the timing methods for runs are a little complicated, real time (rta) and real time without loads (lrt) are used for full chapter runs and full story runs, while in-game time is only for the individual levels
the reason behind why 8 is in front of all the level numbers is that this game is a continuation of the dan the man webseries, which had 7 episodes (the game is meant to be the 8th)
the enemy who took forever to show up in the first fight of 8-2-3 is actually on a timer - he'll only spawn in after a certain amount of time has passed after you start the fight (in practice this means that you'll be waiting a long time after beating the first few enemies)
for the final boss, when he's down it's better to spam your punch combo and double down high and save your weapons for when he's up (you can also fire continuously by holding down the weapon button)
definitely a huge improvement over last run! I hope you continue to run the game :))
regarding weapon carrying - starting a level while you have a checkpoint in a different level clears your inventory, so you didn't need to do that setup at the beginning
in 8-2-1 you were talking about lag because you couldn't get a high kick input on the trampoline at the end of the level, that's not actually lag but a really poorly made game mechanic - to make getting a big jump on trampolines easier, there's a box around every trampoline that will turn any jump button press into a big jump. unfortunately this box extends a little below the trampoline so you can't high kick up onto it from below unless you get a really precise position
you don't need to try to remove loads on your own as it's a complicated process of timing perfect to specific frames and the mods of this page (which for the record is just me for the foreseeable future) will retime it anyway. if you did want to get a good estimate of how well you did purely out of curiosity, then you can do the following:
- add up all the in-level times that you get from the results screen
- add 0.5 seconds per level you visit
- add 1 second for each time you visit the map screen (this is an average based on the time you spent on the map in this run, it varies between 0.1 seconds to 1.2 seconds from player to player)
- add 3 seconds for each time you visit the in-level shop
- add 3 seconds for each time you use a revival potion
- deaths are a little complicated - you'll just have to time how long you took between touching the last checkpoint before your death and the moment the dan silhouette shows up on screen and add that onto the time, no real way of accurately guessing it
unfortunate about all the deaths, but since a lot of them are due to taking a lot of hazard damage this would be pretty easily prevented by using custom with +50% health and 50% fireproof pants, which makes you take only 10 damage from fire and gives you a total of 135 health (this actually lets you just barely skip the train section in 8-4-1 if you jump at the right point, check this video or look at how tezca and uno do it in their runs if you want to learn). the idea behind this is that fire is the most common hazard overall in story mode so taking less damage from that makes a really big difference
all in all genuinely a solid first attempt! obviously some rough patches here and there but with fully upgraded weapons and a good costume on custom (try going for the imperial dragon costume from the prize machine, you can get tokens from survival and from multiplayer events) you should be hitting a sub 50 LRT in no time!
I probably should've added this on back when it was created, but the server spielpro created was deleted in march 2021. here's a "new" server for all your dtm speedrunning needs, come say hi!