start and end of the run.
7 years ago
Germany

Currently, nothing mentions when the run starts and when it is finished . So my suggestion would be as follows:

any%: like it is already done. Timing starts upon confirming the options after class selection and ends when the "congratiulations" screen shows up.

any% glitchless: same as any%

100%: timing starts upon confirming options and ends when the victory screen after defeating sinjid shows up.

Current 100% videos (including my own submission) split after sinjid's or the last shadow's health was decreased to 0 but this can cause some inconsistency if teammates act after the kill or if you take damage over time. The resulting time difference can easily be adjusted for already existing videos (should add something like 2 seconds to the time)

Edited by the author 7 years ago
Germany

okay, I am going to necro-doublepost my own thread now because (I can) I really don't feel like creating a new one with the exact same topic as another thread that is still on the front page. :p

Disclaimer: I am surrently routing out any% glitchless and managed to sneak in quite a few improvements to the route, so there is a hance, a new run will be submitted to that category in the not too far future ...

...what is the EXACT start and end of the run? I mean, "triggering the last cute scene", as pretty as it might sound, isn't all that accurate and when I eventually submit my run (which might or might not happen depending on whether I can endure the neverending agony that is speedrunning Sonny 1) I want to provide the most accurate time possible for that submission, because accurate start- & endpoints are important for proper run verification and management.

So, once again, I want to give my suggestions for those; down to the frame

any% categories:

  • Timing starts on the first "black" frame after confirming the options (this frame is part of the run)
  • Timing ends on the first frame, the "congratulations" screen is visible (this frame is NOT part of the run)

pretty straightforward, I'd say. Both of those events occur instantly and are as such ideal for timing purposes. Also, those are already the points that are used in current runs. Easy :)

now, for 100% categories: Start of time is obviously the same as for the any% categories. However, I can see two possible endpoints for 100% runs:

  1. on the first fully "black" frame during the screen-fadeout after the Sinjid fight
  2. on the first frame, the post-battle screen of that fight is fully visible (in both cases, that frame is NOT part of the run)

Unfortunately, there is no clear cutoff-point after the Sinjid fight. However, I already mentioned in my old post, that I think it's important to move endpoint of the run towards the post-battle screen as even after all enemies are defeated, there is still a few things that can happen before the fight actually ends: Your team mates, if you brought any, can use abilities on your team, you can take damage-over-time, etc. I'd say, off the two, 2. should be easier to check when re-timing a run (somethingsomethingvideosanddarkcolors) so that would be my suggestion here.

By the way, sorry if this comes over as "pseudo-modding" from my part but I believe, that exact specifications for start and end of a run are important enough to warrant a bit of such pseudo-modding, because if we assume, that there will be runs in the future, chances are that we will eventually have two runs with almost the same time (to give an example: one of my Sonny 2 test runs a few years ago was 6 frames behind my PB)

CreepyGar and AzureStar like this
New Zealand

I did wonder myself where exactly the cutoff was for 100% when I ran that category, so I'd say trying to set some rules for that is warranted. I agree that option 2 is more consistent to re-time and less likely to cause arguments later.

IschmarVI likes this