As stated in the comment, I have accepted the application with a difficulty level of "NORMAL".
I apologize for the inconvenience and for reducing the time you can promote the channel. Wish there was a way to turn off the Youtube URL display...
Sorry I forgot to add the latest version, version 1.15 has been added. I have also changed the version of this run to 1.15 on my end.
Due to the increase of one more character required to complete full game (Yuuma), I have divided the full game category into version 1.04 or earlier and version 1.12 or later. If you have any problems or questions, I would be happy to hear.
The speed at which the challenge level of Greedy Challenge increases differs greatly between the NA version of Switch and the other versions. Not only does the durability of the enemy increase as the challenge level increases, but the damage taken from the enemy doubles after a certain level, so the NA version, which has a smaller level increase, is very advantageous. You can play the NA version of this game exactly the way Immac wrote it.
Although it is a greedy challenge only, treating the NA version of Switch and the rest of the game as the same category would be grossly unfair. Therefore, I would like to treat the NA version of Switch only as a separate category.
It has also been suggested that we should increase the Greedy Challenge category to three categories: No Restrictions %, No Items %, and Max Challenge %. I had already added the No Items category myself since there was a suggestion to have a category that does not suffer from the random factor, but I apologize for forgetting to report it here. Personally, I have the feeling that we have added too many categories even at this point (and there will be more NA versions on Switch), but I would like to hear your thoughts on this if you don't mind.
As stated in the title, the category has been expanded with the release of the Switch version and the update of the Steam version.
Specifically, I added the switch version port, added versions 1.12 and 1.14, added stage 8 in the Yuuma and stage-specific categories, and added the Greedy Challenge (added as a third frame to the section that traditionally has a tutorial).
Since no new opinions seem to be forthcoming, I think it is time to summarize my conclusions. Currently, only one person is in favor of using RT, and there are two people who clearly state that we should continue to use IGT. We have also received some comments from Japanese runners that they would like us to continue using IGT, although they are not listed on the forum. Personally, I feel that it is better to continue using IGTs, which do not depend on the performance of the PC, so unless any new circumstances arise, I will continue to use IGTs in level runs.
Blue_Wokou, I am sorry I could not meet your request this time. However, your research has helped me to understand the frame movements and when IGTs are counted, which is very significant in this game of speedruns. I would like to take this opportunity to thank you again.
My personal opinion is against measuring frames through modifications rather than external timers. The reason is that it would be a psychological and physical hurdle for speedruns, assuming that the modifications are introduced by volunteers rather than by official patches. At least at this time, I would prefer to operate on the premise that I am competing using the game as it is officially released.
Since the IGTs in this game can vary quite a bit, even for the same number, I feel that using RTs to measure them is worth considering in a category such as the Level Run, which is a fairly short segment of the competition. From the discussions I have seen so far, there seems to be both support and opposition, so as soon as we are in a position to determine that we have reached a generally acceptable conclusion, I will decide whether or not to make the transition to RT with respect to level runs.
It certainly seemed clearer to reverse the rows and columns, so I re-edited the characters and stages in reverse, respectively.
I also tried to move the tutorial run to the level run, but that doesn't seem to be possible. The idea is that it would be more natural to move the tutorial to the level run section, and in some cases I am considering moving it by resubmitting it.
It turned out that the difficulty levels could be set individually without categorization, so I adopted the proposal submitted by uadopen and rearranged the columns.
If you have any other requests on this matter, please feel free to post them here.
Sorry, I forgot about 1.03, I confirmed that the Kutaka bug is fixed in 1.03, so I'll split it into pre-1.03 and post-1.03.
Also, I have added a run for each stage, albeit tentatively. However, I have not been able to find a site in either Japanese or English that explains in detail how to create these level runs, so the list is currently very long and unattractive. I would like to work on this if I can improve it, but if anyone knows of any way to do so, I would be very grateful if you could let me know.
Jyoon&shion currently had only ver1.02 records for Normal and 1.04 records for Hard, so I thought it would be better to separate them now to avoid problems, so I implemented categorization by version for this character only.
As for Kanako, uadopen's research has shown that she has strengths unique to ver1.04, and my own research has shown that 1.04 is more likely to have better records, so I think that Jyoon&shion are the only characters where version makes a difference.
I don't have a lot of experience playing Murasa myself, so there is not much I can say definitively about this matter. I apologize for the fuzzy situation, but I also do not want to make a poor decision.
Although it is a separate issue from this agenda, I think it would be better to split the categories by version, since the Jyonn&Shion bug that uadopen pointed out is a definite occurrence, and since the record cannot be updated in 1.04 in any way.
This is because we don't want a situation where people who bought the Switch version from now on, when they try to do a speedrun, will not be able to get the record unless they use ver 1.02, which can only be reproduced on Steam. I have been a bit busy myself and apologize for the delay in responding to this issue.
この現象に関しましては、調査してくださった方からフィードバックをいただいております。 成功率は現状では低いようで、研究次第で5割くらいまで成功率が上がるかもしれない、といった感触のようです。
ただ、成功パターンの画像を9つ並べたところ、神奈子の位置にはフレーム単位で見てもほぼ差がなかったため、見てから攻撃を出すのではなく、タイミングをリズムで把握すれば成功率は上がるかもしれない、とのことです。 新たなパターンを閃く可能性もあるので引き続き練習してみる、とのお言葉も頂いており、少なくとも完全に運に左右されるテクニックではなさそうです。
懸念点としては、現状では、狙って発生させられるのは最後から2番目の攻撃である「船上水神嵐」の部分であり、その前の「揺曳弾」で発生させられるかは運任せというところが挙げられます。 当然ながら「揺曳弾」で発生したほうがタイムは早くなるため、その点では非常に運に左右されると言えます。 その一方で、「揺曳弾」においてこのバグが起こった場合に通常カテゴリーで申請できなくなることに対する懸念は、検証者の方も口にしていらっしゃいました。
個人的には他のゲームにもよくあるグリッチのうちの一つという認識ですが、自分一人の見解だけで裁定を下すことへの抵抗感もありまして… 多数決にしても現状では2:1にすぎませんし、この状況で結論を出すのは専横的かもしれないと感じていました。 お忙しいところ恐縮ですが、これらの情報を勘案したうえで、加賀美さんのご意見も頂ければ幸甚に存じます。
I have received feedback from those who have investigated this phenomenon. The success rate seems to be low at present, and the feeling seems to be that the success rate may increase to about 50% depending on the research.
However, when we lined up 9 images of successful patterns, there was almost no difference in Kannako's position even when viewed frame by frame, so the success rate may increase if the rhythm of timing is grasped instead of launching the attack after seeing it. He also said that he would continue to practice the technique as it may spark a new pattern, and it does not seem to be a technique that is completely dependent on luck, at least not yet.
One concern is that, currently, it is only the second-to-last attack, the "船上水神嵐" that can be targeted and generated, and it is up to luck whether it can be generated by the "揺曳弾" that precedes it. Naturally, the time will be faster if it is triggered by a "揺曳弾" so it is very much a matter of luck in this respect. On the other hand, the verifier also expressed concern that if this bug occurs in the "揺曳弾" category, it would not be possible to apply in the normal category.
Personally, I recognize that this is one of the glitches that are common in other games as well, but I am not willing to make a ruling based on my own opinion alone... Even if it is a majority decision, it is currently only 2:1, and I felt that it might be tyrannical to draw a conclusion in this situation. I am sorry to take up your time, but I would be very grateful if you could give me your opinion as well, taking this information into consideration.
Since no new opinions seem to be forthcoming, I will offer my personal view.
First, I do not believe that it is desirable to add too many categories. Too many categories can lead to a situation where the speedrun for that game is not as busy as the actual number of runners, or the number of entries itself is actually lower than the actual number of runners. I will not name specific games, but as a member of the speedrun community in Japan, it is not uncommon to hear such complaints in other games.
Also, the bug we are discussing is limited to a single stage, not something that can drastically shorten the entire game, such as BLJ in Super Mario 64. In this game, Any% of Flanders falls under the category of a major bug like BLJ, and while the 6 second reduction is a major component of the overall run, I don't think it can be equated with the Flanders bug. If we were to create a new category for skipping due to this bug, we would have to create a new category each time such a phenomenon is discovered in this game in the future. This policy would not be favorable to the moderators nor to the runners who would have to submit a new run each time.
And even though the technique itself is very difficult, I have received responses that it is possible to increase the probability of it happening somewhat, depending on how you move. If it can be managed with some ingenuity, I think it should be considered as a technique. Also, as per the previous comments, as long as the phenomenon may occur by chance, it is not desirable to be forced to change the category of application when it occurs without aiming for it.
For these reasons, I personally think that it would be better to allow the use of this bug itself, but not to establish a new category. However, please keep in mind that this is not a decision, but only my personal view.
In Murasa, such a bug has been discovered that can significantly cut down on fighting with Kanako.
I have started this forum to discuss whether or not this bug should be allowed in speedruns.
This bug can be targeted with a certain degree of probability. Therefore, I personally think that it can be considered as a part of the technique and allowed to be used, but if anyone has any objections, I would appreciate it if you would write them here.