Can somebody explain what Pausing and cycling through the menu does? Also about the dying in a run rule
2 years ago

I've seen this a couple of times, for instance, before picking up the keys for the truck, they open the pause menu and cycle through the options, then close it. Is there a method to this, and what's the purpose as well?

Currently running this on console, so wasn't sure if I should be doing that too, or if that's just a PC thing, and if there a specific technique to it (like, if I scroll TOO much does it mess up whatever it is I'm doing there?)

Lastly, I saw there was a rule that if you die your run is invalidated. Just was curious as to why? Been trying to do the baby skip (like, squeeze by it in the kitchen area), but sometimes I get eaten. Is there a reason as to why pressing continue and just going forward would make my run invalid for submission? Guess I just wasn't sure what the point in that was, since from my understanding there are plenty of games, RE included, where you could die but still have a valid run.

Thanks in advance!

If you are console you cant die because the timer resets which is a nono. Because you could just die or restart until you get the area perfect or close to. So its not allowed on console. Restarts after a certain time or deaths at all.

PC is allowed because of load remover timer also continues time on death and pause timer during parts like cutscenes like it use to.

So PC you can die or restart. Console you cant.

Also pausing or entering inventory is a way to buffer loads so game time is paused but the game still loads. More useful on consoles and older the console the longer you have to pause.

Edit: Also would like to add you can restart for tactical reasons on console. You cant engage an area. Make an error and restart though.

Edited by the author 2 years ago
LeonShredfield likes this
Baden-Württemberg, Germany

On console you use the given ingame timer. And dying causes you to restart and that sets your ingame timer back to where it was when you reached the checkpoint. That’s why it’s invalid in a console run. On PC we use a different timing method, for example livesplit. If you die there, the timer just goes on, so that’s why it doesn’t matter on pc if you die or not. It’s just a time loss there. If you press forward and pause the game, it remembers that movement. In some cases on PC we set our frames to 30 to get past enemies. After the fps change we press forward again and unpause and doing it like that prevents the player from standing still after unpausing. Ethan just keeps running. Sometimes time can be saved when you have to pick up an item, for example Dimitrescu’s Key or the jack handle. Since the game continues loading in the pause menu you can effectively stop your timer with that method. It’s not that big of a time save but hey time is precious in a speedrun lol. I hope I explained it well enough. edit: well seems like someone was faster with the reply

Edited by the author 2 years ago

Ahhhh, okay, I see. That being case, kind of wish it just went off of the "real world time" to beat the game, at least for console anyway as opposed to the in game timer. Like, start the game, start live split, and whatever time you get is your record. Would definitely prevent abuse then, since if you die, it's an actual time loss, and not a trick to abuse the time. Mainly because, that's pretty rough if you mess up like, in my case, the baby, and now you gotta restart the entire run all over again haha.

Thanks for the clarification.

København, Denmark

Real time would've had more issues for console. ZGL made an entire "investigation" about console timings if u wanna look that forum post up, it has everything and more that u need to know, to understand why we chose IGT for console. It sucks, but it's the hand we're dealt by Capcom.