As I'm timing these runs, I realize that without loads times, hole previews on will most certainly be better on most courses.
It's much easier to time when to start pressing the power meter. Plus the moving parts of the level start before the timer does. I think that will be useful on quite a few courses.
Edit: after checking a few courses, I think it's probably best to leave the option to have them on or not, and timing should remain the way we have it now. There's some strategies that just can't be done with or without hole previews (without waiting for the next cycle of movement). So I think this adds another interesting aspect of routing for some courses
Thanks for the thorough explanation. It was very helpful.
I'll keep timing things the same way. If the game gets optimized really far, the WR may come down to hole previews, but we have a long long way to go before that happens
That's where the problem is though. When you time from when the buttons appear, players with hole preview on get the advantage or disadvantage, depending on the course, of having the level movement start before timing
Hmm, what do you think the best way to do without loads timing is then? I wouldn't want to disqualify runs that have hole preview on. But I also would prefer to not have to turn them on intentionally to gain a few second advantage on some courses
I think for individual courses where we time without loads, we should enforce hole preview be off. It doesn't matter on courses with no movement, but for those that move, there's a second or two difference in start time.
I think timing would need to start on each hole when the preview starts rather than when the buttons appear.
I don't particularly like the idea of figuring out of you get more advantage by having the preview on or off per course, so I vote they be off. And if the runner has them on, timing will start when the hole preview starts moving.
I guess everyone is against adding this category
https://www.reddit.com/r/speedrun/comments/aa5anu/wrsuper_smash_bros_melee_all_trophies_in_61115294/?
Finally got my full run posted
@dracovenant
I recently did an all trophies run. You are drastically underestimating how long it would take. I made some terrible mistakes and ended up having to sleep and go to work in between segments. All in all, it took about 61 hours. Roughly 36 was gameplay
Just some highlights:
You need 1809 vs matches (this prevents having to do classic/adventure/allstar with every character You need 5000 KOs You need somewhere around 30 trophies that only drop in 1p mode You need every bonus You need 1000 smash coins ---This is the killer. The fastest known way to get smash coins is dash dancing or crouching on 2x speed in training mode. 4x controllers doing it in lightning melee. At the fastest, this gets a little over 2.5 coins per minute. After doing all the other stuff, you will likely need 850-800 smash coins. So you will be crouching in training mode for 5-6 hours alone, if you can keep up the pace
Using everything I learned in the last run, I figured you can probably complete this in just under 24 hours. Maybe 4 hours less if you do everything really well.
BTW, I am uploading my run in its entirety, but it will take a long time lol. Maybe the category will be accepted here and it will inspire someone else to do the category -_-
There's a good bit on YouTube from way back in the day, mostly by Japanese players. Keys, next, gegan, and Dr M to name a few. Just search for rttf.
I believe they were playing through classic at the time to do these. You could get better times if you do the invincibility glitch
I keep ending up a few frames off. I'll get the hang of it
What will be prioritized on the leaderboards. With no loads (like the #1 score right now on the first course) a swish is undoubtedly better. But since the dialog box pops up, it is actually worse for rta. So I just wanted to get an idea how the runs will be timed going forward
I just did a trial clean ball run of 1-5. I finished in 1:42 with no practice. Hopefully get under 1:30 when I decide to give it a real go
I wouldn't mind if you deleted them. I plan on improving them anyway. There's still tons of time to save
Is there a way for me to delete those IL no power up runs? Or do you have to do that
That's very reasonable. Now that everything is sorted out I can start doing some runs
My two no power up runs will have to be deleted based on the rules. I used sticky toque in both runs