WARNING THAT I FEEL WARRANTS ALL CAPS AND THE FIRST LINE OF THIS PASTE: FR IS BETTER, PLEASE DON'T DO LG FOR ROUND 2 (Edit: Pulse made notes and timings and says they're about the same now, see for yourself here: https://pastebin.com/yc53gfUM ) (but if you do, here's my ideas that I will present with no clue what I'm doing - also don't expect me to update this, if someone has better ideas they'll have to make their own paste) Assumes usage of Pulse's Blastoise/Mewtwo route, if you do the Gunner/Sparkle Blastoise/Mewtwo route you will need to do different things to account for a different money and/or game progression route. The Charizard and Zapdos routes are unfortunately not viable, due to the lack of Intimidate pokes (outside of Gyarados if you'd like to explore that, which I absolutely don't). Most things stay the same, except: - Buy 1 fewer Antidote in Pewter if you already have one (didn't get poisoned by both wild Weedle and Sammy), buy 1 fewer Poke Ball otherwise - Camp Route 3 for a bird - Camp Route 4 for a Sandshrew/Spearow if you do not have a Spearow yet (basically, get a cutter) * If Spearow, trade for Ch'ding (regardless of whether you have Sandshrew or not - too early in the run to risk having to catch one extra poke) There are multiple ways to deal with the Game Corner poke costs being different: 1. - Sell the Rocket's Nugget while in the Vermillion shop, use that money to buy an extra stack of 500 coins (don't pick up any coins) then buy Abra and Clefairy per usual - This loses 4 Ultra Balls, which you can make up by selling TMs or grabbing/selling mansion Carbos if you won't use that (sell at Cinnabar, remember to not sell TMs that you will teach Mewtwo) * If you only need 2 (or 3 if you want the Silph Candy) grab the hidden Ultra Balls instead (Silph has an item ball Ultra Ball right next to the Silph Candy) 2. (more viable with Shrew?) - Only grab 120 coins, don't buy any coins, only buy Abra * Sandshrew is the Strength poke, making Clefairy slightly more expendable - Allows you to buy 4 more Ultra Balls than in FR, making it slightly nicer to catch 2 extra pokes - Con is it requires more catches, which is riskier and requires harder catches 3. (version 2 but if you don't have Shrew?) - Grab 250 coins, buy 500 coins, only buy Clefairy - Same ball count as in FR, skips a horribly slow Mr. Mime trade - Con: 2 more catches required, but with no extra balls - Theoretical timelosses that I couldn't care less about actually timing: * Grabbing Pecha Berry (optional, very unlikely) * Scrolling to and selling Nugget in Vermillion * Grabbing hidden Ultra Balls (does happen a lot in FR as well) - Less timeloss than selling items and buying Ultra Balls in Cinnabar - Theoretical timesaves that I also don't want to time: * Sandshrew/Sandslash/Vulpix encounters cannot have Intimidate (half of Ekans/Arbok/Growlithe have Intimidate) * Weepinbell does not have Moonlight (technically not timesave based off what other moves it has, but definitely an easier catch) * Not grabbing coins off the ground (also walking directly to the counter because of that) * More Grimers than Koffings -> fewer booms in mansion - I don't know for these: * Charizard has a faster cry than Venusaur? (affects resets for cans and the title screen after round 1 and other resets) * Bite the Sandslash instead of Pulse the Arbok (should be a worse catchrate because less damage but not sure on that) * Shorter Route 4 camping; if no early Spearow you can catch and candy Kindle Road Spearows (or catch Route 22 Spearows), but it won't be viable to trade for Ch'ding In summary, Leaf Green is RTA viable, as the differences between available pokes make catching them faster with good catch luck. The availability of Sandshrew makes early game catching much more flexible, as you are no longer required to get a Spearow to trade for Ch'ding to achieve the same purpose of party compression. However, money and/or Ultra Ball count gets much tighter, which means that running Leaf Green is highly dependent on getting good catches. Therefore, the potential timesave from the pokes available do not justify the risk required to achieve it (assuming standard speedrunning risk thresholds such as 50/24).