Darkwing Duck (NES) Forum  /  About Timing Runs
  ZimondZimond
(edited: )

Hey, I've been wanting to clarify the timing of this run.

As far as I know the timing starts when the Help-bubble turns purple. That's a bit weird since it happens after you gain control over the stage select, and even after your first input.

My suggestion is to change it to start the timing when you gain control over the stage select, which is the very frame the questionmark appears in the "Where should we go now, DW?" text.

You can set the timer to -0.88 and start the timer as you press start on the last text box before the stage select.

Ending the timing on the final hit on Steelbeak, like we have been doing, is good. The final hit happens 2 frames before the Heart display disappears from screen. So for precise timing we can just subtract 2 frames from that. Or. Actually just stop the timing when the heart display disappears?

What do you think?

TLDR:
Start timing - When gaining control over stage select, the frame the questionmark appears in the text.

Stop timing - Final hit on Steelbeak which is 2 frames before the health display disappears.

xenkaroshixenkaroshi and st4nzzzst4nzzz like this. 
  xenkaroshixenkaroshi
(edited: )

We had issues defining this during the week of learning the game for RGR, and the purple bubble were too hard in practice to accurately get a timing for to begin with.
I ended up going by Joka's example, hitting with a -0.85 on what seems to be the most consistent way of timing the game from an RTA standpoint. If that needs to be added with 0.03 though, that'd be new for me. But I find using that spot as a starting point is the easiest.

ZimondZimond likes this. 
  ZimondZimond

Oh yeah my bad, -0.85 is correct.

 
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