I was considering a proposal of an El Vibrato% (seal Roberto, get the El Vibrato crown, make the El Vibrato bridge) when I proposed Necromancy%, but decided against it because I just didn't have a run of it completed. El Vibrato% is potentially one of the more involved and interesting categories, and I'd be in favor of making the category once we have a run of it.
As for the Gold Tooth crown ending, I don't know if there's an especially interesting run there. It'd just be grinding against skeletons in the Daveyard for an hour or two and hoping for decent RNG before having a mostly standard Any% run.
I don't see a reason for anyone to need to redo any times. So long as a run was played on something that was, at some point, a legit version of the game and the run meets the requirements of the category, it should stand.
At most, we should maybe add a column that lists what patch a run was done on to help clue new people in to what's going on (like with the gap between top 3's sub-5 times (v1.03) and Punchy's 5:44 and Xypher's 6:02 (v1.00)).
Regarding moviemakernet's idea: the patch just came out. It is waaay too soon to be splitting up categories because of it. It changes the UI, sure, but it also adds controller support. We should see if we can save time in menu navigation by mixing controller and mouse movement.
Category suggestion: Necromancy%
Rules: Get the Necromancer's crown, build the bridge out of bones. Timer starts at class confirmation, ends at the Frisco movie theater.
Pros: -More consistent than Any% -Almost no RNG to worry about -Has better dramatic pacing than Any%. -Shows off the game a bit better -Skeletons are rad
Cons: -Is slower than Any% -has skeletons (very scary) -Can't be done in hard mode (hard hat eats the necromancer's crown)
I propose this category since a fast time in Any% is more dependent on random chance and luck, and restarting 600 times for a shot at a decent run isn't especially fun. I looked up a bunch of location dependencies and found that you can consistently guarantee just about every location you'll need to visit in getting a good Necromancy% run. The only piece of RNG is in finding the Perfessor's House, but that's weighted much more heavily in the pool once it's available than the Silversmith's Hut is.
Here's a guide to the route through necromancy%. It's less detailed than the one I wrote for Any%, but it's what I used for getting the hang of the route. https://pastebin.com/VqxrmNLi
And here's a Necromancy% run I did in 7m39s:
Here's a 5:04 with a crude Doc Alice route I tried. This could potentially be cut down a good deal if there were any way to consistently guarantee pardner location unlocks.
Interesting things about the route: -Seems slightly more consistent because there are two routes for wandering: Silversmith/Stearn's Ranch and Silversmith/Buttonwillow, in either order, rather than depending on getting a first try Silversmith. -Buttonwillow carries a random amount of needles. -There's probably a fast Military Cemetery and fast Buffalo Pile if we can find the shortest route for talking to the pardner in each area. -It's probably worth trying to talk to Doc Alice while getting the turnip plated to try getting a Fort Alldead unlock, to allow the run to skip Fort Memoriam and the fudge. -Run should only really need 5005 meat to finish.
Hey, I'm Schir. I picked up speedrunning recently after watching RWhiteGoose's Goldeneye Speedlore series. Well, that and incidentally finding a game with parts that I wanted to play hundreds of times to get better at. Right now I'm sticking mainly to speedrunning Super Cloudbuilt and West of Loathing. I tried some speedruns of Ittle Dew and Momodora 3 about four years back, and I think I'd like to get back into those at some point.
Before picking up speedrunning, I didn't really watch too many runs. I'm not that big into the GDQs and I mostly learned about speedruns through friends who were runners and the usual ambient noise about it in the broader gaming community. But I find I like the process of studying other runs and trying to figure out what makes it tick. So here I am.
I can't trust my reflexes to be as insane as some of the things I see people do in some of the runs I've seen for the games I play. I assume that's normal, as is using different routes at different levels of play. I prefer looking for more consistent routes and accepting that I'll be eating some pretty sizable time losses while I learn the game and new routes over trying to do whatever the number one guy's doing.
Outside of speedrunning, I'm an amateur game dev. Mostly RPG Maker and game level editor stuff -- nothing fancy or decent. I'm still figuring it out. I was in the LPing scene for a while, but was never much good at it. Not exactly the best at being 'a personality', as it were.
"as the ones allowed don't currently have the old hack. Yes someone could make a hack in the future. But one would expect and hope to eventually find and expose it." From what I can tell from the other thread, it's already been made, but has yet to be distributed in the way that the hack for ePSXe 2.0 has.
Man, all the options here are lose/lose. Either an entire category gets fucked over or the mods implicitly condone cheating. "Not cheating" is probably the best way to go about this, and I think that's really only guaranteed by option 2. I think that because PCs (which are the proxy that emulators in this discussion are standing in for) have so many ways of pretty easily viewing what's going on in the underlying code, to the point that banning PCs is kind of the only way of guaranteeing that cheating via memory viewing won't happen.