Wouldn't 100% be entering every scene, grabbing each checkpoint, and grabbing every fish? Because you don't grab every checkpoint, wouldn't it still be all fish?
PLEASE READ THE WHOLE POST BEFORE MAKING A CONCLUSION
First of all, I think that speeedy's mod is a great concept. An build in autoclicker and a in game timer? That is a great idea! But I want to share how it may be inaccurate, and how it could be. I know that @Swskrei and @Sir_Farcelot has brought this up in the comments of the project, but i would like to take an more in-depth analysis
I thought that the load times were fishy at first, and I did go back and forth between using this and OG appel, but I had a really weird feeling that my play was worse on OG appel because I had to click and autoclicker is a pain because of reseting and having to turn it off and on. Once I got my sub 5 though and my time was changed to the 4:36.6, I knew I had to look into it. So I timed my load times and compared them to the WRs load times and mine was 2.367, and the WRs was 1.533. You may be wondering, isn't it 1.62? It isn't, because I'm pretty sure (tell me if I'm wrong) that the level loads when all 0s appear on the level clock. Anyways, this is an massive difference, and makes your RTA time slower by 6.672 (2.367-1.533=0.834 times 8=6.672) Now subtracting that time from my RTA time (4:45.867) you get 4:39.195. (4:39.2 at 30fps) Still 2.7 seconds off. But a great point that @Swskrei made in the comments of the project on scratch is that the appel timer (which is used in the mod) runs slightly faster then RTA. And it does by about 6 frame. Now, I don't know what this would convert to, so I can't say how much more time this saves. But I will look at one more thing, the timer pauses.
In the fullgame mod, the timer pauses after the level loads. Now here's the thing. I can only tell on two levels. 7 and 8. This is because the key icon disappears when the level would load. I got 1.5 and 1.467. Now here's the thing, the video is in 30 fps and my internet sucks. So the time probably isn't right, and it's probably 1.533. So sure the time may be off for me, but it is most likely right.
IN CONCLUSION:
Speeedy's mod is inaccurate, but it's because of the timer. If the igt was correct, the mod would only be slower RTA.
THE SOLUTION:
It's pretty simple I believe. We uses speeedy's mod as a base, use a variable for igt for accuracy (I know the scratch default variable looks ugly but we could fix that by just using appel timer code and changing the variable to show our time) and make the loads 1.533, without waiting around. This would be the best solution and give a great tool for new runners.
Sorry this was so long, I just wanted to get my point across.
19 cosy coast will not happen. 19.1 cosy coast is the best you can do. But, 19 happens because of the rounding glitch. And 18.9 is impossible, so you wouldn't know if you got 19. Someone probably has, we just don't know. UNLESS we change the cloud time to 19.1. If we change it to 19.1, the New World Record! text would show up and it would show up as 19 if you finished the level again. You probably couldn't submit the run, but it would prove that we have tied or beaten every cloud time.
This is what it would look like if you got 19 flat (i did not get it, i just edited it to make it look like that)
https://mrmeems27.wixsite.com/mikeforums
this is so cool, it basically acts as a twitter. pls check it out. also thanks to maxy for making it
Ok, so you would get 3 runners to play one player
, so Mike, Boss, and Robo-Mike, and play them in that order. This could be really fun for runners!
so basically, if you jump and pause, you can get insane level 6 times. SUB 29 ATTEMPTS TODAY LETS GOOOO
yes, this is it. all 41 fish. only run that actually doesn't miss fish. 3:18.066 is the time
if you do the levels in the order of 1, 4, 5, 2, 3, then boss, you can save up to a half a second.
Pros: You can get more runs deep because you play 4 and 5 earlier
Cons: You play 3 last, which will be harder to complete on good runs
any ideas? start theory crafting here (needs to save at least a second)
P.S: Mewless doesn't really save time because you can just bump the cloud to line yourself up
i'll go live on my yt and start looking for timesave
Times to beat:
1: 19
2: 18 - Broken by me
3: we have that already
4: 18.4 - Broken by me
5: 23 - broken by me
6: 30.7
4 and 6 will be the hardest. Let's try to make Mike World 2 history
I found a new Bowser JR skip that is way easier. Just perform a Jump + Spin On my stream last night, at this time right here: All you need is to time a Jump + Spin Jump and hold D at the peak of your jump, which will teleport you to the top of the wall. This loses at most a second from the old setup, and I think it saves a second tbh. This makes Bowser JR MUCH easier.
So I was just messing around in the practice rom of SA1 practicing wall clings, and I thought, "Huh, I wonder if clinging on the wall to the spikes saved any time. So I tested my theory. I used the WRs wall jumps for reference, and recorded myself doing the wall clings in the practice ROM. (which btw I'm not the best at wall clings yet) Timing started first frame Scratch Cat was in the air, timing ended the first frame that Maxy jumps out the wall. My results? Maxy's WJs came out to 4.06 seconds, and mines? 3.394. .7 difference. Now setting up wall clings can lose a few frames from setup, but that's still half a second off. Nobody has said anything about it, but this MIGHT make 1:13 and beyond WAY easier to complete, plus this makes sub 1:14 possible without Lag Crusher. (sorry for all the words)
If you haven't been able to tell, I'm talking about this section
Akuretaki 1:49 run forgets theses two big fish when you fall down in the "Fall if you Dare..." section. Just pointing it out, it isn't his fault that he missed those two, it's not that know that they exist.