Incredible stuff! Thank you for explaining how everything works within the code. I find this content fascinating!
@asleepyjake2 күн бұрын
Dude, absolutely amazing video. You've put in such amazing work for this stuff
@Se.quenceКүн бұрын
Inspiring, absolutely amazing
@oddmog2 күн бұрын
I am so ready for a compilation video of runners failing the skip and having them describe why it failed NODDERS but also, gg this is awesome
@cr-nd8qh11 сағат бұрын
This is nuts
@TurnOneWin2 күн бұрын
This demonstrates the greatness that is possible for the human soul. You are wonderful, thank you.
@ProfecesКүн бұрын
Wait, this is US PSX? Or an English patched JPN1.0? I thought when this was discovered that it wasn't possible on US PSX discs. If so, you came up with this ridiculously fast!
@AceZephyr1Күн бұрын
This is the North American PSX version of the game, and the method should work identically on JP-INT. This skip was always "possible" on NA, but there is no method on those versions to remove all world map encounters like there is on PC or JP-ORG using glitches, or on HD-Console using boosters. Without manipulation, the chance of being able to traverse the full distance required to perform the skip without getting into an encounter wouldn't be better than around 0.00003%, and with Kuma's original setup it may have been closer to 0.000000001%. Getting into an encounter anywhere out of bounds would softlock the player when they exit the battle (as they would be in the middle of the ocean and very much stuck and unable to move), so we needed a method to traverse that distance without getting into an encounter. We already understood how World Map RNG worked, as I dissected that and wrote scripts to be able to find good IGTs starting a couple years ago. As such, we always knew something like this should be possible, but the actual work to find a setup and write a script to generate information about how to perform it for different IGTs was the thing that took a couple weeks to finish.