News & Announcements


News and Announcements • A Slew of Changes

Posted by Keizaron — Fri Dec 08, 2017 9:51 pm


Here's a quick update on some changes and discussions we've had the past couple months:


News and Announcements • Proposal for Gen 1 Category Updates

Posted by Dabomstew — Sun Oct 15, 2017 5:04 am


Recently, Keizaron reached out to the Japanese community about creating equal rulesets/categories for Red/Blue and Yellow, as seen here: https://pastebin.com/eqjSP3U3 . The TL;DR of the pastebin is we want to create a new category for the English leaderboards and a new category for the Japanese leaderboards. The Japanese community has agreed to a new category with a ruleset that allows Poke Doll and Hard Resets; they've also said that Instant Text would be fine for Red/Blue. In an effort to reach the original goal of this (ruleset synergy), we are re-opening Instant Text discussions. If the majority of the community agrees to allow IT back, then the new Japanese category will also allow it. If there is no majority consensus on allowing IT back, the new Japanese category will NOT allow it.

While neither round of Instant Text discussions was necessarily rushed, both of them had wonky timing to say the least. There were some people within the community that expressed disappointment in the final decision, whether it was a length of time issue or how Instant Text runs were categorized and eventually faded into obscurity. Because of this, we want to make this a lengthier process to ensure as much community satisfaction with the final decision as possible. In Keiz's pastebin, you can see him outline a potential road map to this:

1. Community Discussion - Do we want to look into this? How would you handle a decision like this?

Discussion is very important here. Does the idea of two separate categories, one that abides by an updated ENG Glitchless ruleset and one that abides by the JPN Glitchless ruleset, sound appealing? Does it sound fair? To reiterate, the following is being proposed:

ENG Glitchless (with or without Instant Text; to be determined)
ENG Glitchless - Japanese ruleset
JPN Glitchless - ENG Glitchless rulset (with or without Instant Text again)
JPN Glitchless - Japanese ruleset

We would also like to gather ideas for category names. While "No Major Glitches" was coined in the past to be an umbrella term for potential future discoveries, we feel as though that name probably won't convey the right message if it's used again. Indeed, we are not indicating in any way that Hard Resets, Instant Text, or Poke Doll are glitches, and neither is the Japanese community. The naming convention may very well be the most difficult part of the process.

2. Community Testing - Have people try out both categories; does it change gameplay enough to warrant a category split with different rules?

This is where the largest chunk of time and resources will be spent. While Step 1 will always be ongoing, Step 2 is very important. We want real feedback from real players, not hypotheticals or theorycrafting. If the creation of a category is met with little to no usage, it isn't an encouraging step forward. We want to see activity to justify a big decision like this.

3. Community Feedback - What were the thoughts on running two different categories? What could be changed in terms of rules if we proceeded with a split? What do we name these categories?

This is self-explanatory, and actually just an extension of Step 1 after completing Step 2.

4. Community Decision - Everybody chimes in with their final thoughts and votes. If there isn't a CLEAR majority vote, we do not proceed immediately and continue discussions. If there is a CLEAR majority vote, we proceed to modify the current category and add the new category on our end, as well as add the new Japanese category.

While the last discussion had a majority decision, it wasn't a large one. Furthermore, despite having a majority decision, there was still some dissatisfaction expressed even by those who voted to ban Instant Text. Some felt the wording doomed Instant Text from the start, others felt creating a new category and moving it to Miscellaneous as opposed to Main was a death sentence. We want to be clear that absolutely none of that was our intent, so we would like to apologize if you felt that way. We are going to work very hard to make sure this is the last time we discuss this by making the absolute best decision for the community.

The discussion of this process will be underway on our Discord server from the time of this post onwards.


News and Announcements • Compulsory Emulator Update for Gen1/2 runs

Posted by Dabomstew — Wed Oct 11, 2017 10:19 pm


Gambatte-Speedrun, the community's official emulator for Game Boy and Game Boy Color games, has received a major new update. The two main improvements are the addition of a reset fade to imitate Game Boy Player/Game Boy Interface fadeout, and some advancements in the quality of RNG emulation that should make certain manipulations for Yellow and Gen 2 much more accurate to console.

Given the fairly significant improvements to fairness and accuracy in this release, we will be requiring everyone to begin using it for runs as soon as possible and moving towards obsoleting older versions. There will be a 30 day grace period as of this posting (ending at November 10th, 2017) to switch over, with any new submissions on versions before r614 past that point being rejected. Any intentional use of an older version to bypass the fade is heavily frowned upon. You are also not allowed to use multiple instances of the emulator or reloading the ROM mid-run to bypass the fade in general.

Get the new release here: https://github.com/Dabomstew/gambatte-speedrun/releases


News and Announcements • PSR Marathon 2017 - Schedule Announced

Posted by Luckless — Fri Jun 09, 2017 9:33 pm


Much like last year, the schedule has been publicly available on Horaro for a couple of days, but here is an official announcement of the release of the close-to-final schedule for this year's PSR Marathon!

As previously mentioned, the Pokémon Speedruns Marathon 2017 will be held on the weekend of August 4-6. We received 46 submissions this year from 31 different runners with a total estimate length of over 128 hours, and from that the marathon committee has narrowed it down to a total of 55 hours by 17 different runners.

You can find the schedule here - Schedule

All runners have been contacted via Discord. The schedule is final barring any changes in circumstances in the two months leading up to the marathon.

Further details about the marathon are now being organised such as layouts, hosting schedule and other logistics. More updates will follow.


News and Announcements • PSR Marathon 2017 - Game Submissions Open! (+Date Decided)

Posted by Dabomstew — Thu Apr 27, 2017 9:01 pm


First off, we can finally announce the finalized date for this year's PSR Marathon after polling for community feedback. The marathon will be held the weekend of August 4-6. In the end it was a relatively tight decision, but there were a few small factors that made this weekend slightly more advantageous over the other choice.

Secondly, game submissions are opening today! They will be open for a little over two weeks and close on May 14th at 23:59 PDT.

Some quick points on how submissions will work:Click here to make your submissions


If you have any questions or feedback regarding the submission process feel free to start a discussion in #marathons in the PSR Discord.


News and Announcements • Japanese Leaderboards Are Now Being Added

Posted by Keizaron — Wed Mar 01, 2017 7:00 am


After communicating with the Japanese Pokemon speedrunning community, I'm pleased to announce the following:

Japanese categories and leaderboards will now be added to speedrun.com beginning today!

This will be a slow process; as of now, only the Red/Blue/Green Any% Glitchless leaderboards are available. As spreadsheets are provided to me from the Japanese community, I will add them. No promises made, but an estimate of ~3-5 months to full completion is the goal.

Please note that Japanese runs may have different rules from the current English runs, both in timing and what is allowed/not allowed. Also note that, while the Niconama RTA leaderboards (which is what these leaderboards are based off of) don't require video proof for anything short of the top time, it would be easier and most appreciated if it were treated to the contrary. Be sure to read and review the rules for every run you wish to attempt, and happy running!


News and Announcements • Some Changes to Leaderboard Rules and Emulator Rules

Posted by Keizaron — Wed Feb 08, 2017 4:47 am


We've made some changes to the leaderboards and some rules. Here's the rundown:

- Game Boy Interface (GBI) has been added as a platform.
- All console runs in gens 1-3 have had their platforms changed to Game Boy Player (GBP) or Game Boy Interface (GBI).
- All emulator runs in gens 1-2 have had their platforms changed to GBA [emu]. This is due to the following rule:
- Starting March 1st, 2017, all emulator runs for gens 1-2 must be done on Gambatte-Speedrun (GSR) [currently on build 600]. No other emulators will be accepted. You can download GSR here: https://github.com/Dabomstew/gambatte-speedrun/releases
- Current non-GSR emulator runs will be grandfathered in, and other approved emulators will be allowed up until March 1st, similar to the RTA grace period.
- Due to GSR being the only emulator allowed, the border rule will be updated; you may either display your window border, or you may hard reset at the beginning of each run (GSR has a tell upon hard reset).
- GBC as a selectable platform is now currently disabled; there are some speedrun.com changes coming in the near future that will allow GBC to be an option for any potato cam connoisseurs, but for the time being that audience is zero. This is so we can ensure that the correct platform is selected for your runs.

Another thing worth mentioning: due to GBI being added as a platform, we will not be exploring penalties for gens 1-3 due to logistical reasons.

Thanks guys, and happy running!


News and Announcements • All Pokemon Leaderboards Are Now Switched to RTA

Posted by Keizaron — Mon Aug 29, 2016 5:24 am


As you can see on our SRC leaderboards, we have fully completed the switch from using the in-game timer to using real time! With this now being completed, we'd like to reiterate some rules and also give all runners a heads up on some things:

- Runs can still be submitted under the old rules until the end of August 31st. Old rules include timing by IGT and emulator borders not being visible. Once September 1st rolls around, RTA submissions and emulator borders will be strictly enforced and will lead to an instant rejection of your run, along with a reason why so you may fix it in future submissions. You can read up the general rule changes here.

- If you noticed an old run of yours is missing, it's because we have rejected all old runs that used IGT/old rules and have kept/updated your most recent PBs. You are more than welcome to resubmit these old runs under the new timing rules, so long as these runs fall within the rules of the category. The mercy rule stated above does not apply to old runs, so make sure you re-time it properly!

- If your current PB is no longer on the leaderboards, we were either unable to find a valid video of your run, did not have enough video content to properly judge the run during re-timing, or a banned emulator was being used. If your run falls under the first two and you have a video you can submit in its stead, be sure to submit it. If you are unsure if the emulator you used is allowed or not, be sure to read up the rules on the game's leaderboard. This also applies to any past runs as well.

Happy running, everyone!


News and Announcements • Clarification on RNG manipulation for Gameboy Color main series Pokemon games on emulator

Posted by Dabomstew — Sun Aug 21, 2016 10:37 pm


Following the recent discovery of RNG manipulation strategies for Gen1/2 main series games, and the unfortunate realization that in the vast majority of cases emulators do not do it accurately, we have come to the following ruling:
Using hard resets during the run to manipulate the RNG on emulators that do so inaccurately is banned. Accurate emulators for RNG manipulation are currently limited to BGB with a GBC bootrom, and for Red/Blue only. RNG manipulation on emulator for Yellow and Gen 2 games is not allowed as it stands.
This ruling is up for review based on future emulator releases, but there is no guarantee that there will ever be an accurate enough emulator released for Yellow and Gen 2.

To clarify, this does not apply to any non main series games as their RNG functions differently.


News and Announcements • Re: Real Time to be used for all Pokemon speedruns on leaderboards

Posted by Keizaron — Mon Aug 15, 2016 11:06 pm


This is going to be a hectic, exciting, and time-consuming process, so with that in mind I'd like to lay down some FYIs for this transition.

0) To start this process off, I will be adding a rule on each of the leaderboards stating that we are going through with this transition, and that changes will be completed by the end of August.
1) The queue on speedrun.com will be quite full for a while, while we work through the re-timing process.
2) The leaderboards in general will be in a state of flux until everything is completed. No times will be changed until the entirety of the game has been re-timed, then they will all be edited at once.
3) If you would like to submit to the leaderboard during this time, feel free to. It may take a while to get to it, but we will definitely get to it when we can. If you are unsure of the timing method, proceed as normal for the time being and we will adjust accordingly.
4) We will have teams prepared, but expect the newer generations to be fixed up before the older generations due to sheer volume of runs.
5) Re-timing these runs will most likely lead to some obsoleted times appearing on the leaderboards. We will be removing these runs for simplicity's sake, BUT you are more than welcome to re-time and re-submit your obsoleted run if you want an accurate SRC history.
6) If you have a place you're more comfortable starting the timer at (example being Emerald starter manip), you are absolutely welcome to do that, just be sure to re-time your run afterwards to follow the official timing rules (to compensate for the unaccounted time).
7) Remember that this process will be completed by the end of this calendar month at the latest. By September 1st, there will be no IGT measured runs, so prepare yourselves for RTA submissions.
8) All emulator runs that do not show the entire window starting September 1st will be rejected.

If there are any questions, feel free to ask them. In the meantime, we appreciate your patience during this transition!


News and Announcements • Real Time to be used for all Pokemon speedruns on leaderboards

Posted by werster — Mon Aug 15, 2016 11:05 pm


The news many of you have been waiting for has arrived. As of this post, all Pokemon runs on leaderboards are to be timed with Real Time. This is obviously a big change as previously glitchless runs have used the In Game Timer, but this will no longer be the case.

Why? Well, a number of reasons have contributed to this change. But recently we've had some open community discussions, and this is the result of them. The large majority of people have wanted this change, and so this is coming into effect in the interest of having fun doing speedruns and people being happy, amongst other things.

All runs currently on the leaderboards will be retimed. We have a team working on this, and it will be done as quickly as humanly possible. All instances where runners blantantly did not care about real time (Best example: Watching credits after Lance in Johto games), will be adjusted accordingly, and have that time removed from their run. This is so no runs are outright penalised for this change.

Now, the rule changes. First and foremost, because of this change Saving and Resetting is now allowed in all runs. This will allow some runners to play safe, and allow some alternate strats even in glitchless runs that were previously not available.

Additionally, all runs for the GBA titles will now also have emulator hidden by default. This is because VBA and all other options are not accurate for real time when it comes to emulating speed. They will still be accepted, like the DS titles, but will be totally hidden from view (and highly discouraged). Like the DS titles, this may change in the future if any actually accurate GBA/DS emulator is made, but this is currently not the case and doesn't seem likely in the near future.

We are also introducing a new rule for -all- runs done on emulator at this point. Every run submitted after this change will have to adhere to this, otherwise it will not be accepted:
All runs using emulators must capture the entire screen of the emulator used, including the window border, and the game must be visibly reset before a run. Any use of a savestate or speedup after said reset invalidates the run. Here is an example of what this looks like, showing the entire border of the emulator: http://i.imgur.com/H7Wa1SJ.png
Like the new timing, runs that previously didn't adhere to this specific rule will still be fine, however these Mercy Rules will stop being applied to new runs when this timing change is fully completed, which will be at the end of this month (August)

Timing: This is going to be as unified as it can be while still making sense across the series. For absolute specifics of each generation and game, see the spoiler post below:

[spoiler="Timing for all games"]Gen 1: R/B/Y:
Starting Point: First input on "New Game"
Ending Point: First full white frame fading into credits (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that sat on IGT screen before white frame fading will have their time adjusted so it doesn't lose time.

Gen 2: G/S/C
Starting Point: First input on "New Game"
Ending Point: Clear "..." textbox in overworld after defeating Red (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that watched credits will have their time adjusted so that it doesn't lose time

Gen 3: R/S/E/FR/LG
Starting Point: First input on "New Game"
Ending Point: First full black frame fading into credits (this does not match current ruleset for Emerald Any%, the runs there will be adjusted)
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.
Mercy Rule: Runs that watched credits in FRLG Round 2 will have their time adjusted so that it doesn't lose time

Gen 4: D/P/Pt:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after IGT screen in HoF (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that sat on IGT screen will have their time adjusted so it doesn't lose time.

Gen 4: HG/SS same as Any%:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame that leads to game saving after Red disappears from overworld (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that watched credits will have their time adjusted so that it doesn't lose time.
Exception: Runs that reset at a specific time during the credits (For manipulation further into the run, trash cans); will not have time used on credits deducted.

Gen5: B/W:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after clearing of N's last textbox before credits ("Farewell")
Mercy rule: Runs that waited on New Game screen will have their time adjusted so that it doesn't lose time.

Gen 5: B2/W2:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after IGT display in HoF
Mercy rule: Runs that waited on New Game screen will have their time adjusted so that it doesn't lose time.

Gen 6: X/Y:
Starting Point: First input on "Begin Game"
Ending Point: First full black frame after the fight with AZ ends

Gen 6: OR/AS
Starting Point: First input on "Begin Game"
Ending Point: First full black frame after the fight with Rival ends after credits

Side Games:
Pokemon Colosseum:
Starting Point: First input on confirming New Game
Ending Point: First full black frame before the credits roll
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokemon XD: Gale of Darkness:
Starting Point: First input on confirming New Game
Ending Point: First full black frame after last textbox before outro/save (Eldes: "I will look forward to it")
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokemon Battle Revolution:
Starting Point: First input choosing your save file from new game
Ending Point: First full black frame after final Anna cutscene directly before your IGT is displayed
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokepark Wii:
Starting Point: First input on "Play in Pokepark"
Ending Point: First full black frame after clearing of last textbox of Mew before credits; "The power of the friendships you've helped rebuild will hold it together!"[/spoiler]
For exact details about how the transition will operate, check the next post. As previously mentioned, it will entirely finish at the end of this month (August 31st), where runs will have to be submitted to these rules.


News and Announcements • PSR Marathon 2016 - Schedule Released

Posted by Dabomstew — Wed Jun 08, 2016 12:29 am


It has been publicly available on Horaro for a couple of days, but here is an official announcement for the release of the somewhat final schedule for this year's PSR Marathon!

Find the schedule here - Schedule

Every runner has confirmed that their time slot works, so this is a somewhat official schedule. But given that there's still 2 months until the marathon and it's being held online, there's still a decent chance that minor things have to change.

As mentioned in the cuts topic, we'll now be working on other areas of the marathon such as the layouts and hosting schedule. Stay tuned for more updates.


News and Announcements • PSR Marathon 2016 - Cuts Announced

Posted by Dabomstew — Sat May 28, 2016 12:03 am


The scheduling team within the PSR Marathon committee has gone over all the submissions the community has made with help from other members when appropriate, and today I'm happy to announce that a list of accepted submissions has been agreed upon.

View the accepted and rejected runs by clicking here.

As was inevitable when attempting to create a 50-60 hour schedule from over 100 hours of submissions, a lot of submissions had to be cut for various reasons. Game choice and category choice were two major factors, but runner choice inevitably played a part as well. It was indicated in the initial submission thread that races would probably not be very prominent in the final accepts, and this has proven to be the case, with only one race scheduled for the time being. Unfortunately, this has meant we had to pick between runners for a few categories with not a whole lot between them to make a judgment on. If you're looking for reasons as to why a particular submission was rejected, feel free to contact a member of the committee.

What's next? On the subject of runs, we will be jumping into attempting to compile a close-to-final schedule straight away. Those of you who have had a run accepted will be contacted regarding your availability for a potential timeslot in the very near future. The contact will be via Discord if you're on the PSR server, and using the other means you provided in your submission if you're not. On other fronts, we will be working on things like layouts, hosting schedules and promotion as we get closer to the marathon, so stay tuned if you're interested in any of those areas.


News and Announcements • PSR Marathon 2016 - Game Submissions Open

Posted by Dabomstew — Fri Apr 22, 2016 6:21 pm


Now that committee applications have been closed for a while and the committee has been formed, it's time for game submissions to begin. Submissions have been closed as of the end of May 15th.

Some quick points on how submissions worked (pretty similar to last year):Thanks for all your submissions, submissions have now closed.

If you have any questions or feedback regarding the submission process feel free to post a reply in the discussion thread over here, or start a discussion in #marathons in the PSR Discord.


News and Announcements • Small Leaderboard/"World Record" rule change

Posted by Dabomstew — Sat Mar 12, 2016 12:32 am


Since the console/emulator leaderboard rule change, record times have also been required to be presented in a single video from start to finish. Today we are announcing a very small exception to this rule:
There is one exception to the above: Any run video which is in exactly two parts due to Twitch activating quality options on the (non-partnered) channel will be allowed. The first part must not have quality options and the second part must have them. The parts must also overlap in terms of video content, which they do as of right now (March 2016) for Twitch quality options transitions. We would still vastly prefer that you locally record your runs and upload the local recordings, but we also realize that quality options transitions are in no way the runners fault nor controllable.
Please note that this rule cannot be used to excuse any run with actual video missing (the two Twitch parts must still show the entire run from start to finish) nor any stream drop that is unrelated to quality options being activated on the channel. As such, you are still heavily encouraged to locally record any serious attempts you do in case of internet trouble.