About Global Rules
6 years ago
Antarctica

This is the text that ToRRent stated two years ago:

[quote="ToRRent"]

  1. All version allowed
  2. These campaigns:
  • The Princess Cliche (OLD)
  • The Great Castle Adventure Must be played with Mario character.
  1. All campaigns are available in SMBX Episode manager.
  2. If campaign gives you ability to select character at the beginning, you can pick but YOU MUSTN'T change character during run.
  3. The timer must start when you accept save slot (beginning of campaign).
  4. The timer must stop when you will do last gameplay action (ex. You killed final boss, You collect last star)
  5. VOD is necessary to submit a run. [/quote] and I think they should be [quote="copyleft On Discord"]
  6. no cheats
  7. timer stops on last gameplay action
  8. video required
  9. timer starts on first input on world map / when game start level begins [/quote] and I agree with this. I was wondering what the others thought. There are reasons for the thought of a change.
Edited by the author 6 years ago
Antarctica

[quote="UbuntuJackson"] I disagree with number 4. What is considered an input? If I press x(run) for example, that is an input but it doesn't take me anywhere. Wouldn't it be easier to explain the rules when it starts on file select? Also, The Invasion 2 has been file select all the time and I think it should be hold the same consistent. [/quote] Not quite. If it was on the file selection screen (Which is removed come SMBX 2 Beta 4), then you need to have times with and without loads.

California, USA

Well, Ubuntu, there are two ways an episode can begin: a world map loading. like The Invasion 2, or a level loading, like The Great Castle Adventure. If a world map loads, then the timer should start as soon as you make a notable input on the world map, including pausing, moving, or entering a level. As soon as you make the input to do any of these actions, the timer should start. Furthermore, world maps have no events, therefore, standing still makes no difference.

If a level loads instead, then the timer should begin depending on the start of the level. If it is something like a cutscene, or anything where standing still has a notable effect on the level, the timer should begin as soon as the level loads. Something like this can be seen in Super Talking Time Bros. 2, not a category but it's the first example I could think of. On the other hand, if it's a level where standing still has no real effect on the level, such as the Princess Cliche, then the timer should begin as soon as you move in the level.

For why I stand by this new variation of timing, it is because of load times. Levels or worlds can take a while to load, usually due to several custom graphics, which shouldn't count that much towards the run. By not starting the timer on the file select, you avoid a potential lengthened load time. Not to mention, there are countless games which have the rule of starting the timer once you have control over your character, which is a popular rule for an obvious reason.

However, as I type this, there is another alternative: timing the run as we do, but cutting out loading times. A loading time can be seen in two ways as far as I've seen: the time between the "coin collect" sound effect playing when selecting a file, and the episode's world or level enter jingle playing. The other is the time between the "enter level" jingle which plays over a black screen with your character and remaining lives, and when the level loads. I feel that this may be the better way to time runs. Splits programs do have ways to detect loading times in games, which it stops the timer when it detects this, but because of SMBX's loading time beginning by the end of a sound effect, I don't see this coming in play. This would mean the verifying runs will take longer because of load times cut out, but it would make for a better timing experience. An example of loading times being cut out can be seen here: https://www.speedrun.com/Fallout_4

I apologize if I wasn't clear in any part of this.

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