Comments
New South Wales, AustraliaDanicker1 year ago

How did you load swf for your current PB? You should be able to do it the same way with the speedrun version.

Gaming_64 likes this
New South Wales, AustraliaDanicker1 year ago

In future, use a speedrun version of the game that has a timer. You can download the speedrun mod from here http://twhg.info/resources

Unknown
New South Wales, AustraliaDanicker1 year ago

In future please use a version with an in-game timer for individual level speedruns for reliable timing. You can find the most recent speedrun mod here: https://mega.nz/folder/isZ11ACQ#snc5fMW2SlXnpn7hJ-m8sQ/folder/D15i3SpK

New South Wales, AustraliaDanicker1 year ago

Mod Note - Retimed to 15:04

It is recommended to use the speedrun version for automatic timing. Or if you use livesplit, use a hotkey like space bar to time more accurately. Check here for the most recent speedrun version https://mega.nz/folder/isZ11ACQ#snc5fMW2SlXnpn7hJ-m8sQ/folder/D15i3SpK

New South Wales, AustraliaDanicker3 years ago

Hi, if you want to discuss this game you should join the discord server https://discord.com/invite/XhrkNtc

grnts8, Viktorrium, and Gaming_64 like this
New South Wales, AustraliaDanicker4 years ago

Hi Invinceicube. The original version of the game can be found in the resources tab. I would recommend using that for speedrunning.

Gaming_64 likes this
New South Wales, AustraliaDanicker4 years ago

I know the timing was changed several months ago but I just wanted to make this post to explain the timing changes in case anyone was unsure.

The original timing method for this game was that individual levels would end when the final checkpoint was reached, and a full-game run would end when the final checkpoint in Level 5 was reached. This was, in part, based on Curab's timing that he used in 2014.

This was a simple system, and it worked fine until people started speedrunning Level 4 100%. In this category, the gray paint is collected AFTER reaching the final checkpoint, meaning that the player is making meaningful inputs after the timer stops. This is a problem.

The solution that the community agreed on was to change the timing system so that the end of each level was when the game cut to the next scene, not when the player reached the checkpoint. This adds about 2 seconds to IL runs (4 seconds if speech bubble are on) and adds about 33 seconds to full-game runs (since there is a cutscene in Level 5 that plays after the player reaches the checkpoint).

These changes are inconsequential to any major milestone runs (e.g. everything that was sub-hour is still sub-hour) and means that the game now has a more logical timing system that still makes sense even if players get collectibles after reaching a final checkpoint. Overall I think it was a good change and I thank Hsblue and Aaron for taking the time to sort out this issue and retime all the runs.

Gaming_64 and Ganondorf like this
About Danicker
Check out my YouTube Channel - https://www.youtube.com/c/Danicker
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