Perhaps, but a level 100 Pokémon run doesn't look very interesting. It's better when the runner has to do it entirely on skill. Or would this just be until you could glitch a Mew?
Here's something. Mew can learn both Fissure and Horn Drill for one hit KO's at the league (assuming Mew's speed is enough to outrun all those Pokémon by then). Charizard can also learn Fissure. Nidoking/Nidoqueen can also one hit KO with Horn Drill.
Wait, what if you didn't have to Mew Glitch? Are there enough mandatory battles that if you were to entirely use Charmander, it would be able to reach a high enough level in which it would be able to 2 hit KO Misty's Pokémon?
Other Advantages:
1. Charizard would entirely burn through Erika's team
2. All the plants on route 9 and through Rock Tunnel would all get KO'ed by Ember
3. Charizard can learn Dig to get through the rock types around there too (as well as all poison types)
4. By the League, Charizard would be fast enough to Fissure most Pokémon (Only Golbat, Aerodatyl, Dragonite, and Pidgeot can't be Fissured)
Disadvantages:
1. Charizard can't learn Surf like Gyarados can (but you can catch Snorlax for Surf/Strength)
2. A few of the early battles might take a bit longer, but that might just get off setted by the league
3. Dig takes two turns to use (but you don't have to luck manipulate a miss the turn you're digging)
4. Without Ice Beam and Surf, Charizard can't beat Dragonite with one hit (don't know about Aerodatyl; it would depend on Charizard's Special)
Other points of interest:
1. Even nicknaming Pokémon you tend to use as HM users still saves a little time in the long run
2. I understand the point of using your runner name for the trainer name, but naming him one character too also saves time
3. The less Pokémon you have to catch (preferably no more than 3) saves quite a bit of time as well
4. Straight one hit KO's in the league (where possible) is generally the fastest route (plus the more one hit KO's you have, the more time you save)
There are more for Advantages, Disadvantages, and Time Savers, but I can't think of any right now.
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
Meh, I should have told you guys about the whole Snorlax skip. I've done a lot of testing on it and I figured out a lot and that was one of the things I found.
Anyway, I just got back from holiday and I uploaded the final two segments of my speedrun. I clocked in at 1:38. Not that great I guess, but it's pretty good for a non-TAS I suppose. In case you guys wanna see my run or comment/ask and stuff, here's the link: http://nl.youtube.com/profile?user=ThomazSDA
Segment 18-22 are the most important ones.
Edit: I got an error on segment 23. Stupid YouTube. Segment 22 is being processed also.
Your glitches work out in improving the current TAS run. However, seeing the entire competition being blown away by a level 100 Pokémon is not as interesting as seeing it done through pure skill.
However, with your run, strength is entirely skipable saving a little time.
How does the guard not ask about the Earth badge? I don't get it...
Too bad Charizard only learns Fly in Yellow or else it could be used as a possible flyer for the first WTW glitch.
Why does WTW require you to have only one Pokémon anyway? Nobody has explained that yet.
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
I think the guard doesn't ask about the Earth Badge either because I never encountered Giovanni (or triggered him to get back to his Gym) or because the trigger is out of reach (sp?).
Also, the WtW glitch could possibly work with two Pokemon, but you'd have to make them both faint. Leaving the Safari Zone disables the glitch, but being teleported out because your Pokemon are KO does not, so more Pokemon = more fainting I think (never tested it).
That would require testing...
I would assume it could be done with more than 1 Pokémon, but like you said, the others would have to faint (and can stay fainted).
I realized that with your run, the only HM's required are Cut, Fly, and Surf, the second learnable by a Pidgey, and the other 2 can be taught to a Tentacool now that the Super Rod is accessible.
Now the only thing is, can it all be done with Charmander/Charizard as the main battle Pokémon since Fissure won't be learned?
Thomaz: I just watched your speedrun and I must say that is some awesome stuff. You did an incredible job, it almost looked like a TAS.
One question though: is it not possible to Escape Rope out of gyms and other similar places? I remember it being possible in one of the version, this would probably save a bit of time. Also, I dont know much about the WtW glitch, but I'm assuming flying/escape roping deactivates it?
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
Correct, in RB you can escape rope out of Gyms. I never did that in this run because it either disables the glitch or doesn't win me any time (buying an extra one + waiting for the 'cutscene'). I could have escape rope'd out of the building where I get the Bike Voucher but I counted that Teleporting when leaving SS Anne was faster.
And yes, escape roping during or before the glitch deactivates it.
But yeah, thanks for the compliment, I appreciate that. ^_^
Ok. With all the battles which Charmander participates in the current run, it is able to reach level 16 and evolve into Charmeleon. With an attack of 31, it is able to 1 hit critical KO Voltorb with Mega Punch, but is it enough to 1 critical hit KO Grimer with the same attack? I know it is possible to 1 hit critical KO Grimer with an attack of 33, but that requires Charmeleon to reach level 17 (all assuming enough IV's in attack and special).
Koffing would need to be 2 hit KO'ed, but it might be off-setted by the fact that Gyarados is not glitched.
2 hits would be required for at least Pidgeotto (both critical), but again, it might turn out all right if we don't glitch a mew. What may further off-set the deal is that backtracking would not be required until the Snorlax skip needs to be performed.
With Charizard as the main battler we would need to pick up:
1. Pidgey or Spearow for Fly (findable on route 3)
2. Abra for teleport (findable just after nugget bridge; Abra can be deposited after the Snorlax skip is performed)
3. TM01 (Mega Punch, required to 1 hit critical KO Grimer and Voltorb)
4. Super Rod (collectable prior to going to Fuchsia City)
5. Tentacool for Cut and Surf (level 5 with Super Rod)
I'm trying to think of a good moveset for Charizard to have from beginning to teh league. I know its first 4 moves will automatically be learned as well as Mega Punch and Dig through TM's. It will also learn Slash at level 33, and Fire Blast after Blane (since it won't reach level 46 by the league). I'm trying to think of a good final move since Fissure won't be obtained. I was thinking of Submission, but then Charizard suffers recoil damage (but might be worth it if it can 1 or 2 hit KO's Lorelei's Pokemon).
I don't think that's a good idea. Recall that the Blastoise run is 10 minutes slower than the Gyarados run, showing that it's not always best to just use a starter. Gyarados is much faster, thanks to Dragon Rage, a guaranteed KO until about Cerulean, and a 2HKO for a while afterwards. Anyway, your route involves catching 2 frivolous pokemon and picking up 2 frivolous items, which waste more time than just doing trainer-fly.
Maybe he doesn't know about all the glitches in Primo's new run, perhaps that is why his route is outdated. Although it is a pain to read through 30 pages.
Actually, I have watched the Gyarados run, and it looked excellent. Gyarados only gets a huge advantage thanks to having both Dragon Rage and Hydro Pump at only level 7.
--Some of the things I was thinking with the new glitch findings--
In the new run the Snorlax skip and WTW glitches are going to be used. The only way to Snorlax skip is to Teleport or Fly (with Teleport being the only available option), hence the Abra. A Pokémon for Fly is already obtained in the current run and would still need to be obtained (hence Pidgey or Spearow). Thanks to the Snorlax skip, taking routes 12 through 15 to Fuchsia City is completely workable.
Now that the Super Rod is obtainable, and with only Cut and Surf remaining (and finding a Pokémon who can learn both Cut and Surf other than Mew was tricky), I found the only 2 Pokémon other than Mew capable of doing this task are Krabby (who would have to be level 15) and Tentacool who works much better at level 5.
Why level 5 Tentacool over level 15 Krabby? Simple; if the WTW glitch works with more than one Pokémon, weak Pokémon with low defense and hit points (less than 20 is best) would need to be caught.
I thought that with all the new tricks and findings, maybe Mew glitching the main battler might not be needed anymore.
With that lead to one main problem, WTW. Planning such a run using Charizard as the main battler was looking pretty good until Charizard lost access to Fissure.
Here is some things to consider though.
1. The Charmander line takes more experience to level up than Gyarados
2. And with more experience needed, less level up music will play saving almost 2 1/2 seconds for every level Charizard stalls behind Gyarados
3. Gyarados may be faster early, but requires more Ethers. Hydro Pump is 5 PP and Dragon Rage is 10 while Mega Punch is 20 and Ember is 25 (too bad Ember's weak except on grass and bug) With that, any Ethers found might be able to be saved 'till later
4. Without Fissure, Charizard could learn Submission for Lorelei while Gyarados still has Thunderbolt
5. With WTW, strength now becomes obsolete
6. While Gyarados was fast, it starts at level 7 while Charmander had just enough experience to evolve into Charmeleon, and Charmeleon roughly at the same point has slightly larger stats than Gyarados (though Gyarados is able to play catch up quickly)
7. While Charmeleon would not be able to fight off against Misty's Gym right away, not too much time is lost regardless.
8. Experience Underflow is really a very debatable tactic.
--I know it's a little long; just a lot to say--
With all that said, has Charizard pretty much lost the battle (even if glitching both Gyarados and Mew is taken into account)? I wonder if a run without Mew Glitching the main battler would be allowed to be submitted along side the current run (since Charizard then presents the fastest route)? I'm guessing not, but it doesn't hurt to ask as going through every battle with just the starter is also entertaining to watch.
You know what else makes Gyarados so fast? It doesn't try to learn any moves in battle thus saving a lot of time. Experience Underflowing a Mew possesses the same benefit, but I find that tactic a little controversial.
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
One thing that might speed it up is luck-manipulate max ivs for the pokemon in the run. I do not know if there is first gen IV calculator out there, but I will look for it.
Renting this space for rent.
Trying to fix image on this site. Please cut slack.
As of April 6th, 2012:
After a long absence, here we go again?
Thanks for trying to be constructive, Rridgway. However, that is already used in the current runs. Defense is obviously an unimportant one to manipulate, though.
Updated WIP, with progress to (but not through) Saffron Gym. Upon entering Cinnibar (which should be a relatively valid comparison point), I was 51,553 frames (14m 19.22s) ahead of the published run. I chose to stop here, because I still need figure out battles and such. I don't have a lot of time to type up a description at the moment, so for the time being, I'm just going to let the run speak for itself. I'll try to answer most of the questions when I have time.
There seems that this thread has had quite a bit of activity in the past week or so. To address some of the questions that have been raised:
I was wrong about the reason why the Snorlax skip failed, as can be seen in the current WIP. However, to address this question, I can guarantee that using Mew straight away is the slowest option listed; by my analysis, at least 6000 frames slower. Note that at this point, Gyarados has already leveled up 10 (out of 15 total) times. Also, Gyarados only has four 2HKOs, both of Misty's, Rival's starter at Nugget Bridge, Rival's starter in SS. Anne. Glitching Gengar instead of Gyarados might actually be a viable option, though. Night Shade (100 points of damage at L100) would work quite nicely, but it has low PP. This would mean having to fall back on Lick, which has a slow animation (55 frames slower than every time it's used). Gengar also cannot learn Bubblebeam or Water Gun, and the only other available TM at this point is Mega Punch, which also has a slow animation.
If you're going to go all out with the main starter, now that Surf can be skipped entirely, Charmander might actually be a better choice than Squirtle. However, nowhere near as fast as switching to Gyarados and/or Mew.
The exit to Victory Road happens to be at the Y-coordinate as the Guard who checks for Earthbadge. Thus, it was programmed so that it only checks on the left half of the map, which is rather convenient, to say the least.
Odd. I measured approximately 2.8 seconds faster to use Escape Rope back to Cerulean than to use Teleport. Unless you mean Pokémon Yellow, where this is not possible, and would result in having to Escape Rope from Diglett's Cave, as FractalFusion did in his run.
...except that Surf is no longer required.
Once again with the Surf. Also, you seem to be neglecting that you need to go to Celedon. How do you intend to Fly without the HM?
This is incorrect. The Charmander line has a 'parabolic' experience curve, which is the fastest experience curve up to around L50, at which point the 'fast' experience curve overtakes it. Gyarados has the slowest experience curve possible.
Your own logic works against you.
Gyarados requires zero ethers, not a single one. Note that in the published run, after healing in Cerulean, which was only necessary as a point to Escape Rope back to, Gyarados does not heal a single time until Indigo Plateau. Also, Mega Punch is a terrible move choice, because it takes an extra 55 frames to use, as I've stated dozens of times.
Submission has recoil. After using it about 5 times, your Charizard will be dead.
As does Surf.
By the end of Nugget Bridge, he's already ahead.
Agreed. You can put that off until after you've visited Bill without wasting any time.
And walking through walls isn't?
Watch the WIP. It should answer any remaining questions you have
It'll save time in the Elite Four too. When your health bar is red, battle crys and battle animations are surpressed. The only thing that worries me a little bit are the Onixes. Being part Ground, the are immune to Thunderbolt, and being part Rock, the have a type advantage to Take Down. My hope is that a critical hit will still be sufficient, despite halved effectiveness.
I just seen your WIP, and I can say that it's looks very good so far even with Mew experience underflowed. Your run totally throws using Charmander all the way through all the way out the window! With Mew now going through less than 30 battles before the league, Experience Underflow might no longer be a bad move (but rather more beneficial).
Just two questions. Why do you Mew Glitch a third time when the founded Pokémon isn't even caught? (Edit: you can skip this first question. I just realized that you Mew Glitched so that the Snorlax Skip can be used on the one blocking Cycling Road (since Cycling road is the faster way to Fuchsia City))
Even though Abra is only used 2 or 3 times, would nicknaming it be any faster, or would it instead lose time?
How long do you think the run will be when finished? Once this run is done, it will become the fastest run in Pokémon history!
Thirty? More like two; Sabrina and Blaine.
Abra has a very short name. Renaming takes ~150 frames, and saves 3 frames every time Abra's name appears in scrolling text, which, without counting, is something less than 10.
Conservative estimate of 1:20. I'm reluctant to say anything less, because I'll have to do a lot of walking after Cinnibar Gym. EDIT: On that note, I'm open to suggestions about where. For the first time, I tried to do a complete city tour of Veridian, which worked out ok, because I didn't need to waste too many steps, and Veridian is relatively interesting in layout. However, I'll have about twice as many (or more?) steps to burn the next time. I won't mind crossing zone lines at all, even though it takes 11 frames. Biking around in a single zone for about a minute would be very dull. I would like to avoid going through buildings though. Feel free to make a request :)
About the latest WIP:
As stated above, the reason why the Snorlax skip had failed was not due to the random enounter, but rather because the last disappearable object I had encountered was back in Cerulean. The solution was to simply walk the few extra steps to visit Snorlax beforehand. A big thanks to hanzou for informing me of this before I redid half of the run unnecessarily.
North of Vermillion, there are exactly two Pokémon which can possibly have a special of 21 (thus serving as Mew triggers): the L16 Meowth, and the L16 Pidgey. Although Pidgey's battle cry is shorter, Sand-Attack is seven characters longer that Growl, times 7 uses is 49 frames. Unfortunately, the Meowth is the area rare, with 1/256 probability. I was unable to find one with an adequate special value, but I made sure to find the earliest usable Pidgey.
I rolled a Mew with DVs E08C, which is basically perfect. I needed to make sure to have the lowest HP posible, and having all even DVs accomplishes this. Also, I wanted to have a defense of zero, so that I could take more damage from Koga's Weezing. Not entirely necessary though; he could have done twelve more damage which I didn't need. It's nice to have a buffer though. I also wanted to have the highest possible attack, just in case.
The L13 Spearow I encounter is the very last encounterable pokémon whose experience split two ways is less than 54, without going out of the way (it's 107. Good thing they rounded down, gäh?).
I'm pretty sure the trainer I use for the second Snorlax skip is the best option. Although he has two pokémon, he's very close to a Poké Center, and getting to him doesn't involve entering a zone with a disappearable object. If anyone knows of a better option, please say so.
I found a faster route on Cycling Road that I had been previously using. Although it involves moving laterally twice, it's still 32 frames faster than going down the left side.
After experimenting with taking damage, It became clear to me that I was not going to be able to take enough. My original plan had been to get Toxic from Koga's Weezing, and then proceed to miss 3 times in a row, taking increased damage from poison each time, before being smacked by Self-Destruct. However, this would mean manipulating four 1/256 misses... in a row. I don't even want to think about how long that would take to manipulate. Plus, I won't have this option the second time around, which would mean taking damage from just about everyone of Sabrina's and Blaine's pokémon. Not only would this be slow to do, it would postpone the completion of the run by a few years. Then I had a great idea; recoil. The results speak for themselves, I think.
I plan to progress unassisted, without using Take Down, to see how many hit points I have remaining when I get called back to the Safari Zone. I'll then try to plan which pokémonto use Take Down against (against a certain target, with a certain amount of HP, the recoil is invariable (25%)). Hopefully, I will find a combination which puts me at exactly one HP. If this is not the case, and I find that having more HP would be advantageous, I will be going back to roll a Mew with more HP. As I said, Weezing could have done more damage so this shouldn't be a problem. Hopefully this won't be necessary, but more likely than not, it will.
I meant from the point Mew was underflowed, not the end of your WIP which would count for the confusion. I see you realized that battles = trainers. How many trainers does Mew face after Experience Underflow is used anyway (discounting the league)?
It would seem nicknaming Abra is not the best route since its name appears in scrolling text less than 5 times after capture.
Looks like you've tuned the tables by using recoil as an advantageous strategy.
As long as Mew has less than 10 hit points by the time you're warped back to the Safari Zone entrance, it most likely won't be too bad.
I count ten. Two on the way to Celedon, one for second Snorlax skip, three in Fuschia Gym, two in Celedon Gym, Sabrina, and Blaine. Very few. I tried using Gyarados on the way to Celedon. The difference was small, but Gyarados lost; he happened to level up twice underway.
Perhaps not terrible, but obviously sub-optimal, even to the casual viewer (they've already seen it executed perfectly once). In a TAS, this is not acceptable. To make the point more poignant, a single extra hit point takes 5 steps. Each step takes 18 frames, a total of 1.5 seconds per hit point. Ten hit points would add 15 seconds to the run.
This means Experience Underflowing Mew no longer makes the run uninteresting making it no longer a debatable tactic (but rather a huge time-saver).
The only big hurdles now are the second WTW, Mew's health meter, and the league.
Is it really faster to get poisoned by Hypno instead of Muk like I saw before? Or was luck manipulation better on Hypno?
To get Mew down to 1 hit point for the second WTW, you would have to get Mew's health down to the same point as when you did the first one. Even though it's an extra battle, there is a second Hypno at Koga's gym where you can get Mew poisoned (Edit: Wait, scrap that; beating Koga means you can't battle this Hypno. Oops.). Or in the mansion, you can find a Weezing at level 42 to poison you, and then either run away, or let Wezing KO itself with Self Destruct. I don't know if either are optimal options, but there worth a shot.
......Please tell me you didn't forget to turn off the battle animations at the very start. Or are some moves still slow than others based on the time it takes to describe it and the time it takes for the opponent's energy to deplete. Sorry if I sound stupid but I can't watch WIPs so I'm quite baffled.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 5/9/2007
Posts: 93
Location: The Netherlands
I agree. In my run I made the mistake to have Mew at like 12 Hit Points when I used the glitch the second time but because it's not TAS and I was almost done, I kinda negletted (sp?). The first glitch was awesome though, with 2 HP remaining. ;D
That said, route-wise, do you think my run was good enough. I feel I've should have gotten Mega Punch and stuff like that. Oh well.
So. I have found that it is not possible to get poisoned by Sabrina's Venomoth while using Mew. The reason is that Venomoth knows Leech Life, which is a bug attack, and is super effective against psychic. It refuses to use anything else. The only other option is to get poisoned while in Cinnibar Mansion. This requires an extra random encounter, but it can't be avoided. By getting poisoned at the earliest possible moment, I found that I still had 124 hit points upon returning to the Safari Zone. The minimum number of Take Down uses to achieve this is 5, and the maximum damage achievable with 5 is 139. Obviously, I'd only need to do 123, so this gives me a 16 HP buffer. By carefully planning when the random encounter occurs, I can make sure that I have exactly one hit point without rerolling Mew.
...except that I had an idea. Mew was very close to red zone while fighting Erika's last pokémon. With a little gamesharkerei, I was able to determine that 324 was the minimum total HP to go red, thirteen more than I currently have. This corresponds to a DV of 7, which means the last three DVs should be odd. This will actually give me 325 HP, fourteen more. With a defense DV of one, Koga's weezing is still able to do 83 damage (I took 70 in the latest WIP), but, because I have crossed the 320 mark, poison damage is increased to 20 instead of 19. Long story short, I should be able to save a few seconds by rolling more HP, so that's what I'm going to do.
I haven't actally reviewed it yet. I will, however, when I have time, and post feedback.