Hardcore rules
7 years ago
Massachusetts, USA

I think we should have both Real time and In-game time since in-game time is slowed with bullet time and stops with pauses... and maybe ban golden gun effects... My game kept pausing at random and I still finished faster than Untz (but he has longer load times so idk... I just think we should put as much info up as we can...)

Massachusetts, USA

well you have to watch the cutscenes pretty much anyway... I was referring to nym hardcore because they use the in game time which can be paused and slows with bullettime... I'm pretty sure they use real time for the other runs...

United States

As far as I know, the golden guns have no direct effect on the game other than the look of the guns and the ability to use the unlocked Infinite Ammo cheat from the Chapter Select. Also, New York Minute should remain timed by the in game clock so long as abhorrent abuses of the timer aren't used.

PlasmaSix: In your case you would want to run in Story Mode on your preferred difficulty. Of course, it is faster to skip cutscenes when available so it would be in your best interest to do so, since it is a speedrun after all.

Illinois, USA

I'm pretty sure Golden Guns give 10% more damage and increased mag size, right? I've been doing lots of research prepping a run and that's what I've found That might be an important distinction in rule sets too, they definitely make some shootdodge scenarios way easier because of the increased ammo per clip

Howhaveyouben likes this
Massachusetts, USA

Golden guns definitely increase clip size... effects can be turned off easily in settings... and Idk but I think the in game timer is slowed with bullet time and theoretically pausing could be used to a player's advantage since you can look and aim in the menu... I just personally think that a speedrun should encourage faster play not taking advantage of a slower clock... (that said load times are probably way more significant but that's why I said we should put up both)

Edited by the author 7 years ago
Illinois, USA

Hi, hello, I have been doing some testing about this (what testing I can do in NYM HC because it's such a lengthy/difficult run) and it appears that Howhaveyouben is right, going into bullet time does slow down the ingame timer. Here are my fastest two runs, not sure if you can use bbcode tags here:

https://puu.sh/uuTK7/e8d5580d3f.png

The top one read "51:38" on the ingame timer at the end, while the bottom one reads "50:34" despite being a longer video in length by two whole minutes. I had about ~60 minutes left on the NYM timer in the top left corner on both since there's the same amount of enemies no matter what.

There's a lot of uncertainty as to what 'counts' as slowing or stopping the timer, stuff like: whether or not bullet cams slow or stop the timer, or the scripted shooting gallery sequences, as well as other moments where you're not in control of Max but not in a cutscene such as when he falls over after stuff explodes in the burning building chapter or doing a melee kill.

I think these things would be really hard to test in a vacuum given the nature of NYM HC and that it's the only category that even measures ingame time, so I would be in favor of it being switched over to measured in realtime like the rest of the categories if that decision was being voted on. IGT is just too unreliable, I think.

edit: And maybe 'unreliable' is the wrong word since it is computer-measured and all. I just think it's impossible to tell what your time is/will be vs a standard timer, so it makes the run very hard to gauge while you're doing it since a longer run can have a shorter IGT at the end.

Edited by the author 7 years ago
United States

It is a staple in Max Payne that bullet time DOES affect the in-game timer.

For instance a Max Payne 1 Speedrun, NYM as a category only really exists because it requires different strats and making full use of bullet time. Essentially, the only reason to have separate categories for Story Mode and New York Minute is that one is measured in RTA and the other in IGT.

In Max Payne 2, NYM runs don't even exist because the player can manipulate the in-game timer to a point where a run might take hours upon hours, but the IGT will read 0:00:00.

Since no genuine abuse of the in-game timer has been used/discovered in determining the FINAL NYM time (at the end of Chapter 14) in Max Payne 3, the use of bullet time to slow down the in-game clock should be used as an opportunity to achieve better times in-game and not a hindrance. For those that want their run to be timed in RTA, Story Mode is measured in that method and might be a better option for you.

Unless an abusive trick is discovered to permanently alter/stop/slow the in-game clock is found, NYM will be timed using the In-Game timer.

Edited by the author 7 years ago
Illinois, USA

That's fair, I guess my point was that we really have no way of testing if the NYM HC timer actually is accurate to the real time you spent in gameplay or not, but I guess it's safe to assume it is.

Maybe sometime when I have a free afternoon I'll do a run through of NYM HC with no bullet time and then chop it up to be only the various kinds of gameplay (normal gameplay, scripted bullet time sequence, etc) with no cutscenes and see if the timer matches up. What I currently assume is that whenever the NYM timer in the top left is ticking down, the gameplay timer is ticking up, but as taking the game apart to find out is not really feasible I might as well figure it out the hard way!

Before I do that though I'll crowbar the game open with OpenIV and see what I can find re: NYM HC. I assume a lot of the scripting is just gonna be copy/pasted from normal NYM or just reference it altogether.

Edited by the author 7 years ago
Massachusetts, USA

I mean I get both sides... I personally think the goal should be fastest real time so that the focus is on riskier gameplay to get a faster time such as using bullet time sparingly, not getting bullet cams, melee kills or last stands... but measuring in real time would lead to differences in load times (even though it could be easy to subtract from times since they're only between stages)...

United States

Story Mode is measured in Real Time if you prefer to play that way.

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Hello everyone. Following the recent UI changes within speedrun.com, it is now possible to host the Arcade Modes on the main Max Payne 3 leaderboard, as it is now possible to set the difficulty filters for individual categories (they used to just apply to all categories), so this means the Arcade Mo