Pokémon Snap FAQ V-3 Leaderboards: pkmn.speed-runs.com/snap/ --------------------------------------------------------------------------------------------------------------------------------- Q: Pokémon Snap? How do you speedrun this? A: Pokémon Snap is more about manipulation then execution: taking less photos, scoring more points with the photos you need, reducing lag, and manipulating speed are all necessary to get good times in Pokémon Snap. The Zero-One moves faster when you are looking forward (slower when to the sides, and slowest when looking behind), but you can “lock” the last direction you face when you enter camera mode. Using this you can keep forward speed, while looking elsewhere. This is VERY important to not slow down. Also to note, by changing sight with the c-buttons the Zero-One pauses and wont move at all. Reducing lag is the next big thing, by looking towards the sky (or cave ceilings) the game is rendering less objects. This saves a decent amount of time on each course, up to a minute overall. The photo counter also takes longer the more pictures you take throughout the course, so taking as few photos as possible is a big plus to shortening the time. Less photos to choose from means less deliberating. --------------------------------------------------------------------------------------------------------------------------------- Q: What do you need to enter stage X or get item X? A: The unlockables for this game are: Tunnel = 6 Pokémon. Apples = 24,000 score Volcano = Tunnel Alternate exit - Requires Apples. River = 22 Pokémon. Pester Balls = 72,500 score. Cave = River Alternate exit - Requires Pester Balls. Valley = 40 Pokémon. Take pictures of Signs = Valley Alternate Exit. Dash Engine = Valley Alternate Exit. Poké Flute = 130k and Valley Alternate Exit. Rainbow Cloud = 6 Pokémon Signs. Credits = Mew Picture. 100% Credits = All 63 Pokémon. --------------------------------------------------------------------------------------------------------------------------------- Q: What are the version differences? A: NTSC-J: Less lag throughout stages, 2 less text boxes over game. NTSC-U: Faster Oak judging. PAL: Specifics unknown, but on N64 it’ll run slower just because PAL 64. VC: Less lag overall, great for learning. N64: POLIWAG. Also Oak and several pokémon have different behaviors, making scoring easier. Overall, no version has enough of an advantage to remove all chances of a WR run. Except PAL N64, sorry. --------------------------------------------------------------------------------------------------------------------------------- Q: Is there a Low% for this game? A: No, both Low% and Any% are the same for this game. Only 41 Pokémon are needed. --------------------------------------------------------------------------------------------------------------------------------- Q: Why don’t you exit all stages early? A: The Tunnel, River, and Valley stages all require unlocking secret exits to progress the game. So even after getting all the pictures needed, the secret exit unlocks and cutscenes must still play out. Tunnel and River need pictures to reset Oak so he will give rewards. Tunnel needs the points from Pikachu and Electrode. While River needs Poliwag because Oak will only give one reward per stage exit, and unlocking a new stage takes precedence. --------------------------------------------------------------------------------------------------------------------------------- Q: Why are 130k points at Cave/Valley important? A: 130k points is required for Poké Flute, which is necessary to get all 6 signs. Since 40 Pokémon is the highest species requirement, and 130k is the highest score requirement, getting both of these is ideal. In 100% 130k is needed after Beach during the sign collection, this is four stages after points matter in any% and two extra stages of gathering points (in addition to gathering the fifteen Pokémon in those levels). --------------------------------------------------------------------------------------------------------------------------------- Q: What’s wrong with Pokémon X? A: Lapras: Lapras is an issue because it can cost a second in lag if it doesn’t automatically appear. It can also vary up to 400 points based on its spawn position. In the Beach there isn’t as much leeway for points so this becomes troublesome. Rarely it also just wont appear. Poliwag: Oak behaves differently in V/C and N64. For V/C Poliwag needs to jump for Oak to “see” it, but in N64 this isn’t necessary. Overall this saves a minimum of 3 seconds. Cloyster: Cloyster is an RNG spawn, since 40 Pokémon are needed to unlock Valley the fastest method (in either run) requires Cloyster. Goldeen: Goldeen is an RNG spawn, typically not a problem, but sometimes it can cause trouble. Arcanine/Growlithe: Arcanine (and to a lesser extent Growlithe) is spawned based on RNG. In 100% one might not spawn then the level must be repeated, wasting time. Typically this is Arcanine. Charmeleon/Weepinbell: These two circle around their pools. If a shot is missed or they are in a bad position at start they end up costing time. Each one takes 10-15 seconds (not counting pausing RNG) to circle the pool. --------------------------------------------------------------------------------------------------------------------------------- Q: Why mention different routes? Aren’t they all the same? A: It means when a stage is exited, or what Pokémon points are gained off of. Stage-by-Stage the routes are the same, but if points are needed in a race a backup strategy or route will be used for safety. --------------------------------------------------------------------------------------------------------------------------------- Q: What do you do on Mew? Isn’t it easier to do X? A: Mew is the “boss” of the game, it has two phases before a picture can be taken of it. The first phase Mew will appear and zigzag in front of the Zero-One. Sometimes it is slow, often it is quick. This is the hardest phase. The second phase Mew will run past the Zero-One, spawning in front and despawning a little behind it. Missing a hit here loses 4.2 seconds before Mew respawns. Finally Mew’s shield should be noted. The shield’s hitbox is smaller then the image, so it is possible for the Apple/Pester to go “through” the shield. Finally there are multiple ways to deal with Mew: 1: Spam Pester/Apples – This one COULD work out as well as other methods, but relies on luck. 2: Wait for Mew – This is the default method. Just aim towards one side and wait for Mew to come to you. 3: Quickshot – This is the ideal non-TAS method. In this Pester/Apple is thrown just after Mew spawns, using the short time it spawns to judge distance, speed, and direction Mew will be heading. 4: Spawnshot – This is a TAS only method, though it is possible on console, it is unrealistic to hit 6/6 Mew this way. The Apple/Pester is thrown BEFORE Mew spawns, and hits the shield when it spawns. --------------------------------------------------------------------------------------------------------------------------------- Q: For 100% does Mew have to be the final Pokémon? A: Mew does NOT need to be the 63rd Pokémon in 100%. But considering a picture of Mew will trigger any% ending if it isn’t the 63rd Pokémon, it is ideal to finish with Mew. ---------------------------------------------------------------------------------------------------------------------------------