Reacties
ChilePandora5 years ago

The new category: 'No Items' is now available in the leaderboards. The rules are the same of any% plus not being able to use ANY item through the run. Is it notted that you can still use savestations for healing though.

Is it a pretty fun category since it gets rid of item luck farming.

ChilePandora5 years ago

omg I never noticed that xD. Thank you @ncb1221

ChilePandora5 years ago

I'm interested in being a Moderator for this game. I'm currently doing research, routing and runs about it.

I have experience with undeveloped games (you can see on: https://www.speedrun.com/Hybrid_Heaven or https://www.speedrun.com/hocus ).

I like to give cool aesthetics to the game page and I also make guides and glitches videos about the games I run.

Hope to see your reply @RantronBomb cheers, Pandora

ChilePandora5 years ago

@GoodleShoes I might be wrong but, isn't race to the finish 54000 miliseconds long?

ChilePandora5 years ago

alright so, my "true Any% run" was verified. can we now discuss about the ruleset?

I mean, using special moves is kinda boring xd

ChilePandora5 years ago

Alright, here's my shot at the ruleset for Any%:

  • Beat all 31 levels
  • Passwords and special moves are not allowed (either STRT or HRDR)
  • Timer starts when "NEW GAME" is pressed and stops when the last level (D4DY) goes to black
  • You can only use the option "ONE PLAYER"
  • Glitches are allowed

The rule about the one player is because we could eventually do a 1P2C category. I would allow emulator and console runs on the same leaderboard using bsnes or snes9x 1.53, mostly because the comunity is just too small.

freeze457 vinden dit leuk
ChilePandora5 years ago

Hello there. I plan to speedrun this game and I noticed there's no ruleset yet (that's common on games without runs on leaderboards =x).

We should do a ruleset :D. Some stuff to take on account:

  • When the timer starts and when it stops.
  • Allowing emulators? (consider there are no runs yet and also the game is rare).
  • Should we allow special moves/cheats? (there are 2 sets of special moves in the game, one in level STRT and other in level HRDR, both break the game A LOT, also the STRT specials allows you to skip levels entirely!).
  • Allowing glitches? (Idk if there's any =P)
  • I guess we wont allow passwords, but this should also be on the rules just in case xd.

pd: As I said a couple of months ago, there's only one recorded speedrun of this game and it uses only the STRT special moves, without using the level skip mechanic (quite arbitrary category =x).

Anyways, hope to see some answers x)

ChilePandora5 years ago

If you are interested on Ep.1 glitchless, you can check out Bismuth's PB on the leaderboards or my 15:08 run on my youtube channel. Those two are from the glitchess era.

ChilePandora5 years ago

Only if someone is willing to consistenlty run that category.

ChilePandora5 years ago

I guess I will put down the empty categories until we either have this discussion or we made more test to see which category is worth putting =x

ChilePandora5 years ago

So, any ideas?

We can destroy, change or even merge these two categories.

Want my opinion? ok here it goes: After completing a 'Max Battles' run (7:35 hours IGT), I can say that the category is quite fun. I think it would be ok to allow ring erasers (out of respawners) just to give some more RNG and item management to the route. Also, I would like to merge some aspects of the categories and maybe turn this into a "Max%" category, so that way there's only two categories (Any% and this one). 'Max%' would be what I just said plus learning every learnable move (doesn't matter if you perform all of them or not). The thing is, in Max Battles I got a lot of moves to optimize my stats and skill levels, and also is like the perfect scenario to learn everything since is like a normal full completion of the game (but speedrunned). Learning everything should add no more than 1 hour to the category (so estimate of 8 to 9 hours).

ChilePandora5 years ago

Hello there. I've been thinking a lot about categories lately and I think I kinda reach a dead end so I would like to hear some opinions in the matter.

First of all: Any% will remain as the main category with the current ruleset. The discussion in this topic is regarding categories that are not Any%.

Also keep in mind that I will be pretty technical in some parts of the post.

Ok so, I'll order my ideas as following:

  • Name and current ruleset of the current categories.
  • What I was thinking when I created the category.
  • What are the downsides and inconsistencies of the category.

Category: All Moves (estimate 3 to 4 hours) Ruleset

  • Same rules of Any%, plus:

  • Perform and land every* move of the game at least once .

*note 1: This includes moves you can't get explicitly: Kick Reversal, Head Kick Reversal, Rolling Savate Kick, Jumping Axe Kick, Rising Uppercut and Charged Punch.

*note 2: Because we can't learn every single move in the game, the requirement for the category is just land all of them, meaning is not necessary to learn reversal techniques: Knee Kick, Shoulder Toss, Reversal Elbow, Brainbuster, Bridge Suplex, Side Throw and Lift Up Vertical Drop.

When I created this category I thought in some sort of 100% moveset. You see, in this game there's no really a % of completion. Items are just consumables and one of the few things that the game keep track of (other than general stats) are 'moves' or 'techniques'. I wanted to create a category that demands getting all the moves. The problem was that it is actually impossible to get every single one (here, "getting" means learning, you get hit a certain number of times in battle by that move, then you have access to it's name and skill level counter in the pause menu).

Technical part: The game moveset consist in 14 Punches, 20 Kicks, 40 Techniques and 9 Special Techniques. Every move except for the Special Techs can be done manually when fighting. The 9 Special techs can only be done through reversals, counter and special combos.

Only 3 of those 9 can be learnt from enemies, these are: Knee Kick, Shoulder Toss and Reversal Elbow. Even while you can't directly use them in battle, they WILL show up in your pause menu with their skill level after bieng learnt.

The other 6 Special Techniques are the 2 reversal kicks (floor counters) and the 4 combo finishers. There's no enemy in the game that does the combo finishers, and while you can get hit by reversal kicks, there seems to be no way to learn them (I tried getting hit more than 100 times in a row in a max level file in emulator. To give an idea, the tech that takes the longest to learn is Back Neck Lock, requiring 20 hits, and the second longest is Toe and Face Lock, requiring 10).

So ¿what's the big deal? Well, the thing is that the game actually allows you to perform reversal and counter techniques and special techniques without learning them. In that sense, the only moves 'useful' (or meaningful for a category) to get are the ones that cannot be performed otherwise. The thing is that the very existence of reversal techs makes a category like this super hard to define. For example: some normal Techs can be done through both attacking and reversal, such as Bridge Suplex, Brainbuster, Side Throw and Lift Up Vertical Drop. When doing that reversal, your character will actually increase the skill level of that tech, even before learning it, even without having it in your Pause Menu!

Basically I had two options:

1- The importance of the move is having it unlocked in the pause menu: With this one you only have to learn every learnable move in the game (14 Punches, 20 Kicks, 40 Techs and 3 Special Techs), it doesn't matter wether you use them or not. This keep the rest of the special techs out of the equation.

2- The importance of the move is the performance: With this one it doesn't matter what your Pause menu says, what matters is to perform and land every single technique.

I basically chose the second option months ago because I thought the game learning mechanic was inconsistent with special techs, and also because I wanted the finishing combos to be part of the run. In top of that, I still think the concept is quite inconsistent and also it would be a little lame to 'have' to do every single move, since a lot of them would just look bad or wont do anything (depending on how you level up) and if it is just for 'showing off', then the enemies already did those moves a couple of times when you were trying to learn them.

Category: Max Battles (estimate 7 to 8 hours) Ruleset

  • Same rules of Any%, plus:

  • Kill the maximum amount of Hybrids possible (332 battles).

  • Ring Erasers are not allowed to skip battles, but they can be used on respawners to get extra grind.

I created this category to show off the maximum amount of fights possible in the game. There's actually one more battle in area 2, but you have to choose between a path with one Naos, or a path with 5 Seginus and 1 Kitalpha. For this reason I called this 'Max Battles' instead of 'All Battles'. Also, at the time I thought that it would be pointless to allow Ring Erasers out of respawners since the point of the category is to beat every battle (note: the amount of enemies in a respawner does not decrease when you use a Ring Eraser on them).

Any problems? Yes. Today I discovered that 332 IS NOT the maximum amount of battles that you can get in the final screen of the game. In theory you can get a much bigger number, maybe up to 600, and in practice on a normal run you can get a consisten 336 and then go up to 340 or 350.

How? Well, the thing is that the game counts the amount of battle you 'enter', not the amount of battles you 'complete'. So, it is no new that Ring Erasers out of respawners increase the final amount, since after using the item, the Hybrid is gone forever from the overworld. But on the other hand Ring Erasers don't decrease the amount of enemies in a respawner (you can use infinite Ring Erasers in a respawner, and it will never deplete).

So for me it was obvious that delete hybrids for respawners didn't increase the total amount of battles (because you don't even level up when isung an Eraser). BUT THEY DO INCREASE THE COUNTER. So basically if you obtain an Eraser in every single battle before Area 9, then you can use all those in the Area 8 respawners and increase the counter to way more than 332 battles.

So, how do we fix this? One option is just forget about the counter and call this a "Max intended battles". In this case I would ban ring erasers in respawners so we have 332 battles at the end (that way is also way easier to know if the run is complete) and probably allow ring erasers in battles out of respawners because whatever.

Note: naming this category 'Max storymode level' is also inconsistent since raisers change the way Offense, Defense and Speed level up through the game. We actually don't know what is the maximum theoretical level in storymode. That's why I would now allow erasers out of respawners, since the level at the end is already inconsistent.

TL;DR: Any% will remain the same, but the other categories are inconsistent and kind of lame. Since nobody is running the other categories, I want opinions on how to make better ones or just get rid of them.

ChilePandora5 years ago

Documentation/Guides last updates: Combo Theory

  • Lv20ninja is testing some combos.

Enemy Database

  • It has (probably) every single technique of every hybrid, with their rate of doing it.
  • Also has items, specials and behavior of hybrids (including fighting stances).
  • There's also a sheet with every single skill level for every technique of every hybrid (even the ones they don't use/have).

Item Database

  • All the descriptions are now available.

Move Database

  • I deleted the "enemy" column in move data since you can access that information in Enemy Database.
  • New page explaining how fighting stances work.

Other

  • I uploaded the game Script (in english) of the game to GameFaqs.

Also remember that if you want to know everything that's happening on this game you should go to the hybrid heaven channel on my discord x):

https://discord.gg/GEM7Uat or Pandora's Box

ChilePandora5 years ago

oh god, so there's like 43 maps to memorize x.x (if I discard the 2 bad maps of F1)

ChilePandora6 years ago

update: I checked EVERY other savepod to see if something similar happened in other point of the game, without success. Seems that it only happens in 4-3.

ChilePandora6 years ago

I found this by accident

ChilePandora6 years ago

I uploaded my strats document to the guides. It can be used as a tutorial to get started in speedrunning this game. It only has the route and strats for Any% Normal because I haven't finished routing the other categories.

ChilePandora6 years ago

Here's the video =P

c94444 vinden dit leuk
ChilePandora6 years ago

I just finished a proof of concept for Max Battles% in Ultimate. I barely achieved sub 9 hours (8:56 IGT).

So my thoughs on the category:

  • It is a marathon category. 9 hours is a lot, and maybe just 2 of those are overworld (or even 1), the rest is pure battles.

  • In Normal difficulty it would just be about endurance, because it's hard to die when you level up a lot. On Hard and Ultimate the challenge is super crazy, because you can't die on single-segment. Just to give an idea, I died around 5~6 times in the prrof of concept.

  • Area 3, 7 and 8 are the hardest in both endurance and skill, because the respawners mean A LOT of battles (the 4 respawners at the end of area 8 make 80 battles in total!).

  • This time I tested going full punches and techs. It worked relatively nice, slow in the beginning, then fast when you get 5-move combos. But then I realized that my body and arm offense didn't when over level 14. So there might be a cap for body part offense, something like 'no more than X levels in between certain body parts'. The main reason to go for punches + techs is that when you don't have advantages, you can use a tech into a neck lock and just repeat neck lock over and over

  • A better route would be to use kick combos and still level up body through techs and just neck lock to level arms. This way might be possible to extend the damage cap on the last Areas.

PD1: I'm gonna edit my streams to get the segments of the run and upload that to my youtube channel (editing 9 hours xd)

PD2: I hadn't uploaded more guides because I was working on this. Also I'm still trying to make my documents more friendly, but it's hard. If someone wants to see the raw documents anyways I can share them on my discord

c94444 vinden dit leuk
ChilePandora6 years ago

great \o/!

thanks

Over Pandora
Lid geworden
8 years ago
Online
1 day ago
Runs
469
Gespeelde spellen
Eternal Darkness: Sanity's Requiem
141
Runs
The Lost Vikings 2
The Lost Vikings 2
Laatste run 2 years ago
136
Runs
Hocus Pocus
Hocus Pocus
Laatste run 1 year ago
116
Runs
Hybrid Heaven
Hybrid Heaven
Laatste run 2 years ago
29
Runs
Advance Wars 2: Black Hole Rising
Advance Wars 2: Black Hole Rising
Laatste run 26 days ago
22
Runs
Spelunky 2
Spelunky 2
Laatste run 1 year ago
15
Runs
Super Smash Bros. Melee
Super Smash Bros. Melee
Laatste run 5 years ago
5
Runs
Mario & Luigi (MS-DOS)
Mario & Luigi (MS-DOS)
Laatste run 4 years ago
4
Runs
Gevolgde spellen
Hocus Pocus
Hocus Pocus
Laatste bezoek 2 months ago
2,115
bezoeken
Hybrid Heaven
Hybrid Heaven
Laatste bezoek 1 month ago
1,008
bezoeken
The Lost Vikings 2
The Lost Vikings 2
Laatste bezoek 7 months ago
2,481
bezoeken
Eternal Darkness: Sanity's Requiem
Eternal Darkness: Sanity's Requiem
Laatste bezoek 22 days ago
2,459
bezoeken
Mario & Luigi (MS-DOS)
Mario & Luigi (MS-DOS)
Laatste bezoek 4 months ago
426
bezoeken
Advance Wars 2: Black Hole Rising
Advance Wars 2: Black Hole Rising
Laatste bezoek 22 days ago
476
bezoeken
Advance Wars
Advance Wars
Laatste bezoek 1 month ago
35
bezoeken
Skies of Arcadia: Legends
Skies of Arcadia: Legends
Laatste bezoek 3 months ago
427
bezoeken
Gemodereerde spellen
The Lost Vikings 2
The Lost Vikings 2
Laatste actie 2 years ago
154
acties
Hocus Pocus
Hocus Pocus
Laatste actie 9 months ago
124
acties
Hybrid Heaven
Hybrid Heaven
Laatste actie 2 years ago
30
acties
Advance Wars 2: Black Hole Rising
Advance Wars 2: Black Hole Rising
Laatste actie 25 days ago
13
acties
Mario & Luigi (MS-DOS)
Mario & Luigi (MS-DOS)
Laatste actie 4 months ago
7
acties
Eternal Darkness: Sanity's Requiem
Eternal Darkness: Sanity's Requiem
Laatste actie 10 months ago
2
acties