At the moment emulators are hidden by default. You're welcome to submit and we'll verify the runs all the same. Snoion and Myself are the only active runners and basically our conclusion is "they're fine, but they're ineligible for WR", and so we may open the leaderboard up to emu times to publicly viewable in the future though, with that caveat.
https://discord.gg/DanWKDv click here to join the Mario & Luigi RPG speedrunning discord server!
Best of luck! Feel free to ask any questions you might have about the run.
https://www.speedrun.com/mlpit/guide/iwnd3 - for anyone looking for future reference, I wrote these and have the links here.
1: Ebay, Amazon, etc. You can find Japanese copies for really cheap to import. 2: Far as any of us are aware VC offers no exclusive glitches. WiiUVC for North America runs on version 1.1 of the game, while most NA cartridges run on 1.0 which has some glitches that only work on that version, meaning WiiUVC actually has fewer. (Also glitches that crash on DS dont seem to work on VC either if what the rest of the community has told me is true). The North American version is significantly different from the European, Japanese, and Australian versions, which is where the actual differences come from. Although the NA version has exclusive glitches, it also has a final boss with 9500 HP across 3 phases, while all other regions it is 5500 across the 3 forms.
Considering EPS is an utter nightmare in any% and nearly all the big region-specific happen after Gritzy Desert, the NA version is inferior for any%. All bosses has a similar problem where every boss has significantly higher HP values, mitigating potential time save. Also many glitches have only been found to work on emulator and crash on console.
The WR is not on WiiUVC in part because the top 3 runners of the game (Snoion, Anwonu and myself) are all from the Americas (meaning we dont natively have access to the WiiUVC of Japan or Europe). While VC injects are a thing, none of us have really bothered, although I personally dont know if it would really save much time if at all. (Also WiiU has lag which sucks for trying to do frame perfect inputs and Copy Flowers, but thats more preference).
Yeah no. Feel free to run as you want. We're not adding arbitrary categories without reason.
No idea if text saves time in JP over US. Never seemed to make much difference when I ran it.
He does a few optimizations like winding up his elasto blast after hitting objects before they land on his head rather than wait to chuck em.
-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.
1: We are not adding categories until people have runs to show for them. There's no sense in having a ranking with no times to rank. 2: There are no means to do new game+ in this game, loading a completed file just goes to last save. 3: If you do have something in mind, feel free to run it without a leaderboard for it. Nothing to stop you.
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.
Thats a stretch to even call an IL. Feel free to challenge yourself with timed challenges for fun. But dont expect something so arbitrary and specific to be added to the leaderboard.
The games ingame timer only counts minutes (and Im not 100% sure its completely accurate) and there is no saving after just before Shrowzer. Plus that alone would not prove the run was done RTA, so there would be no way to prove your time was legit without video proof.
I say this as a neutral party with no involvement in the leaderboard itself, but it sounds like they'll be up soon, just give it some time. The leaderboard positions right now really don't matter considering this game is a week old.
One issue with this game in its current state is the PC version has yet to be released yet, so version differences (e.g. load times) remain to be determined. While the game doesn't have the same issues with real-time that other Sonic games (e.g. Sonic 2) have that lead them to use in-game time, from what I've gathered there isn't exactly a clear answer to how the game should be timed yet due to things like load times being potential concerns.
Furthermore, this game is also going to likely be patched and runs will become obsolete or end up in their own silly "patch 1.0.1" type categories in the current state with as many glitches as have been found, so it would probably be best to figure out how to sort those (having dealt with a game that got patched myself, it becomes an annoyance really quickly). Retroactively handling it ends up becoming messier.
Not to mention people have a tendency to try to do things their own way, especially upon the release of a new game, so with a game like this it's probably better to actually come to a consensus on how to handle this game so that they don't have to keep changing things.
I'd say just hang tight, they'll be there eventually. Those early day WRs dont mean much, as proven by the # of IL and full game runs already on Youtube with "Former/Old WR" in the title (or ones which don't yet but still have been beaten).
Nothing is stopping anyone from running the game (and IMO if you need a leaderboard to start running a game you got the wrong idea about this hobby), get good now and your time on the LB will reflect it anyways.
Trust me, you're going to want to watch video if you want to learn map movement, because nobody is going to compile a precise map movement guide.
Regarding guides, the game has received a bunch of significant changes in the last few months so we've yet to compile anything, so I would take some pieces from the guides listed on this site with the forum thread listed as "some new changes".