タイムスプリット
提供者 Splits.io
# | 名前 | スプリット | 終了時間 |
---|---|---|---|
1 | 1 → | 0m 10s 679ms | 0m 10s 679ms |
2 | 2 → | 0m 10s 033ms | 0m 20s 712ms |
3 | 3 → | 0m 06s 983ms | 0m 27s 695ms |
4 | 4 → wait ゴールド | 0m 05s 314ms | 0m 33s 009ms |
5 | 5 ← jump ゴールド | 0m 06s 399ms | 0m 39s 408ms |
6 | 6 → | 0m 08s 282ms | 0m 47s 690ms |
7 | 7 → | 0m 04s 622ms | 0m 52s 312ms |
8 | 8 ↗ | 0m 04s 562ms | 0m 56s 874ms |
New Any% Rule
When I started reviewing runs I started noticing a difference in the amount of frames it takes for levels to load, so I found a solution to avoid any unfairness when it comes to runs because it isn't about how expensive your computer is to get the optimal loading times, it's about how fast you can c
最近の実行
モデレーター