The movie rules on completion now have clarified that a game with some kind of ending can be published upon reaching that ending, even if the game is otherwise still an endless game.
It seems that scenes like the one you get after level 100m in Donkey Kong can now be considered an ending. Is there any specification about whether a cutscene in an endless game is considered an ending?
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When did you start this TAS? Is there any reason why you didn't use the extracted rom from WiiU VC with more levels? That could also eliminate the need to start from SRAM.
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Link to videohttps://www.speedrun.com/aos/guide/aizon
A faster way to activate the debug menu via glitching has been found. You just need to access the shop to do it. I wonder if this is helpful for any% with warps.
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Using the European version for this game shouldn't be an issue. There aren't really any noticeable difference between the U version and the E version AFAIK.
Given the fact that those e-levels are technically not in the same save file as the main game and that they have collectibles in each level, it might not be a bad idea to separate them into different runs.
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Nach wrote:
Your logic still assumes a side quest is only if Gaspar mentions it.
We don't care what other communities do. We care about what our users as a whole want and what makes sense. We have an entire thread of our users saying this is not 100%, it never will be.
Sure, it's not 100%, but can a run with the rule I mentioned be named "all quests"?
Nach wrote:
It's a terrific idea to do this because it's something the game offers to do and people mentioned they want it. The lsnes emulator is perfectly capable of recording resets. As far as I'm concerned, completing the game every single way it can be completed is the single most significant thing you can possibly do. Anything less is only partial completion.
The question is, when is an ending considered finished when the game doesn't save at all? In other words, when should the reset be done? (This is not really related to Saturn's run though.)
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Nach wrote:
[*]finishing all sidequests - It didn't do this, instead it only did side quests mentioned by one of the characters, and even that is somewhat debatable as some of the sidequests have more than one part, and they were skipped.
Whether Gaspar stops mentioning a certain sidequest is probably the best way to tell whether a quest is completed. This is also the current RTA definition of 100%. arandomgameTASer said he was planning to make a run following RTA rules a few weeks ago, but he has been inactive for a while.
Nach wrote:
[*]defeating every boss - Didn't do this either. It only did bosses that have special boss music. (The game uses special music for the dramatic fights, which are typically bosses, but as an example Spekkio doesn't have special music because the fights with him in the story are not dramatic. Some of the bosses also have way more dramatic music than others because as part of the story, some of the fights are way more significant than others.)
AFAIK, all enemies considered bosses in the Bestiary of PSX and DS versions are beaten in his run. Spekkio is not considered a boss in both PSX and DS versions.
Nach wrote:
[*]Visit all endings.
Given the fact that the game doesn't save after the each ending and that you can't get back to the game without resetting, it's probably not a good idea to do this category on the SNES version.
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Nach wrote:
Mothrayas wrote:
So essentially, in a broader sense, I always consider ACE off-limits for any sort of full completion category, because once a run enters ACE, any sort of concept around completion is rendered trivial. Going to the ending is done in an instant, going to the ending with all completion flags set is done in an instant
This idea is key.
If you're doing ACE, obviously we want the best ACE possible, but ACE itself renders all other criteria moot. ACE is just ACE, it's not "ACE 100%", nor "ACE min%", nor "ACE unlocked Mew", nor "ACE I managed to rename the opponent into Nach and beat him 151 times in a row".
Not really related to this game, but how about the games in which ACE doesn't give you full control so that you might only be able to set part of the flags needed?
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Maybe it's a good idea to determine whether there is still a relatively non-arbitrary category/goal for the application of this glitch. "No SRAM corruption, no ACE" should work?
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I am totally amused by the glitch at first, but then, well, it gets old very, very quick.
If this movie gets rejected, it's probably better to make the coop diploma run obsolete the Gotta Catch 'Em All branch, as it has lost its meaning at this point.
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It's not about bosses themselves. While Grant's default weapon in JP version generally works better, it has a slower rate of fire than Grant's default weapon in US version. Cancelling attack animations might make a difference though.
The difficulty level, starting number of lives and bonus points awarded at the end of each "block" can be altered by adjusting the DIP switches on the actual board.
Can this be done on NESHawk? Pressing the button for Service Switch works the same as pressing the button for Insert Coin P1/P2.
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SmashManiac wrote:
It feels wrong to me that a 100% run of this game would not include any of the 38 World-e levels, especially when considering that they were included in the Wii U Virtual Console port.
Will refrain from voting because of this issue.
Given the fact that those e-levels are technically not in the same save file as the main game and that they have collectibles in each level, it might not be a bad idea to separate them into different runs.
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I forgot to check all the previous posts so I didn't see your video on the same trick. The one in the ship level is pretty neat as well. Have you found any useful non game-breaking usage of the stair glitch other than these two?
I also have noticed that Grant% RTAs done on US version are generally faster than the ones done on JP version due to faster boss fights. Does this apply to TAS as well?
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https://www.twitch.tv/videos/244567501?t=19m52s
I just found out that RTAs use the stair glitch to speed up Level 9 in Grant%. Should this be allowed in a future Grant run? It is the same glitch that leads to the warp glitch, but it's not really used for a glitch warp here.
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Finished watching the movie. Easy YES vote.
How different would a run with the same rules on Red/Blue be from this run? Other than the instant text glitch from bike shop, of course.
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I find it funny that Pikachu, the mascot of the franchise, plays a key role in this run. Yes vote for finally updating this category.
Do you plan to make a GSC any% run based on current RTA route?