And you can't eliminate all RNG factors out of a game. It would be the fairest (in theory) but not something you'd want to have in speedruns
You essentially want to play the games as they are (out of the box) and that's it
and we could actually investigate to discover why crashes and then trying to avoid them
The only thing that should be mandatory for every game is a load remover because it's something you can't control
@ViGadeomes That's gonna be useless... They are random and caused by the engine overflowing
Huh... Okay, I can see where you're coming from, but still, I would have liked to at least abolish that annoying RNG factor... But I'll leave it up to the mods^^
I mean you could go even that far and program your own crash prevention / safety-watcher and catch all crashes, reinitialise the game and stuff without any "actual" restart of the game
but that would be a modification and mods are meh in speedrunning
if it's not for an own category
@ViGadeomes For the most part, crashes happen while you open the pause menu, for example when you want to do a cutscene skip
The crashes that I experienced were super random and not related to the pause menu. It would just crash the game at certain points where the game loaded new stuff
like before cutscenes end, in loading states, etc
Yeah, I experienced these crashes many times on Switch as well. But on PC, it happens much more often in context with the pause menu
It's incredibly unlikely you'll get a run without any crash with the amount of cutscene skips in the current route
Most notably in the opening cutscene of Pirates Island
https://twitter.com/Failentin/status/1151229387800317952?s=19
lol I always thought about that but never actually tested it
it looked too far away. I'm also pretty certain that this won't work in the original game