switch isnt valid for the board just yet due to the difference in FPS from usual hardware, switch runs flat 60 while hardware runs at 59.728 which over the course of a run effects the rta time by 15/20 seconds depending on run length. it may be acceptable in future with FPS time conversion but thats something yet to be fully discussed. If possible look into setting up emulator for it, there should be a guide here somewhere(?). or it may be worth considering emu in future while in the meantime learning the game/run on switch version
the any% jp bizhawk 2.8 save states should have something close to it
i like how youve put missing the shinespark to omega as a big timeloss when its like 3 seconds or something lol
dgedarack or I prob have switch record rn lol mines 1:16:41 RTA (). However the switch runs faster than emu and gba hardware since switch runs a flat 60 fps while gba runs around like 59.7 etc etc etc fps(?). means switch runs are about 15-20 seconds faster when it comes to a full run. prob worth doing a seperate section like how sm64 has it
solo and co-op arent possible for story mode from what i remember (unless it is on splitscreen), would most likely be better doing normal difficulty and very hard difficulty subcategories imo
So from what I've gathered from the rule, it states that time ends when mission accomplished appears on the final quest. However since Runaway Lover is completely RNG dependent on which of the 3 spawns the princess will have I believe it should be removed from the run
Also for a 2nd point, any chance of separating runs for normal difficulty and very hard?