I think this needs to be a conversation across all communities for 4, 5, and 6. While it is too early to say what change needs to take place, I do think a change is likely. We would need to consider not only current versions, but how to handle future versions/changes.
The chest encounters don’t reset, but all of the encounters where you talk to the enemy sprites will reset every time you exit and reenter the room. My current boost route does this. I never turn on encounters. But exp and gil are boosted 4x.
Nice. What was your party make up?
My current route has no random encounters, but I do take a couple chest battles and battles from engaging with enemy sprites on the map.
A true no extra encounters run would be difficult, but I wouldn’t say impossible without an exhaustive attempt at routing it by multiple runners.
We don’t have a category for it, but one could be added if there was an interest. I thought about routing out something like an “all bosses” run, but that would be after ffrelay.
I think one of the early patch notes had an increase in drop rate due to the achievements offered on certain systems. Trying to get Platinum would suuuuuck with the original SNES rates.
Thanks Woady. I didn’t know that one was out there. I was hoping to find bdewd’s FFV guide and it’s there.
Wait. What was the room with two thrones and four treasure chests?
Right now I'm trying a "Full Boost" run with all of the boosts maxed out (no encounters, 4x EXP, and 4x Gil).
Beating Baigan has been the main roadblock so far since you can't level Cecil on Mt. Ordeals. Instead, you have to have Palom alone at the end of both Scarmiglione battles so that he learns Quake. Then, ending both the Baigan and Cagnazzo battles with only Cecil and Palom raises Cecil's level up comparable to what it is in a normal PR Any% run.
It seems that leveraging the Exp multiplier by having only key characters alive at the end of boss battles may be one of the main things to nail down to get times low.
That's completely understandable. I'll look into it. I'm running decent times on the current PR patch on PC, so I want to get a run submitted for that first.
The original US release used all of those terms. I am aware that the sword tech is called Darkness, but I'm not sure it had a name in the original US release. I said that I wondered about it "as a kid" and, at the time, that's all I knew it as - a cool sword technique.
My understanding is that the OP is referring to the original US and JP releases in the early 90s. I am not aware that any other releases had any major gameplay differences.
The new releases for Pixel Remaster are supposed to have the option to turn off encounters, adjust EXP, etc. It would be interesting to see runs that at least utilize the no encounters setting. The current strat would need some adjustment to make up for the EXP gained by Cecil on Mt. Ordeals after becoming a Paladin.
I can't recall if there were any differences in enemy stats or experience gain, but the differences you listed do make the game a bit simpler.
In addition to what you listed, they removed references to hell, holy, and prayers in exchange for abyss, hades, white, and wishes. This leads me to believe they were trying to be more gentle with the US market. As I kid I always wondered why I was never able to use that cool sword technique that Dark Knight Cecil used in the paladin fight.