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Hello,

About 4 years ago, I started speed running Twilight Princess with the intention to do a run for SDA. At the time, Single Segment with Resets (henceforth referred to as RTA for the sake of brevity) was just becoming accepted on the site, so I decided to try my hand at that. Obviously, things didn't work out too well... considering that the run currently up is a regular SS (no save+quit) run from 2009, with my name very noticeably absent from the author's name field Tongue

At the time I ran the game, the main differences between RTA and no save+quit were the use of the Back in Time glitch (to speed up the beginning a bit and avoid backtracking later) and savewarps to cut out some travel time in dungeons, with the overall route being essentially identical between the two. (The segmented run used a much different route because of being able to do rupee dive, which requires extreme RNG manipulation.) Nowadays, the routes are dramatically different, with the no save+quit route having stayed largely the same and the RTA route having changed dramatically to be closer to the old segmented route. As such, the TP community recognizes two separate divisions for the any% run: the regular Any% RTA (which uses resets), and Any% No Save+Quit, which does not. Both categories are more than capable of beating the current no save+quit run on SDA by at least 30 minutes - the current RTA record is 2:59, the current no save+quit record is 3:20, and the no save+quit run on SDA right now is a 3:56. My first question, then, is: Will these count as separate categories on SDA, and if so, would an RTA run obsolete the current no save+quit run on SDA since it would still be faster by 30+ minutes even without the resets?

My second question is a bit trickier. There is a glitch in Twilight Princess, which was discovered within the past year, called Early Boss Fights. This glitch involves the use of more than one save file, although all of the files are created during the run and are not pre-existing. The glitch is explained here. As you can see, it involves use of a flag that is not set in any particular file, but is rather set temporarily in the game's RAM and carries over between soft resets until you power off the console. My question is, first of all, whether this would even be allowed for an SDA run, and second of all, how this would work in a segmented run if it is allowed. Would the time you spend going into another file and setting the flag count toward the final time, even though you never actually save before resetting the game? The flag is set only once but is used twice over the course of the run (with a forced savewarp in between the two uses, so it would have to be at least two different segments that use it). How would this be handled? If you left the console on the whole time, you wouldn't need to set the flag twice, but if you powered off, you would have to set it again before the second segment. Would the time spent setting the flag count against us both times, or only the first time? How would you even prove whether you turned the console off or not? This is a huge gray area that hasn't really been discussed much, especially because most TP players these days only do single segment runs. The community has decided to allow it for RTA, so there would be a rule discrepancy between the community and SDA on this if SDA decided not to allow it, meaning that no one would likely ever submit an RTA run here.

I hope what I've written makes sense; it's kind of late at night right now so it's kind of hard for me to think at 100% capacity at the moment.
Thread title:  
When RTA and SS are as different as they are for TP, it's a safe bet that they'd be considered separate categories. 

Regarding EBF, my guess is it would be allowed (seems similar enough to DK64 from a programming perspective).  Assuming I understand your question about timing correctly, it would clearly count each time you had to set it up for RTA, but for segmented I'm less sure.  IIRC the pre-run glitch setup for DK64 is added to the total time here because it's technically part of the run.
How would obsoletion work for RTA and SS then? Would an RTA run obsolete a SS run if the improvement was larger than the time saved by the resets?
Perhaps, but I doubt it.  From what I can tell one category usually doesn't obsolete another like that unless the runner of the old category requests it.  Or it might happen if the game has been broken in a similar way to OoT, with RBA, then WW obsoleting previous any% equivalents, but that's still more a matter of any% just getting faster (and yes I know there are exceptions to this, like SM64 16 star, but meh).
To clarify: I'm talking more about the current situation where the current SS run on SDA can be beaten by over 30 minutes by either an RTA or another SS (in other words, it's absurdly outdated).
I realize that.  I'm just not sure it would be removed if a good enough RTA were submitted.  There are precedents either way, but most of them leave the outdated run up alongside the newer one.
Edit history:
playe: 2015-11-12 05:43:10 pm
playe: 2015-11-12 05:42:38 pm
playe: 2015-11-12 05:42:01 pm
Generally when it comes to runs on SDA, a slower category can obsolete a faster category, but not vice versa. For example (In this case I'll use SS vs Segmented) if a Single-Segment run beats a Segmented run, the previous SS run along with the current Segmented run are both obsoleted. However since Segmented is expected to be faster than SS, it can't obsolete it.

In this case RTA is expected to be a lot faster than SS, so it won't obsolete it, however if a faster SS run comes along and beats both it and an RTA run I would expect that it would obsolete both
From the knowledge base:

Quote:
For each game there can be multiple categories of runs that are posted on SDA. These generally exist independently of each other and are also improved and obsoleted independently, except for when a new run in a more restrictive category beats the time of a currently posted run or when a new run in a comparable category improves on an existing run beyond the scope of the category difference (For instance, if a run on an easier difficulty significantly improves on an existing run beyond the time saved from playing on an easier difficulty level.) The second type of cross-category obsoletion are usually done in agreement with the original runner.