mention the Pikachu depositing. Edit:
primorial#soup wrote:
This 'bug' does seem to be absent from Yellow. You can also not use Escape Rope from Bill's. Could it possibly be faster to catch an Abra, as Tilus did in his original run, and thereby save the walking time from both of these? If I recall correctly, catching a wild pokémon requires around 1500 frames, if you don't rename it.
One thing different from Pokemon Yellow is that Abra cannot be caught until after beating the Rocket with the Dig TM. So I can't use it after Bill's House. I could test fainting from poison, but that would go against the spirit of a no-damage run, and would look bad. Edit 2:
primorial#soup wrote:
After testing, Escape Rope can be used from directly in front of Sabrina. Time lost was about ~150 frames.
I timed it again to make sure I wasn't delusional, and I saved ~30 frames. When using Escape Rope on a teleport square, you exit the screen faster, as if you were doing a teleport instead.
N._Harmonik
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12347 rerecords in one week?! That's about 1764 rerecords a day!!! Now that Pokemon Yellow's done, we can go on to...Pokemon Crystal!
Why, oh, why do I even <i>try</i> to understand my own species?
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N. Harmonik wrote:
12347 rerecords in one week?! That's about 1764 rerecords a day!!!
I had the help of frame search. :) Trust me, if you are really keen on using frame search, you could use thousands of rerecords in a day. P.S. I'm not that efficient at using rerecords. I tend to double-check stuff.
Player (88)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
FractalFusion wrote:
Could you tell me where they are in the run? I only remember one of them. It was after I got the Charmander. I initially got the Thunder Wave TM, then changed it, and forgot about going down. That was a mistake. Edit 3: Another one is near the beginning of the run. But I can't find the third one.
I can't find the third one either, although I thought it was much later in the run, so I didn't bother writing it down. I thought maybe directly after Rock Tunnel, but that's a few steps out of the way. About the one after Charmander, getting the TM would be a better choice than the Max Ether, as invisible items have a much longer jingle.
FractalFusion wrote:
By the way, some of the questions are answered in the submission text. <strike>Not the Pikachu depositing, because I forgot to mention it. But some others.</strike> Actually, I did mention the Pikachu depositing.
I read the second half, but only skimmed the first part. Oops.
FractalFusion wrote:
I timed it again to make sure I wasn't delusional, and I saved ~30 frames. When using Escape Rope on a teleport square, you exit the screen faster, as if you were doing a teleport instead.
Wow, good find! I only tested how quickly Escape Rope could be used, not how quickly it took to execute, because I assumed this to be constant. I've been thoroughly convinced of the excellence of this run. Yes vote :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Sir_VG
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There's a few issues I saw in parts of this run. 1) You used a lot of "up-1, left-1" repeatedly that while walking is ok, but a few spots on the bike make it seem really slow. So like if you had to move left 4 spots while going up, you moved left 1, up 1, left 1, up 1, etc. It seemed to slow you down in spots instead of going left 4 in one motion. 2) How well would another move work against earth Pokemon? Not using BubbleBeam against them would cut out the "Super Effective" text. I mean, at that point you're at Lv 100...using about any attack should kill even those high defense buggers in 1 blow. 3) Use Thrash more. It's great for those multi pokemon foes and it felt like you didn't use it enough. Most of the game seemed good, but I'm not convinced it's optimized. Voting MEH.
Taking over the world, one game at a time. Currently TASing: Nothing
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What Sir VG brought up were good points. When one glitches a L100 Pokemon, expectations are very high, and no doubt some will be disappointed with the result. I, for one, thought the run would be sub-1:30 for sure. I also have an issue with Thrash having a 70-frame delay on the first move since Thrash never looks slow (except to TASers doing the run). Of course, without the delay, I would use Thrash all the time, so in a way, I credit the Thrash delay for the variability of this run. Finally, Tackle and Horn Attack have such bad delays that even Poison Sting is better against weak Ground Pokemon. However, the casual viewer will not notice that, and will wonder why such attacks are never used. I will continue to use Bubblebeam against Ground Pokemon, unless someone gives me a L100 Pokemon that knows Bite or Ember. And I haven't even mentioned Rock/Ground Pokemon. Thrash will not take down Giovanni's Rhydon. It wasn't designed that way. P.S. I wobble for stylistic reasons.
thegreginator wrote:
When you do the trainer fly glitch, does it allow you to not have to fight that trainer if you pass by him later? If so, are there some places where this could save time? I'm thinking one of them could be when you fight Rival just after the last gym. If you did the trainer fly to Vermillion you wouldnt backtrack much and might be able to avoid that battle if this works. This might save time in other places if it doesnt work for the rival battle.
Trainer-fly glitch only freezes trainers that are in the same area, by the way. I was thinking of a few possible places: - Route before Bill's house. However, I need Abra, and I don't get one until later. - Rock Tunnel; a fight with 3 Rock/Ground Pokemon that can be skipped. However, I am not sure if it saves time. - Silph Co; Rival battle can be skipped. However, it takes too long, and you still can't open the menu to Escape Rope after beating Giovanni.
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
Is there any remote possibilty of skipping the badge checks on the way to the pokemon league, for example does the game check that you have every badge when the people are doing the badge checks or would it just check to see if you have the last badge. I'm still wondering if some sort of glitch city trick or maybe a trick that allows you to use fly into the last location might work.
Joined: 11/30/2004
Posts: 83
Location: Basement
Since you can access the badge checking route pretty much at any time it seems pretty logical that they're checking each badge as you go along. To the best of my knowledge, Brock's badge is the only one you are "required" to do (the rest can be done in any order), so you could test by picking up any random badges and going to that route. But I'm pretty sure I tried this once, so unless you have some way to skip straight to Victory Road or the League building itself then no dice.
Joined: 9/7/2005
Posts: 144
Location: Las Vegas, Nevada, USA
Voting yes, but with a nitpick. I'm pretty sure if you hold down while on Cycling Road you go faster... Oh, I guess not. I just checked it. Must have it confused with FRLG.
This guy are sick.
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Voting Yes. The run was well done and seeing the new glitch properly utilised for the first time was interesting. Good work. Although, when it was first discovered there was so much hype to the sound of "will we see a sub-1:30:00 run?" I'm guessing from this time that this will not be possible.
Player (105)
Joined: 6/7/2005
Posts: 290
Location: New York
You did a great job on the game, I'll give you that much. This game is so boring though! It's very entertaining while you set up the glitch for your Nidoking, but after you have a pokemon that powerful there just isn't anything different. No real challange presented for me or anyone to see you accomplish. You pretty much beat the game within the first 5 minutes and spend another hour trying to get to the credits. Other then that, I only see a couple minor things like everyone else, but I mean in a hour movie they don't really matter...I'm gonna have to give this a "meh" though. Still, great work!
Soft Blue Dragon
Joined: 3/25/2007
Posts: 5
DonamerDragon wrote:
You did a great job on the game, I'll give you that much. This game is so boring though! It's very entertaining while you set up the glitch for your Nidoking, but after you have a pokemon that powerful there just isn't anything different. No real challange presented for me or anyone to see you accomplish. You pretty much beat the game within the first 5 minutes and spend another hour trying to get to the credits. Other then that, I only see a couple minor things like everyone else, but I mean in a hour movie they don't really matter...I'm gonna have to give this a "meh" though. Still, great work!
That sums up my idea. Basically... Good part: interesting idea to get a level 100 pokemon in the first 10 minutes Bad part: It's pokemon, I fell asleep during the rest of the video. It isn't too "skillful" to run through the game with a level 100 pokemon (unless it was maybe a magikarp?) Yea, I can't vote, but I'd probably vote "meh" if I could vote... Plus it feels like once you've seen one pokemon speedrun, you've seen them all. Not to say it wasn't well done, of course - I think it seemed pretty clean. It's just that pokemon is a boring game after a few times of watching it...
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... *burp*!