Yeah that's why single segment was added as a separate category.
We figured the manip was like setting an encounter seed in ff4 or ff6. But we thought it would only be fair to separate into manip and no manip
Yeah I wish I knew when I made the board.
could just add all the in game times together. like they do with punch out
No idea. I was using a ps2 I believe
Looks like a majority of the people want to allow the font swap. I'll give it another day or two to let people chime in, then go from there.
I have had one person come to me privately and say they like the idea of separate categories for anything modded, and they prefer no custom fonts ie... No wingdings.
Should we allow the EN-JA swap for FF4PR Speedruns?
My testing has concluded that Original Japanese is fastest when it comes to fonts and speed. Followed by Simplified Chinese. English and the JA-EN font swap are both very similar time wise. Any font mods outside of that were significantly slower including a very tiny, thin font. I timed the intro with different fonts starting from new game start until the "controls" screen appeared. There was some variance due to ATB in the automated fights at the start of the game but not a lot. I came to the conclusion that any modification to the font was either on par or slower than the normal English font.
So the question is... Do you guys want to allow the font switch mod for Speedruns? Do you want to allow Custom fonts? Please leave your thoughts here or you can message me on discord privately and I will anonymously weigh in for you. I am not voting personally. Either way is fine by me. I just want to get the whole thing settled and behind us.
yeah the reels and the battle screen are independant.
it could be possible but extremely unlikely to teach yourself with 3 frame perfect inputs per battle to always hit trips, but the rhythm would be different from the first set to the second etc... it just uhhhhhhh
would be extremely difficult to carry through such a long run. or even 1 scenario in that matter.
i am like 85% sure the manual is wrong about what the reels that you hit are supposed to do. a lot of the time red seems to benefit you.
because of this i dont know about the weapons being totally accurate either. some stuff checks out but some doesnt. the information in the manual and in the game feels like it's very much in the air.
i think it might be possible to pull the same enemy map inputs if you do the same map movements every time too. ive only tested it through like the first 2 or 3 moves in a map.
It's been discussed a couple times before. It would be really nice to see actual game play but I knew zero of the actual game when I made the board.
All very valid questions that need deeper thought. Basically how most new runs are come up with on the site is
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Someone has an idea for a run
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They come up with a ruleset and discuss within the community
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Bust out a run to showcase it
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An admin adds it as a category
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Profit$$$$
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If the plan is to add bonus stages to make a 100% category it only makes sense to me that you have to be successful in completing them.
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Yeah I have no clue where that minigame is.
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I personally would say that saving the birds is part of a 100% run but this one can very much be up in the air.
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The ball is kinda in your court at this point. Whatever sounds like 100% to you is going to be the starting point.
Sounds accurate. No idea why the rules were never set.