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Doodle Jump
Doodle Jump (2009)
DS, 3DS, X360, Android, iOS, Web +
fireTV
Webgame, Mobile
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How to Properly Time a Run

By MacMintyMacMinty Last updated 22 May 2021

This will be formatted as a step by step process to time your runs. This is how the moderators will be timing runs, and this is how you should be accurately timing your runs.

1) Record yourself playing. I would highly recommend to just leave the recording on for the whole session to capture everything you do.

2) Clip the run you wish to submit. If you were streaming your games, or had one long video, clip out the section of the video you wish to submit. Make sure to leave enough time before and after the full game to get an accurate timing. IMPORTANT: Timing starts the very frame you see the doodler in a different position than the starting position. Timing ends when you PASS your goal. That means if you are going for 10,000 and your frame skips from 9,997 to 10,002, you end timing on the 10,002 frame. DO NOT clip your games too short.

3) Upload the clipped video to YouTube. You could have uploaded the full gameplay to YouTube for clipping purposes, but the clipped run is the only one required to be made a public YouTube video.

4) Use this program and follow their directions exactly to get an accurate timing: https://slashinfty.github.io/yt-frame-timer/

5) Use the , and . keys to move the video to find the frames of your starting and ending points. Just to reiterate, timing STARTS in the frame you see the doodler move from a stationary position to a moving position. Once you see a frame where the doodler is not in the starting position, you start timing. Timing ENDS when you pass your goal. Once you see a frame where your score is EQUAL TO or HIGHER than your goal, you end timing. Follow the directions on the website to paste the starting and ending frames you found to get a precise timing.

6 (Optional) Insert a live timer in your video the make it easier for your viewers to see your times. This is completely optional, and I only recommend you do this if you have a frame perfect timer you can set up and get the same exact timing as the method provided above.

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