I've provided a 5 minute video for both of my two main submissions to help summarize the strengths of each run. Feel free to check out the full length runs below with their videos, but this summary video will give you a brief overview.
https://www.youtube.com/watch?v=ivc8X41zDQY
Dragon Warrior Monsters 2: Cobi's Journey
System: Gameboy Color played on Game Boy Player
Category: any% glitchless
Gameplay Estimate: 2:15:00 (~2:10:00 if not standard JRTA timing, which includes credits)
Description: Dragon Warrior Monsters 2 is the second entry in the Dragon Warrior/Quest Monster series for the Game Boy Color. The run features a team of monsters as your allies, where recruitable monsters that are bred with other monsters become your next generation of fighters. The speedrun is a tightly routed journey through the game, including very careful item management, breeding routes & boss strategies. The run features some flashy RNG manipulation that allows the runner to get access to specific (normally random) items on the world map. Otherwise, the run operates similar to other Dragon Quest runs, where the runner's knowledge to pivot and react to situations out of their control (such as how boss battles unfold) is critical. This game can be run in English (official release), which adds roughly ~5 minutes to the Japanese run due to text (the estimate given here is for the English version). Submission video is in the competitive Japanese version, but the game is mechanically identical in both versions.
Pros/Cons: The run is relatively straightforward to follow in both the pacing of the story & the battles, and the various manipulations are simple to understand and appreciate. This game allows a journey showing off many of the iconic monsters of the DQ series in a short timespan. Although some situations are somewhat dangerous, major timeloss is avoided by being able to save frequently. Menus in this game are impressively fast but easy to follow. Some fights are brutal and may have to be re-fought, but even those are rare and unlikely. There is a surprising amount of technical explanation of the mechanics that will easily occupy the commentary for the length of the run.
Incentives: All recruitable monsters can be named 5 characters. The route features monsters that come in and out of the party, but are typically bred to their next generation. For simplicity for viewers, the incentive could be to name the 3 monster lines that are in the party (e.g., Monster A is named [Dream], then is bred to form Monster B, which will also be named [Dream]). Can help clarify how to present monster lines if this is accepted.
Video: https://www.youtube.com/watch?v=ZSsPHHnt-oM
Mega Man X: Command Mission
System: Nintendo GameCube
Category: any% glitchless
Gameplay Estimate: 4:30:00
Description: Mega Man X: Command Mission is a turn-based RPG set in the world of Mega Man X. It features a wide cast of Mega Man X characters, some classic and some new ones debut here. The run features a fair amount of customization on each character to build their setups for each area & their bosses, and combines a tight menuing system with a battle system that requires the player to input time-based commands to maximize damage per turns in battles.
Pros/Cons: The run is linear and easy to understand what's happening, but offers a variety of strategies that many familiar with the game may have overlooked as being beneficial. Boss battles are fast paced and dynamic, and require the player to react quickly and decisively. Cutscenes are skippable (but there's a few that are funny and can be showed for some minor timeloss). Menus with equipment, shopping and setting skills are very fast, and movement in this game is a step up from standard RPGs in that good control of X is crucial and easily identifiable by a viewer. This RPG is a rare chance to see Mega Man X lore in a full-throttle RPG setting. Cons would be perhaps the game's popularity & voice acting (it's special but also entertaining), and that some sections of the game are stretches with mostly running from battles, but there are plenty amount of topics to discuss regarding upcoming strategies and other game mechanics.
Incentives: The main character X has a "scarf," which is the color of the jet that comes out of his back. X can equip either a red or blue scarf beginning in Chapter 3, so for 8 chapters of the game, an ongoing bid war could occur to change the scarf to either color at the beginning of the chapter (please see the video at the top of this post at 1:10 mark). Total time added to the run would be ~5m (if the color theoretically swapped every chapter, since each change takes about 30s). Alternatively it could be a one time bid war ending at Chapter 3 to determine red or blue for the rest of the game, either works.
Video: https://www.twitch.tv/cleartonic/v/110821686
https://www.youtube.com/watch?v=ivc8X41zDQY
Dragon Warrior Monsters 2: Cobi's Journey
System: Gameboy Color played on Game Boy Player
Category: any% glitchless
Gameplay Estimate: 2:15:00 (~2:10:00 if not standard JRTA timing, which includes credits)
Description: Dragon Warrior Monsters 2 is the second entry in the Dragon Warrior/Quest Monster series for the Game Boy Color. The run features a team of monsters as your allies, where recruitable monsters that are bred with other monsters become your next generation of fighters. The speedrun is a tightly routed journey through the game, including very careful item management, breeding routes & boss strategies. The run features some flashy RNG manipulation that allows the runner to get access to specific (normally random) items on the world map. Otherwise, the run operates similar to other Dragon Quest runs, where the runner's knowledge to pivot and react to situations out of their control (such as how boss battles unfold) is critical. This game can be run in English (official release), which adds roughly ~5 minutes to the Japanese run due to text (the estimate given here is for the English version). Submission video is in the competitive Japanese version, but the game is mechanically identical in both versions.
Pros/Cons: The run is relatively straightforward to follow in both the pacing of the story & the battles, and the various manipulations are simple to understand and appreciate. This game allows a journey showing off many of the iconic monsters of the DQ series in a short timespan. Although some situations are somewhat dangerous, major timeloss is avoided by being able to save frequently. Menus in this game are impressively fast but easy to follow. Some fights are brutal and may have to be re-fought, but even those are rare and unlikely. There is a surprising amount of technical explanation of the mechanics that will easily occupy the commentary for the length of the run.
Incentives: All recruitable monsters can be named 5 characters. The route features monsters that come in and out of the party, but are typically bred to their next generation. For simplicity for viewers, the incentive could be to name the 3 monster lines that are in the party (e.g., Monster A is named [Dream], then is bred to form Monster B, which will also be named [Dream]). Can help clarify how to present monster lines if this is accepted.
Video: https://www.youtube.com/watch?v=ZSsPHHnt-oM
Mega Man X: Command Mission
System: Nintendo GameCube
Category: any% glitchless
Gameplay Estimate: 4:30:00
Description: Mega Man X: Command Mission is a turn-based RPG set in the world of Mega Man X. It features a wide cast of Mega Man X characters, some classic and some new ones debut here. The run features a fair amount of customization on each character to build their setups for each area & their bosses, and combines a tight menuing system with a battle system that requires the player to input time-based commands to maximize damage per turns in battles.
Pros/Cons: The run is linear and easy to understand what's happening, but offers a variety of strategies that many familiar with the game may have overlooked as being beneficial. Boss battles are fast paced and dynamic, and require the player to react quickly and decisively. Cutscenes are skippable (but there's a few that are funny and can be showed for some minor timeloss). Menus with equipment, shopping and setting skills are very fast, and movement in this game is a step up from standard RPGs in that good control of X is crucial and easily identifiable by a viewer. This RPG is a rare chance to see Mega Man X lore in a full-throttle RPG setting. Cons would be perhaps the game's popularity & voice acting (it's special but also entertaining), and that some sections of the game are stretches with mostly running from battles, but there are plenty amount of topics to discuss regarding upcoming strategies and other game mechanics.
Incentives: The main character X has a "scarf," which is the color of the jet that comes out of his back. X can equip either a red or blue scarf beginning in Chapter 3, so for 8 chapters of the game, an ongoing bid war could occur to change the scarf to either color at the beginning of the chapter (please see the video at the top of this post at 1:10 mark). Total time added to the run would be ~5m (if the color theoretically swapped every chapter, since each change takes about 30s). Alternatively it could be a one time bid war ending at Chapter 3 to determine red or blue for the rest of the game, either works.
Video: https://www.twitch.tv/cleartonic/v/110821686