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SaGa Frontier – Emelia Zozma-less (No DSC)

Skipping Zozma saves like 30-40 seconds idk I haven’t timed it yet (and probably won’t be able to until I find a working manip). Route will be the same as the current manip route with the exception of Trinity 1 and Forsaken Chapel (and obviously Diva).

In RTA, this route change could bring the world record down to sub-27 nico, or at least extremely close to it. Sub-26:45 nico will most likely never be possible without some kind of major discovery. For reference, the current world record is 27:48.266 by me, which can be lowered to somewhere closer to 27:40 with cleaner movement and faster equips using the current route.

In TA, this route change could bring the world record down to 00:19, possibly 00:18 or even 00:17 with minimal quick saves, perfect dodges, and very fast menuing. 00:16 will most likely never be possible without some kind of major discovery. For reference, the current world record is 00:22 by syain, which can be lowered to 00:21 or even 00:20 with their route due to their run not having optimized movement, menuing, or mashing, as is often the case with these older runs. くろぷす demonstrated this with a 00:16 in Blue. With the current route, the record can be lowered to at least 00:20, possibly even 00:19.

My main goal with this route is to attempt to make it possible on both the SLPS and SCPS source code revisions for two reasons:

  1. So this route is possible on all original PSX discs printed for the game
  2. So I can test if SCPS will be faster than SLPS for this route

For those who don’t know, there are two source code revisions in Japan. The oldest one is SLPS and is the most common version of the game since it was the one that was printed the most. The newest one is SCPS, and only by 8-10 hours. It was a major enough revision to effect random number calculations, making the current Diva manip impossible. SCPS is most likely an Asia-exclusive release of the game since the packaging and manual contains English text and it can be found in both the SCPS print and the Millennium Collection print. It is currently unknown if SCPS’s source code revision is present in the PSBooks and Ultimate Hits versions of the game, but that can be easily determined if someone owns a copy of either version of the game and has access to both a CD drive and a file browser that can read the contents of said version.

Ideally, I also make this route possible with both a hard reset (AKA slow disc speeds) and a soft reset (AKA fast disc speeds), which would save another 10-30 seconds due to load times alone. However, it could save even less since KR and WR initialization changes between platforms and their respective disc read speeds. The ultimate goal would be to make this route possible on my PSP3001 (and maybe a US PSTV), which would allow the world record to drop somewhere closer to 26:00, but would be extremely difficult, if not impossible, due to KR and WR initialization potentially relying on the system clock (it’s unknown if it does or not since no one’s bothered to analyze that in the PSP version).

Trinity 1 – mec encounter (fastest strat that i’ve found with multiple win conditions)

  • Asellus + White Rose to 2nd party
    • WR: replace top ability with FlashFire
  • Asellus FiendRod, WR FlashFire
    • Pros of this strat:
      • Makes a 2 enemy fight possible without any time loss compared to a 1 enemy fight, granted RNG is in your favor
      • With perfect RNG, it’s only 5-15 sec slower than with Zozma
    • Cons of this strat:
      • Flash has a high chance of ending the run if used since Asellus is very susceptible to it
        • If Flash is used and it misses both, it loses ~3 extra seconds but keeps the run going
      • If a 2+ encounter, both outspeeding and targeting the same character will end the run
      • If a 2+ encounter, Asellus must specifically target mec, costing an extra 0.5-1 second

Forsaken Chapel – human encounter

  • Same strat as current route but with WR instead (equip after buying ZeroSword is the same but substituting Zozma with WR)
    • She must always uses MagicStone for the sake of the manip
      • This is slower than with Zozma, but it’s made up by the fact we never take the time to get him

Diva – pre-routing manip predictions (as of 1/21/2021)

  • Liza GazeDodge spark will still work like normal
  • Roufas LifeSprinkler spark will still work like normal
  • Asellus will have lesser damage output without some kind of spark (unless I’m missing something)
  • Damage output overall will most likely be lower than the current route, but it might not matter since the current route does ~250-300 extra damage
  • A 5-turn fight will be possible, albeit very difficult to route
  • The length of the Diva fight will be roughly the same: ~3.5-4 minutes

and concerns (as of 1/21/2021)

  • I don’t know if a Level 4 combo is possible with Asellus
    • I don’t know her spark tree or what moves could make a Level 4 combo with the moves I have possible
  • I don’t know if a 5-turn fight as fast as the current route is possible, making this route change almost pointless
    • Asellus will most likely not be able to output the same kind of damage Zozma can
  • I don’t know if I can keep damage output high entering Turn 4 since LifeSprinkler won’t be an option anymore
  • I have no clue how to tell if I need to manip KR or WR
    • Odds are I’ll still need to manip both just like the current route, but by how much is uncertain
  • I don’t know if a Turn 5 outspeed is possible
    • If I can land around the same seed range as the current route, then it might be possible
  • The aggressive phase might break this route change
    • WR can probably still die, but I’m not sure if I can afford that given that Asellus is my weak link
    • I will most likely have to find a seed where no one’s the sole target or have Emelia take most, if not all, of Diva’s hits
      • Theoretically, this could work since in the current route she has -2 LP on Turn 4, meaning she can survive with just 2 LP if Diva uses only 5 attacks

Diva – manip notes + observations

  • Roufas LifeSprinkler manip indeed works exactly the same

On-stream notes:

LifeSprinkler |  <R|S>  |S>  |  <R|  <R|  <R|    |    |
StunSlash     |  <R|S>  |S>  |  <R|    |    |    |    |
GiantSwing    |  <R|S>  |S>  |S><R|    |  <R|    |    |
FlashFire     |  -r|S>  |S>  |    |S>  |  -r|    |    |
SunRay        |  <R|S>  |S>  |    |S>  |  <R|    |    |
Rotation Kick |S>  |S>  |S>  |  <R|  <R|    |  <R|    |
TriangleKick  |S><R|S>  |S>  |  <R|    |    |    |    |
PhantasmShot  |S>  |S>  |S>  |    |  <R|  <R|    |    |
Sliding       |S>  |S>  |S><R|    |    |    |    |    |
Asellus talent tree (*x = derivation, x** = important):
- *DoubleSlash(8)1 - Godless5
- HardSlash2 
- Thrust2 
- *SwallowSwing(14)2 
- *ThunderThrust(13)2 
- *WheelSlash(18)4 
- *Deflect(16) 
- DeadEnd6 
- TripleThrust7 
- *Kasumi(25)4 
- NoMoment7 
- *GaleSlash(23)5 
- RisingNova7 
- RoasrioImpale8 
- Haze-to-Wheel9 
- Godless5
- *Kick(3)0
- *AirThrow(10)1
- *Chop(8)1
- *Sliding(12)2**
- *RollingCradle(15)2
- *Fist(16)3
- *Rotation Kick(26)3**
- Suplex4
- *TriangleKick(34)7**
- *OgreRun(32)5
- *DragonTurn(20)3
- *Corkscrew(42)9