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- Secret of Mana is a questionably-programmed game, which makes it really difficult to distinguish between "What is intended?", "What is not intended?" and "What is a glitch?". For that reason, for a long time we didn't have a glitchless-category, since we didn't really know how to begin to define it. Thanks to twitch.tv/falexxx1 pioneering just his interpretation of glitchless, we now have a category.
- TL;DR: This is more of a "Spirit of the game"-type of run, where we try to avoid what is considered to be 'unintended'. We created a list in the SoM-speedrunning community of things that are banned. Whether some things truly are, or are not, glitches or unintended mechanics for the purpose of our category is not entirely set in stone, but for now we just go by the list.
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- List of banned mechanics:
- - Weapon overcharge
- - Charge-retention
- - Equipment trashing
- - Money-glitch (and multiple-item slots for the same item as an extension)
- - Actions during the Magic-Rope animation
- - Event-disowning
- - Frost forest Neko corrupted savefile (And "Savewarping" as an extension)
- - Walking through walls via the use of Rope-poles or NPC events
- - Wall-glitch
- - Infinite Mana Sword
- - Event multi-activation (Such as the sliding-tunnels in the Dwarven cave with multiple characters at once)
- - Circumventing plot-events
- - Select-phasing through NPCs
- - Wrong shopping menu
- - Start-equipment multiplying by naming the Girl the same as Sprite/Boy
- - Absorb more MP than the enemy has (double absorb)
- - Barrel power slide
- - Using Rope-poles in unintended ways. I.E. Barrel activation, Pygmy activation, charge attack activation in wrong direction
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- Q: Why is the "Glitchless" in quotation marks?
- - No one can truly define what is, or is not intended in Secret of Mana. Different people will always have different opinions. As such we technically prefer to call it "Spirit of the game" category. We try to account for whatever a normal player would do during a regular playthrough, and try to apply that.
- Q: Is damage-cancelling via using items, or even reviving a character with a Royal Jam really intended?
- - If your character gets hit by a spell and would die from the damage, it's only natural that you want to heal him/her. Trying to make a rule where "You can only heal your character if he/she is not being attacked" is unreasonable, both to keep track of and enforce. Thus allow damage cancelling via items in general.
- Q: Why is damage-stacking allowed?
- - If damage-stacking was not intended, it would not add up the numbers and instead just override them like it does for enemies.
- Q: Why is quicker spellcasting via use of partner-menu allowed?
- - The game blocks you from using actions and other spells during a portion of the characters spellcasting-animation. The blocked-menu would be extended if they didn't intend for you to use actions during the after-cast-animation.
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