Oh hey, you've seen FRLG.ips. Did you like it?
I think it's a really cool take on non-Deltarune "Weird route"!
For the most part it's well executed and my favorite parts are the small bits that imply that Red/Green are unwillingly being controlled by the player.
I do think the last boss is a bit eh and a bit too on the nose though. They feel like a diet Sans and I feel like the dialogue for them doesn't always hit the mark imo.
I think it's a great representation of a 'game-breaking' route. Deltarune's Weird Route works in the sense of being a kind of planned 'punishment' route. A classic deconstruction of trying to fight 'fate' by forcing the story to bend to your will when you do end up breaking the story...by making everything worse. If you just had faith in the heroes (more specifically Kris *hint* Pink *hint*), you'd likely get a better result. And the funny part: There's only one ending (unless Toby is doing some 'exact wording' shit) so your choices really don't matter. As the man said: there's something more important than reaching the ending.
Point is: The Weird Route is a good demonstration of 'don't fight fate, trust the process'. But not really game breaking...maybe. Chapter 5's version might lead to something really wacky.
I think FRLG.ips, with its focus on glitches and sequence breaking, does a better job at communicating the idea of 'doing something the game doesn't expect'. Things really do start breaking down as you go along, characters start acting weird and outside their assigned roles. So while it's not as good as judging you morally for your actions, it does feel like you're doing something you REALLY shouldn't.
I do agree that the Sailor's story role was pretty derivative. It's pretty awkward to have this random NPC start acting like an important player. as opposed to Sans who does stick around a lot and shows he's at least a recurring, proper story NPC. But I do think the way his battle is structured, with several Pokemon immune to Abyss and quite a few stall tactics, is actually a good translation of the Sans fight. Sans is meant to be annoying and rendering all your stats and equipment useless because his fight is one half attempting a ragequit out of you and one half him kicking you in the crotch repeatedly for catharsis. So having a character nullify the one move you've been relying on and draw the fight out to make it as frustrating as possible is a great way of translating that fight to Pokemon's battle system. I honestly think it should have been the Gym guy, have him comment on the oddities. But I do have to admit, there is a payoff in the normal route for another infamous Gen 1 rumor.
Edit: Oh fuck, I forgot why I even sent this ask.
The ROMHACK's maker is novameow on Youtube and I was really shocked to see her name pop up. I know her from her really good Snakewood video. Classic 'smaller Youtuber yaps about thing' video.
I would actulaly say Deltarune's Weird Route is a deconstruction of Speedrunning. In the same way that Undertale deconstructs 100% completionists.
If anything I think it's the EXACT OPPOSITE of a "planned punishment" route because the narrative very frequently hammers in that the game itself seems to be caught off guard whenever you pursue it, and makes it ridiculously easy to get off of the route, to the very point where even a slight deviation at any given moment will force you out of it- most notably in Chapter 5 where the game almost physically tries to stop you since you need to constantly spam choos one option at a point.
There is no "planned punishment" and any horrible thing that happens just so happens to be a consequence of breaking the sequence.
It has all the hallmarks of an RPG speedrun, funnily enough highly reminscent of Pokemon speedruns (Chapter 5 Weird Route Spoilers):
Well shows what I know.
I always thought of it as, again, forcing your will onto the game like you did in Genocide in Undertale. And just like in Genocide, you don't actually defy anything. The game knows you can do the Weird Route, it shows you in Chapter 3. I saw the opportunities to leave the route, in particular in Chapter 4, as the game going 'I am giving you a chance here, take it. By the time you reach Chapter 5, the game throws up its hands and goes 'fuck it, here. Take your alternate path' and now you lose all gameplay in both Chapter 5 AND 6. Which becomes immensely unsatisfying and shows you didn't listen. There's only 1 ending: your choices don't matter. I think it lines up well with Chapter 5's secret boss, Pink, a parallel with Kris and the SOUL...except you, the player, failed Kris. Comes to a head in Chapter 5 with that decision, where your last chance to avert tragedy is to just let Kris decide.
But your points are pretty close to how things play out. The route is very oddly obtuse for such a thing to happen, way more than Genocide, the connections with Spamtom do give it a more...glitchy vibe and the decision in Chapter 5 does really callback to the most common exploit in speedrunning. But I think another element really ties my point together: The secret bosses and their theme of freedom.
By their very name and nature, the bosses aren't meant to be fought normally. You can go the whole game without fighting Jevil or Spamtom NEO and lose nothing but some equipment and they're all out of the way in a way that's like the Weird Route, with their own backtracking and stuff. Very common for RPGs, I know. But uncovering these 'secrets' are themselves expressions of you trying to enforce your will. But this time, it's implied that you're meant to be doing these fights. They all provide attention context or important lessons for the game. Jevil foreshadows Queen and gives more details on the Knight. Spamtom shows you just how futile your quest for freedom is. The Knight gives you a weapon that aids in Chapter 4. Gerson especially teaches you the proper way to fight the game. And I don't think it's a coincidence that Chapter 5's boss, Pink, teaches you to trust and work with Kris. Which, if you did to get to that point, you'd never reach the Weird Route.
I'm not saying you're wrong, just I feel this works better.
TBF, the sailor guy actually is a major rumor and pretty important given his connection to the SS Anne and all the shenanigans that loom around it.
He is? I'm not familiar with Gen 1 rumors beyond the really big ones.
Not only is he near the Mew Truck and you have to get around him to do it....
He's also the "If you like this game, buy it or die" guy. Which is an infinitely funnier reason.





















