INTRO/MASHING: Hi Everyone, This is going to be a video series on tips and tricks for speedrunning Pokemon Red and Yellow. This is mostly aimed at newer runners, but will cover techniques that runners of all levels can benefit from. The goal of these videos is to point out specific tricks and techniques and go over them in isolation to make them easier to digest. I would highly recommend watching Pokeguy's Red run with inputs as a companion piece to this series, where he goes over an entire run and talks through all the techniques used. Text boxes are an essential part of Pokemon Red/Yellow. There are several different types of text boxes, and while you *can* just mash through them all and treat them all the same, there are techniques that can help you save a lot of time if done properly. The first two text boxes I'll explain are the main two types of text boxes you will see throughout the run. We'll call them "normal textboxes" and "60 fps textboxes". "Normal text boxes" appear whenever any NPC talks to you, and is by far the most common text box you'll see in the run. These text boxes will print until they finish, then have an arrow at the end of the box, and will make a small "ding" sound when you clear them. The "60 fps textbox" appears whenever an NPC finishes a paragraph or finishes speaking. These boxes will NOT have an arrow, and make no sound when you clear them. If you're ever unsure what type of textbox you're seeing, let it finish printing and don't clear it right away and look for the arrow, or lack of. These text boxes have slightly different mechanics, so you'll want to treat them differently when you clear them. Normal text boxes have a 3-4 frame window to clear optimally, starting from when all the text is finished printing in the box. Both A and B can be used to clear these boxes, but in order to maximize your chance of clearing these boxes optimally, it's best to mash with A and B alternating instead of only one button. An alternate way to clear these boxes is to time staggering one button into the other at the end of the textbox for a better chance of clearing the window perfectly. On the other hand, a "60fps" box should be cleared differently. These won't clear unless you press B, or press and release A. If you just press and hold A at the end of the box, it will not clear until you release the button, but if you press and hold B, the box will clear no matter when you release it. For these reasons, it's always faster by at least one frame to clear these boxes with B. It's best to try to time these boxes with a single B press, but I usually get lazy and just mash with B. Here are some examples of where these boxes appear. I'm not going to show every single 60fps box, but they appear all throughout the run every time an NPC finishes talking to you, or finishes a "paragraph". Make sure you keep an eye out and pay attention to which boxes are normal boxes and which ones are 60fps. A third type of text box is the jingle text box, which is any text box with a jingle that plays at the end of it that needs an input to be cleared. To clear these perfectly, you can hold A or B during the jingle to automatically clear the box. I find it helpful to not mash during the jingle, but instead wait for the jingle to start, then start holding down a button. Otherwise the box might not clear. Some quick examples of this are Nido cry in Oak's intro, Leveling Up, Learning Moves, Receiving Certain Items (Dex/Voucher/TMs), Fossil, etc. Note that some jingle text boxes clear automatically, and don't need any input to clear. The biggest example of this is picking up items, but it occurs in other places as well. A scrolling/extended textbox are ones that have multiple lines without an arrow appearing. This is most commonly seen with moves like Screech and Agility. Holding A or B skips some lag between the second and third lines printing, saving around half a second every time this happens. I usually hold B during the move, and then clear the text box with A, but switching B and A in that scenario is also fine. An IT box is a box where all the text appears on the same frame. This is mostly relevant for cutting bushes, and you can hold B before the box (the window is more than a second for cut bushes) to clear it. Red also has IT for nugget bridge -> surge, but that will be covered in its own video. HOLD B DURING PAUSES IN TEXT BOXES: There are certain text boxes where there will be a pause, either before a box appears, or in the middle of a box. Some examples are teaching a move, "1,2,3...Poof", Focus Energy, and Pokemon Centers. If you hold A or B before this pause, it will shorten it. FIGHT OPTIMIZATIONS: How to buffer into fight/item from pokemon cry Buffer A after you use a move with no text boxes TIPS FOR MANIPS (Cover how to buffer through title screen. Cover how to do A presses. Hold A through item text prints. General tip to hold A longer than you think for A presses. Manips require EVERYTHING to be buffered, so no pauses, no bonks, etc.) BUFFER MOVEMENT: Generation 1 of Pokemon runs at 59.7275 fps, but having perfect execution for certain parts of the game is very easy thanks to buffering. Instead of needing frame perfect execution, there are often ways to buffer actions while something else is occurring, letting the next action happen on the next possible frame. In Pokemon Red, you can buffer certain actions by pressing and holding a button before the action actually occurs in a way that the game will perform the action as soon as possible. There are many examples of where this is used throughout the speedrun, and is crucial to utilize to save time. One example of this is buffering turns for movement. If you're walking up, and need to make a left turn, you can start holding left in the middle of your last upwards step. The window where you can start holding the next direction while walking is around 17 frames big. Here is an image that represents the start and end of this window. It's also important to apply this concept for more than movement. When you talk to NPCs, or pick up items, whenever possible, try to buffer your A press before you get to the target. For example, when I pick up this item, instead of walking up to it, then pressing A, I walk up to it and press A slightly before I get there, letting me interact with the item "perfectly". This should be done as much as possible, with all items, NPCs (trainers and non-trainers), PCs, etc. TURN FRAMES: turn frames happen after a warp (not teleport pad), like stairs/doors/cave entrances/exits after a standstill where movement is not buffered (after trainer battles is fine if buffered) after a cutscene where an npc walks (rival fights, tower rockets), not gio teleporting away in silph NOT after using dig/fly When you are in a "turn frame state", the first turn you perform will take an additional 2 frames of lag. We call those 2 frames "turn frames." There's a few ways you enter the turn frame state during a run, and I'll go over each one. The first is when you go through a "warp". By warp, I mean any time you enter a new map by walking into a door, stair, cave entrance, or cave exit. This is separate from the teleport pads in silph co/sabrina's gym, or using dig/fly; those do NOT fall into this categorization. After you go through a warp, the you are always put into this "turn frame state", and the first turn you do will generate the 2 turn frames of lag. Note that even though you automatically walk down the hall to Lance's room in the E4, you will still be in the turn frame state once you have control over your character. The second is when you come to a complete standstill after previously moving. By this I mean that you are walking, stop walking on a tile for any given amount of time, then continue walking. Doing this will put you into a turn frame state. Note that this different from being at a standstill after fighting a trainer. After fighting a trainer, as long as you are holding a direction after the battle, you will not enter the turn frame state. The third is after a cutscene where an npc walks. Some examples of this are all the rival battles (except champ), rocket battles in Pokemon Tower, and Bill's house when he walks to and from the teleport. After the cutscene finishes, you will be in the turn frame state. This does not happen with "warp" cutscenes, like dig rocket or silph gio. Now that we know what the main causes are for entering the turn frame steps, we can talk about how to avoid the turn frames when we can. For all of these scenarios, the main way we try to avoid turn frames when we're in the turn frame state is by opening our menu before we do our first turn. Opening our menu lets us leave the turn frame state without losing 2 frames, so we try to optimize our menu usage around saving turn frames. If we need to swap an item or heal a pokemon, we try to line it up while we're in the turn frame state so we can save the 2 frames. Some common examples include swapping/healing before Brock, using Super Repels in Safari Zone, and using the Elixir before Giovanni in his gym. The second main way we try to save turn frames are to enter and exit areas optimally. In some areas, you can choose which direction you face when you exit, and that can end up saving turn frames. Some examples of this are the underground tunnels before Vermillion and Celadon. When you exit the tunnel by walking into the stairs from above, you are already facing down when you load the next room, and you can walk straight down without turning. If you enter the stairs from the right, you are facing left in the next room and you will lose 2 frames when you turn to face down as you walk out. While 2 frames doesn't seem like a lot, every bit adds up while speedrunning, and most of these are "free" frames to save. BONKING INTO DOORS Another way frames are lost is by bonking when exiting buildings. When you exit a building, make sure you don't turn directly into the exit like this. If you hear a "bonk" when you exit, you are losing 2 frames when that happens, and can always be avoided. MENU TECHNIQUES: Double Input (Red and Yellow style) Buffer slot 2 items Closing Menus Properly Fast Scrolling From outer menu From using item Closing out with B+Direction Finally, one last buffer tip is to buffer opening your start menu. This can be done as you walk (same as above), or after fly/dig/telepad. Instead of mashing, this let's you open up your start menu perfectly, saving a lot of time throughout the run. Here are some examples Opening start for saves/menus Silph pp item Dig out of Sabrina's gym Open menu after dig/fly (Flute/Koga splits) INSTANT TEXT: https://www.youtube.com/watch?v=UNN5I5Eaqmw SHOPPING TIPS: BUFFER DEX CLEARS: MISC MOVEMENT: Moon God Tiles Rival Optimizations In generation 1 of Pokemon, your rival walks at around half the speed at you do, and will also path around you if necessary to leave or enter an area. Since this is the case, it's often faster to walk extra tiles yourself so the rival will walk fewer tiles. Some examples of this are as follows: lab 2, Bridge(?), Boat (?), Silph Co NPC optimizations This video is going to cover some tips for optimal movement that may not be exactly intuitive. The first set of these tips are geared toward avoiding NPCs from blocking you with smarter paths. For the route 1 NPC, you want to make sure you load him with at least one tile on his right. This gives him the chance to walk right, but if there is no tile loaded, he will never walk offscreen. For the Cerulean NPC after bike shop, you want to walk upward along this column. This way, if he walks to the left, you can continue walking straight up. Otherwise, just finish walking up to him and walk around him normally. For the Vermillion NPC, you want to walk all the way up to her, then walk right once you get in front of her. This gives you more chances to react to her moving to the right to block you. For this Celadon girl on the way to Snorlax, I would recommend biking along this path. This ensures that she will never block you. For the pallet town girl, buffer a down and left movement out of your fly, then react to how she moves. In general, you want to try to find optimal paths to avoid NPCs while not wasting tiles by going around them unoptimally. One way to see movement optimizations is to watch some of the top runs on the leaderboard and see how runners avoid these NPCs. Route 3 turn frames for encounters