Hence forward, all runs submitted on PC will require you to include the load remover time in addition to real time.
Be sure to click the box where it says "activate" in your Livesplit.
I moderate a game (Ys IX) that recently added a load remover for its PC version. I cannot for the life of me figure out how to add it so that "time without loads" and RTA are listed separately exclusively on the PC console variable, with "time without loads" as the default variable showing up while not adding "time without loads" to every other variable ranking on the page. I also can't seem to add this timing method without making it so that every run is listed as "time without loads", when all existing times on the board are RTA and I do not want to have to manually edit every single run's existing time to make it correctly be in the RTA column. Would anyone be able to help? Thanks in advance.
https://www.speedrun.com/last_command/levels
You can now submit ILs of boss fights. Extra mode or story mode is allowed for these, and we use ingame time.
Set up a server, link is both on the page and can be found here:
https://forms.gle/zwiS76Ks7f8jcUjx8
Would like for runners of the game (especially on PC) to discuss requiring a framerate display for runs of the game on PC (and capping it at the game's 120FPS setting) in order to prevent runners who have more powerful rigs from gaining a hardware-dependent advantage in their times by running uncapped at higher framerates.
Though this is largely kept in our discord, I am posting here as well for full transparency.
https://www.twitch.tv/ghostkumo/clip/FrozenTemperedRaisinFUNgineer
Referring to this as "Gooply Skip" after the person who showed it to the community, this skips the Slival tank fight, which saves probably around a minute to two minutes (you have to find another slime elsewhere however).
https://discord.gg/DanWKDv click here to join the Mario & Luigi RPG speedrunning discord server!
-Not submitted to the leaderboards because I have not talked with the runner about doing so yet. But I am posting this here in case anyone would like to view it for learning purposes.
Might as well make the link public.
Figured I might as well post this and make this public.
Since this game finally went up, might as well share this link.
Hi, I currently run two other games by this developer and am working on routing Any% Agent (Normal Difficulty).
There is one thing I think that really should be addressed with running this game early on so that it can be avoided in the future. Namely, the bugs with the game.
I'm not opposed to glitches or glitch abusing in speedrunning, but due to the rocky nature of this game's launch and how it's getting gradually patched to get rid of gamebreaking bugs due to how frequently and unpredictably they show up, I think there should be some sort of distinction or restriction involving "Any% with glitches" vs "Any% glitchless/No Major Glitches", or something along the lines of "Any% current patch", as I certainly don't want to say something along the lines of "We shouldnt speedrun this until the glitches are patched" either.
Currently the two most broken glitches I know of are a glitch where enemies will die right at the start of battle (though I am unaware of how to manipulate or control this) and a pseudo-NG+ bug where equipment that is obtained in a previous playthrough may leak into a new playthrough if a file that is in late-game is saved over. So far I've had it happen where Chahn has a weapon with 184 power at a time where her weapon should be around ~30.
The reason why I propose this is mainly due to the fact that the continual patching of this game is going to lead to old patches having glitches which are unfair to use and compare runs to because the game will no longer be available in that state, leaving only people with access to those patches or DRM-free launch versions of the game able to get those times should they exploit the glitches. (I also don't think glitches like these are especially fun to run with myself, but to each their own on subjective matters.)
- found this by accident. So this is a thing. I know nobody really runs this game, but I feel it's important that some information be preserved.
So I went into "edit options" and changed the game's Twitch listing to simply Custom Robo, because there is no game listed on Twitch as "Custom Robo Battle Revolution", and basically everyone who streams under the listing "Custom Robo" on Twitch is streaming this game unless they put in their title "N64).
Now, that was something I made an executive decision on because there was no sense connecting it to streams to a game that does not exist according to Twitch, but I feel there should also be a discussion on what we should list this game on this site (SRcom) as.
Stop me if you've never heard this one before: "I didnt know anyone ran this game!" I certainly don't think having the game listed on the leaderboard by it's Japanese title (which most would mistake for a completely different game when looking up Custom Robo listings) is helping fix that.
I feel like keeping ties to the Japanese title doesn't make sense when there is effectively no Japanese RTA community presence here. Most people who know of this game that would come to this website (i.e. Westerners) call it "Custom Robo", so if they go to search this game on speedrun.com, they will end up finding the listing for Custom Robo N64 under the name "Custom Robo", find the wrong game, and likely will not know that they are looking for this game instead.
I believe what this game (Battle Revolution) should be listed as is "Custom Robo (GCN) -or- (Gamecube)", and possibly change the title of N64 Custom Robo to "Custom Robo (N64) -or- (Nintendo 64)". Even in the unlikely event a Japanese runner comes in, they will most likely be able to tell the difference between the two games, especially since the Japanese cover is used as the game image.
However, before making a change, I would like to discuss this with the community.
Step 1: Have a lot of time
Step 2: Get lucky
Oh and if you once had this game and want to redownload it, you can check your download history on Xbox Live and redownload the game.
Here are some changes to the route that have made this run significantly faster (at the moment Gerrick has around a 42:40 time, 7 minutes faster than Hana's long standing record). Many of them were found by him, a couple found by me.
The changes from the existing route:
-To begin with, this game reads input from both a controller and a keyboard at the same time, allowing text to be mashed at a ridiculous speed if both buttons are rapidly pressed in an alternating rhythm. This speeds up several mashing cutscenes throughout the run, and certain fights are quicker to mash through now rather than use abilities.
-The ability Brave Wind is no longer used nearly as extensively. after Ape Princess, we basically just use sharpen and spam Multistrike for most bosses. Likewise, Combo Master is not as essential to the final fight, though it is preference.
-We've added some weapons to the route. In Providence shop (Before the Spaceship), we pick up a sword for Cthulhu and Sharpe, which allows them to clear bosses safer and several turns quicker. Sometimes it's also good to pick up Cthulhu's Sword in R'lyeh early on, if you are unlucky enough to lack the money to buy the Sword in Providence (which you should typically have enough for).
Likewise, the Volcanic Tome in the Volcano is useful for October's Magic (and it's not that far out of the way). In Innsmouth shop, we pick up the best sword for Sharpe, which again makes the final few bosses much quicker and safer.
Lastly, in the first screen of the Spaceship, we pick up a Trident for Umi, which increases her Agility (and her Str for Pawz too), allowing her to escape from fights earlier. It's like a 8-10 second detour and saves potentially up to a second from every encounter, so it's worth it.
-Finally, we cleared up a few more optimal movement paths in dungeons. You can watch Gerricks or my current PBs (mine is a 47:47 with plenty of room for improvement), I use some of his and some older ones.
There's still some room for optimization but an amazing run could likely reach 41:XX.
Note that this is for any%. It's not a comprehensive guide, but if anyone wants to pick this game up, this is most of what I've learned thus far. I still have a long way to go in routing though.