My run was timed via IGT by Israel_D on SDA and we did indeed do this for mission 9. Should we add this in a possible rule?
Mission 3 and Mission 9 skips bypass the final objective, thus, unless I'm mistaken, means it's accurate compared to death abuse then completing the final objective.
The way IGT would work for this game would be a sum of the Individual Mission times, which can be found after the final mission complete screen.
It's come to my attention that the way we time this game would be more beneficial if we turn to IGT, however I only have limited knowledge as I ran this game prior to mission objective skips.
When I ran it, mission 9 death abuse was the leading factor as to why IGT was not going to be used as the IGT did not factor in how long it took to die so, optimally, one would have wanted to take 0 damage, complete the objective, and fall off edge. This would cost, depending on the difficulty, 10 - 20 seconds RTA to save IGT time.
I for one do not care if the IGT does not count milliseconds in this game, and I do understand that times w/ the same IGT could differ by 1 frame all the way upwards to ~ 10 seconds.
Therefore, with the way the game is ran nowadays w/ mission objectives skip, do you see the IGT being accurate enough to be used to compare runs? Please list all positives, negatives, concerns, and comments.
IGT PROS:
- Only actual game play will be timed as the IGT does not count cut scenes, mission transitions, and loads.
- Runs across Wii and Gamecube will be even competition as Wii's are known to load faster
- Mission 1 has an odd cutscene that has random skip points, which won't affect runs anymore.
IGT CONS:
- A new rule would have to be put in place in case death from non objective skip.
- Some runs would have to be removed that used death abuse (mine included but I'm fine with that).
- IGT does not display milliseconds, so missions with an IGT of 1m50s could vary by .98 seconds (for full game)
- IGT must be calculated manually as it is the sum of all mission times in a single segment run.
- Pause buffering
COMMENTS:
- If one were to die in a run (either due to losing all health or failing a mission objective skip) and still "pb," should we calculate the adjusted IGT for that mission?
Replies: Yes. That being said, this would fall on the moderators to ensure all runs submitted have accurate IGT sums as well as an accurated "adjusted" IGT for missions w/ a death that doesn't benefit the IGT
(will keep updated)
Ever since I picked up the game from watching your ESA run, the following has been discovered:
- Crafted items carry over to new files.
This is quite huge because using chakra pills increase the attack power of everything, including ultimates (this means 3 connected ultimate w/ food pills = KO).
We don't know the preferred item layout set, but I myself use Explosive tags as they help speed up boss cycles, Destruction Tag cause huge damage / back up strat, Ramen noodles as it allows for less charging, and the biggest food pills (should have 2 of them) that allow for longer duration.
- Chakra Dash into Ultimate abuse.
This was a technique "spammers" who played Ninja Storm 2 online were infamous for when they used the character Shikamaru. This ACTUALLY transfers into a speed run as the same concept gives the AI less time to actually guard. In essence, it makes the run much more consistant. Is it faster, dunno but I rarely failed them in my run.
- Skipping the Secret during boss fights is easier.
I noted this watching Cyberdemon run Ultimate Ninja Storm 3, but it turns out you don't need to press a button for QTE's that have no time limit. Add in getting barely any stars in ones with time limits (try to aim for 2), and you save a movie watch.
Note that certain characters really suc at Chakra dash into Ultimate like Might Guy
Ten-ten actually can't use this abuse as her Ultimate requires more distance between her and the oppenent.
Really sorry for late response, but hopefully this helps you out.
English patch is officially a hack, aka not original game. That's all you need to know bud
As far as I know, misc. categories are pretty much community driven, so we could do lots of different ones. For adventures, spellstone 1 should be earliest point for a category that's trying to keep full game route in mind.
What are other potential categories? Most of the ones I can think of would be too long (about 3 hours or so)
Afaik 100% means a complete inventory + max upgrades.
Based off this, that would mean all 4 health upgrades, all 3 magic upgrades, all staff powers (super quake has to be achieved, though I'm not too sure if it's a requirement for ground quake to ever be gotten), all tricky powers, all maps, bomfadad bag upgrade, all inventory items, all tokens (though I feel that they must be both collected and put in the well), max scarab bag upgrade, all krazoa spirits, and all spell stones.
Even though certain objectives can be skipped, those items are quest specific and don't really factor into collectables.
I may have missed stuff, but I think this is a good definition. The only issue I see is about the tokens, so let's answer this:
Must tokens be taken to the well? Why?
This is something I feel needs to be figured out and agreed upon. I have an idea on what should be the definition of 100%, but it must talked and agreed upon before we can implement this officially on this site.
Technically, the "game defined" definition of 100% is completion of the game in which every objective has been completed. This doesn't fit well in typical 100% runs since there are additional items / content to get, but those do not factor in the percentage counter at all.
So, let's discuss this and come to an agreement.