It looks like all of the the discussion we've had about this subject exclusively happened on the Discord server, and as of right now there does not seem to be a strong consensus (I would see so personally) despite the amount of people who participated. Maybe you could help change the balance there, sorry for this bother.
Also, if it is ever needed we could extend the time-limit, as one week may be too short for such a indecisive subject.
This is a thread meant to determine a course of action based on the answers of the community about this question.
I will leave this "open" for one week until the 14th of August, at 23:59 UTC+01:00 Paris, where the changes will be applied (Most likely by Harutomo but we'll see later).
Anyways, I don't speedrun this game nor know a lot about PS2 emulation, so this opinion isn't very relevant. But PS2 emulation fundamentally doesn't look to be accurate enough to be properly comparable to real console. And its restricted accessibility doesn't help it being used in the first place, so is it all that necessary to allow room for it ? Don't really know.
Realized the second paragraph of this new rule definition may be misunderstood. Here is a more detailed version : "-Timing ends upon the first frame Nahatomb's health bar in the final phase, disappears for one frame, right before it begins to shatter."
This is a visual indicator : https://imgur.com/a/y6fS9AT
After consultation and discussion of the community (Which mostly happened on Discord), it has been determined that the timing definition rule would be re-written as this :
"-Timing starts upon the first frame the player starts moving, after getting past the beginning cutscene of the first Vision. -Timing ends upon the first frame Nahatomb's health bar in the final phase, is disappearing. -The recording proof must show the white fade out and the cutscene following it (both events happening shortly after the defined end of the run happened), in order to be considered valid."
[thread renamed from "Concerning a "Timing rules" definition update", for more clarity]
This is a thread meant to discuss the idea of updating the "Timing Rules" definition, aimed at all categories using it. This came to be because its instructions are unclear. Most specifically the latter portion of it, "and ends upon the fade to white after defeating Nahatomb.", which does not really indicate when to end the run exactly. It is confusing for new players, myself included because I had interpreted the rules as if it was required to time when the screen is completely white. Whereas most experienced players, have been timing on the moment Nahatomb's health bar was exploding, and for a long time it seems like. The decision will most likely go towards this way, granted if the majority stands for it.
Here's my take on how these rules should be read like : -Timing begins the first frame the player is starting to move, after getting past the initial cutscene in the first Vision. -Timing ends the first frame Nahatomb's health bar is either disappearing or exploding, during the fade out to white in the final phase." Now it's your time to decide, what do you think should be done ? I will let this thread open until the 31th of July at 23:59, after which the outcome will be pursued.
Hi. Does this site enforce regulation over how a run category is defined under it (Such as RTA timing, proper language...) ? If yes, where can I read about them ? Or, is the choice exclusively up to decide by the community of the game leadeboard in question, along with its moderators ? What is the consensus about this question ?
I apologize if this topic is unnecessary, as the question may have been answered somewhere else already. I'll understand if you simply direct me to somewhere else, or remove the topic after a while. To be honest I never ever checked this part of the site until very recently (My account was created in late-2017), and so I'm not very accustomed to the whole thing yet.
Completely unrelated subject, but for some reason browsing the 36th page of this side of the forum leads to an error message.
No Dreamstone on all stages is a real thing ! This is just crazy.
Got 156 on the second extra stage, Chamber o' Horror. This came to be possible with the discovery of a Lunatea's Veil variant "carrying ennemies under low-ceilings" trick.
Description made.
I updated this guide to v1.1, by adding controller imput displays in two of the clips, and some text. Please now refer to that one :
For each of these categories, you will find the game's level selection screen showing all scores at once, and a playlist with all gameplay footage related to them.
Top : https://imgur.com/a/pkDWU / https://www.youtube.com/playlist?list=PL1GOxYfabbWIL7HSngRghzjdtiomesKtb
Lowest : https://imgur.com/a/zV8pa / https://www.youtube.com/playlist?list=PL1GOxYfabbWKXO8dhU0o65IU7Xc9O5koh
I'll respond here whenever something gets updated.
I decided to remake this thread in order to include a "lowest" score section, because while the main game was known to be possible to beat without grabbing a single dreamstone, there wasn't a single word about the two extra stages, which I plan on covering up in the near future. I included Agne567's 0 dreamstone run - which he gave me permission to - into the playlist, so that I don't have to spend a lot of time recording my own footage about all the other stages, even if it would be cleaner to watch. Maybe one day.
[17 january 2023 : this guide is very bad and there currently aren't alternatives. Also, IcKY has expectedly been answered in the server]
[At the 23 June of 2019, the guide in question was now moved to the "Guide" section of this leaderboard. This topic remains here so you can discuss about it] Hey. I have been planning on creating a ressource guide on this game for quite a while now. It took really long to make but the thing is done, at last :
Feel free to ask any questions about this, either right here or at the comment section.
If you're learning this game, I'd suggest joining the Discord server (linked above), as it's more active than here and contain lots of information hardly accessible elsewhere.
For each of these categories, you will find the game's world map picture showing all scores at once, and a playlist with all gameplay footage related to them. I'll respond here whenever something gets updated. (nvm I won't)
Top : https://imgur.com/a/6sjc7 / https://www.youtube.com/playlist?list=PL1GOxYfabbWLV8ukRqJ65z5IpHyWbTRMt
Lowest : https://imgur.com/a/aaCrd / https://www.youtube.com/playlist?list=PL1GOxYfabbWLtw7nm2G-JMh6QyiW7HeF3
For each of these categories, you will find the game's world map picture showing each scores one by one (just like in DtP), but also an explanation for each of them (Since I do not possess gameplay footage about either of these) :
Top : https://imgur.com/a/xsymR
Lowest : https://imgur.com/a/aB7O6
There scores may be improvable, but I probably won't return to them anytime soon.
In summary, the wall-clip in Vision 6-2 requires a setup to make it easier and more consistent, which simply consist of jumping before getting in-contact with this one wall, and looking either the front or back before you start falling down via gravity. After this you simply do 1-frame moves, except that thanks this setup you will generally only need 2, and there are close to no risks falling out-of-bounds. Watching some of the top level runners who use this trick, you can see how this is performed in real-time.
Oh and if you plan on staying here, I would suggest joining our Discord server which is located in another topic in the forum section.
Corrected every albums, except for 5-2. Next planned one is 5-1, but I will take an indefinite break from Klonoa speedruns in general.
Vision 3-1 : https://imgur.com/a/PtWJz
I've put a lot more work about that one. May return a final time time to the others, for corrections.
Vision 5-2 : https://imgur.com/a/T6Kfa