Темы

Hello this is mainly directed towards Symm, Could you clarify to me (and the community) what is different between Bam and Gerrick's routes are. Also could you tell or post a link about what is new currently since you claim that Bam's notes are also outdated. If you have a discord we can discuss it there as well. Thanks

Hey guys I went through the Glitchless route and made a guide as well as revised some of the mistakes with Cha0s' original. Let me know if you have questions or want me to add stuff. It is bloated in some spots but has all the info there.

You can see this guide in the "Guides" section

Hello Everyone, I just finished updating the Guide with some changes and refinements. A few Boss Strategies were refined to make them more reliable and all of the Boss Strategies have been rewritten into tables to more easily follow. I'll also be writing a 100% guide starting soon in the same format as the Any%

Any% Guide: https://docs.google.com/document/d/1KDKPNfT5C7JgfNJaMLYwko99t1UO964amF_CE2jdB2g/edit?usp=sharing

Quazars и RiaCorvidiva нравится это

I'd like to request a leaderboard be added for an All Secret Factors category. Run would start on 1-1 like any% and end on the final hit on diavolo in 11-3 (only if all secret factors are met in that mission and the ones previous). Rules would of course be getting all secret factors in every mission (aside from 9 since it has none). I suppose they can also be broken up by difficulty rating as well.

I'd just like to request there be added leaderboards for times which take place on Arcade boards (notably Ver. B boards which are most common). As far as rule set, I would refer to the Twin Galaxy rule set for the game (Default settings(no block damage, 40sec. rnd, 2 rnds per fight), Max difficulty: Ultra Hard, Baek or Jun preset allowed). Let me know if you have any questions.

Just wanted to post saying that all previous runs submitted on the Any% leaderboards have had their times adjusted due to a rule change on start time. Originally this as soon as the "New Game" option was selected but I have now changed this to when you press start after configuring your options (menu after selecting "New Game")

The reason for this comes from the inconsistency in loads and pointless time loss across runs which come from the options the individual runner chooses and other variables such as how the loading times can be longer if you wait in the menu for longer than a few minutes. Most runs I subtracted the time off of them as soon as start was pressed (rounding the time subtracted up to the nearest second which I feel is most fair).

Here's a quick video I made of tired me showcasing the Diablo Pillar skip in Wild Arms 2.

Q: Why do the rules require you to load a completed Alter Code: F save for All Bosses and 100%?

A: This is because it can be most easily reproduced. Newgame+ I may add as a separate variable for All Bosses and 100%, but Newgame+ carries over previous items and gives the party double EXP. Unless a specific route is followed and shown as a standard, its hard to reproduce this and have it (somewhat) competitive. Loading an ACF save allows you to only choose the options needed for the run and can omit the extra stuff.

Q: Is Spriggan skip allowed for All Bosses?

A: I've now changed this to not allowed since the final Spriggan is a separate boss

Q: Why is the 100% category JP only?

A: There's a well known problem with the NTSC-U version of this game where 2 monsters, Dalawa Bunny in Wunderweltraum, Accident Rabbit in Neve D'Argento; from the monster library are left out. Although these monsters are not in the game, they are still in the monster library meaning that you cannot complete the monster library in the NTSC-U version of the game and therefore cannot get the required Ex file key for 100%. I know it sucks.

So I am a runner of this game and have recently been trying to figure out how this glitch works so that it can reliably be done in the Any% route of this run. So some background, there is a well known glitch in this game which happens on the World Map when you pick up an item from it, a tile of the world map becomes a void area. This void area you are not able to walk through but are able to sail your ship through, and fly through with the protowing (this games airship).

So the reason this glitch can be useful is at the point in the game you acquire the protowing, two dungeons open up. One of these dungeons is to get an item needed to upgrade your airship so that you can then go to the second one. The only thing stopping you from going to the second dungeon is a ring of tall mountains which block your airship from entering it. Now when this glitch is figured out, you can actually pick up a world map item close to this area and cause a section of the mountains to become a void area which allows you to do this dungeon early. By doing this dungeon early it actually skips a trigger which is active after completing the first which allows you to go straight to the end of it, saving approx. 30 minutes. Also there is another area which if you can get to early will skip the first dungeon talked about earlier which will save an extra 20 minutes.

You can see why this glitch would be huge for this run. I have been trying to find the memory addresses which involve the world map tiles but have not had much success. I have determined though that this glitch is not effected by your inventory after messing around with the memory addresses there. So if anyone has some insight on how to find this data or someone that could help me with this please tell me. This is important enough to warrant me making a bounty for someone who can find and reliably replicate it for me so that it can be routed in. Thanks

Hello folks. Soul here and I am a RPG speedrunner. I got into speedrunning after watching for many years and finally after being inspired through some great runners streams (Mainly Stivitybobo and Calebhart42) I decided months ago to route and run a game that is part of one of my favorite series, Wild Arms. I routed WA Alter Code: F and performed my first run live awhile back and got the game created here at Speedrun.com. Since then I have been working on improving my route and reaching out to the Japanese RTA community to see how far I can push this game. I have also planned and am currently picking up other games in the series and am trying to do what I can so more and more people can appreciate this underrated series. Anyways glad to be here and hope to become more and more engaged with this community.

So I decided on stream to do the comparisons between the 3 different versions of WA3. (PS2 DVD-ROM, PS2 HDD, PSN). I'll paste here the info I have collected. (Note: "PS2 HDD" refers to the official HDD support the game provides. In the title screen you are given the option to install data to your official Sony HDD to load off of. Once this is installed the feature is automatically enabled in settings of any game file and can be toggled on or off there.)

Wild Arms 3 Loading

DVD-ROM JP ~8 seconds World Map ~7 seconds City ~1.5 second Floor Transitions

HDD JP ~5 seconds World map ~3.5 seconds City ~1 second Floor Transitions

PSN ~7.5 seconds World Map ~6 seconds City

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