Possible changes to the leaderboard?
4 years ago
Baden-Württemberg, Germany

So as I recently found out, there's a huge issue with emulator runs. As of now, all of the emulator versions are allowed, which wouldn't be an issue if there wouldn't be cycles in certain stages that only emulator can get (I don't know why that's the case). Those cycles are not replicable on an actual PS2. Mangombage's 23:03 was utilizing those unreplicable cycles.

The following cycles are not replicable on an actual PS2:

Kelpazoic Jungle: https://gyazo.com/ec371a4a773f92aa3c234a243c142a14 (If you try to just walk, you will definitely get hit and pushed back to the left)

Canning Factory: https://gyazo.com/55cf698f1ffa0eb3dd28450c103e3b1f (This is not even close on PS2, you will always have to wait for like 5 seconds until they even come out)

Another issue that was already talked about were loading times, specifically Laure's 21:57 loads. We assumed that the faster loading times resulted from using the "Greatest Hits" version of the game, but that's probably faulty. Cyberdemon531 is using the same version of the game as Laure, but is still getting the same loads as me and Hdot12. The faster loading times are resulted from a different model. Me, Hdot12 and Cyberdemon531 are using a SCPH-90001, which is generally speaking the fastest model regarding loading times and lag reduction, but there are exceptions. This might be one of them. Laure is using a SCPH-79001, which is probably the reason for the big difference of loading times, that model seems to be the best for this specific game.

There's a lot of stuff going on, but there are solutions. While they might seem rough, they are definitely necessary to create a fair leaderboard.

My suggestion regarding emulators: Remove the current emulator runs and ban any further emulator submissions. Having cycles on emulator that are not replicable on console is enough of a reason for that action, at least for me. Another solution would be to split console and emulator runs into two different categories. Certain emulators would then have to be banned though, because they load the game too fast. ePSXe 1.9.0 would be a good limitation for emulator runners.

My suggestion regarding loading times for console runs: Loadless, as simple as that. Submit your run, mods will time all the loading screens of your run and then subtract that from your RTA time. Simple, efficient, fair (further definition for loading times have to be defined among mods).

The current runs would have to be retimed for loadless, and I would definitely do that to help the mods.

Edited by the author 2 years ago
Laure and Hdot12 like this
Ohio, USA

The fact that cycles are different on emulator is a good reason to get rid of emulator runs. Overall I don't really mind what happens to them, and maybe a more active emulator runner could weigh in and give their thoughts, if there are any that care and are still around.

Loadless timing would also be great, especially with this new information on loading times between different game versions and PS2 models. If there is a consistent way to do it then it should definitely be implemented.

Thanks for finding this information about the game =) Very good run by the way!!

AndreaRovenski and Mentro like this
Colorado, USA

You may be able to implement something with this - https://twitter.com/Toufool/status/1122168528444981248 Also unrelated but I don't want to revive old threads - It's probably worth adding the 100% full-game category despite it not being done yet if only to keep the boards consistent. The ILs already exist with 100% so it seems the rules have already been worked out.

Baden-Württemberg, Germany

Auw wow, that tool is very interesting, good stuff! And yeah, about 100%. I'd also like to see that as a category, I already finished one like 5 days ago. Took me way longer than it should have though, I believe it was almost 8h long.

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