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- This is a guide for anyone looking to start routing speedruns or maybe improve their current ability.
- This has just about everything I or the people I asked could think of to add.
- This is split into 5 sections:
- 1. Original ideas and how to start a route change.
- 2. Over and underestimation and learning not to just make assumptions about speed and difficulty.
- 3. Knowledge and experience: The more you try and the more you learn, the better you become.
- 4. Complexity and how to build off of previous route changes.
- 5. Discussion and open-mindedness: Talk to other people about your ideas and be open-minded of other people's ideas.
- 1. ORIGINAL IDEAS:
- Make notes of all the negative parts of the current route.
- Long, seemingly unnecessary amounts of time between useful parts of the route.
- Maybe you perform a long trick just for one purpose.
- Extra trips to certain areas. Can you skip a trip and compensate for the downsides?
- This could be a huge area, or it could just be restocking on supplies somewhere.
- Even if skipping a trip doesn't work very well in the current route, can you make a lot of alternatives if a specific part doesn't pan out?
- Does the current route do a specific area without having an item that would potentially save ~30s in that area?
- 2. OVER AND UNDERESTIMATION:
- Try not to overestimate or underestimate how fast or slow something is.
- If the current route does a specific thing and every route of the category that you can remember has to, people tend to get attached to it, even though it might only save a few seconds and a new route idea might not be able to do it.
- Double-check almost anything; even if you remember a particular downside costing 20s, it might only be 16s and you rounded up.
- Maybe once you go through the "slower" part of the route, you realise that there's a faster way of doing it.
- Even if after timing the route, it ends up being slower or a similar speed, maybe it's easier or uses fewer resources.
- Timing and retimings things is incredibly important to make sure you're on the right track towards faster routes.
- Similar to over and underestimating speed, don't overestimate how difficult something is.
- Maybe a potential route change would save a lot of time, but becomes a lot more difficult.
- Try to run through the segment a lot; see how difficult each part is.
- If it's an in-game time segment (eg. Majora's Mask), try to run through the segment and make it to wherever you need to be by the set time.
- Note any mistakes you make along the way and try to work out how to avoid them.
- Ask other people who are maybe better than you at the game to help.
- If it's a particular trick that is difficult, try to work out the specifics and come up with a setup.
- Again, ask other people to try things to make it viable.
- Don't underestimate what glitch hunters and runners are capable of doing with it to make it consistent.
- Don't sacrifice an idea because you think it might be too hard.
- A lot of the time, runners will discard your idea and not do it in their runs due to how unnecessary difficult it seems.
- It's up to you and the people you've talked to to prove just how viable it is runs, though you really should be sure of this yourself first.
- It's their runs; if they don't want to use it, then they are the people who won't benefit from it; maybe they simply want to get better at the current/beginner route first.
- 3. KNOWLEDGE AND EXPERIENCE:
- Be aware of tricks, glitches and concepts within the game.
- Maybe a route idea would work if you used a trick that isn't in any category of the game, so there's not much knowledge of it.
- Similarly, maybe a route idea would work if there were a trick that existed that hasn't yet been discovered, but seems as if there could be some relatively fast way of doing it (eg. A to B without item X)
- Bbe aware of various resources scattered around the game. (eg. rupees in Zelda games.)
- A lot of routing is experience; the more you do it, the more that you can intuit how long it takes to get from A to B with different items.
- The best routers of the game have some of the best knowledge of the game.
- Whether that be obscure, never used glitches, or old strategies not used in years. They could always have a potential to have a purpose.
- This works both ways too. Maybe you found a cool trick that makes it very fast to get from A to B, but no current route can benefit from it.
- Share it with everyone just in case someone thinks of a route that could benefit from it.
- Become familiar with either older routes of the game/category you are routing, or route changes in other games.
- A lot of these concepts work for multiple games, and you can draw parallels between two completely different games.
- Discuss routes of other games with the people responsible for them, and maybe how they thought of them.
- 4. COMPLEXITY:
- Route changes and tricks can often inspire other route changes.
- If you used to setup a trick that was used to make both A and B faster, but a faster way was found to do A, maybe it's not worth it just for B.
- Don't be afraid to create incredibly complex route changes that completely change the route just to save ~5s or so.
- I often go by a tier system:
- Tier 1 is simply moving something to a different trip or doing 2 things in the opposite order for a direct timesave.
- Tier 2 is essentially the same thing, but by moving it, it's slower or the same speed, but allows the route to change in such a way that it can be faster overall.
- Tier 3 would just be doing a tier 2 route, but even that isn't faster, but allows the route to be faster with a further change, etc.
- Almost all the time, people tend to go for tier 1 or 2 ideas.
- Going for tier 3+ ideas are not only unlikely to be thought of thus far, but might change the route so dramatically that a futher route change is possible due to the specifics.
- 5. DISCUSSION AND OPEN-MINDEDNESS:
- In general, share just about every potential idea or concept with at least one person with routing experience.
- You never know exactly how other people's minds work and how they might think about routes.
- Even the worst idea that you think is impossible, slow even if it does work, and too difficult can end up being a good change.
- This can also be realised even if you haven't yet shared the idea with other people.
- Maybe you think of a really simple tier 1 idea and you presume that it has to have been thought of before, but after timing, you realise that it is faster.
- This can be due to the fact that a lot of other people immediately discarded it, also thinking others must've thought of it before.
- In very general terms, just be open-minded about ideas and share them often.
- There is no downside to trying an idea that turns out to be slower, other than the fact that someone has to time it.
- Even if you believe it is real time wasted, you've gained experience and learnt specific timings about the game, and in general.
- If you have any questions, feel free to contact me:
- https://twitter.com/Gigopler
- Discord Tag: Gigopler#1058
- Written by Gigopler, with help from:
- VPP
- TrogWW
- Hyperresonance
- Venick
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