Comments
lombre9141 year ago

It plays horribly :( exists in mobile which plays pretty much the same

lombre9141 year ago

this is just the all badges category

lombre9141 year ago

point duplication glitch

Oh_my_gourdness likes this
lombre9141 year ago

and search parties and rage stage and wigglers

lombre9141 year ago

The 100% categories cant be removed due to the way src works and mods will probably put in N/A times where a hundo category isnt applicable

lombre9141 year ago

i defeat everyone

lombre9141 year ago

both of these were already known and i find it quite odd a moderator made such a quick false claim

zip track wonder skip is theoretically faster for rta runs but far too difficult to even think about implementing

wubba ruins wonder skip is used in an IL

both strategies shown below

lombre9141 year ago

Get a youtube account? its free

SuperGamer64 likes this
lombre9141 year ago

There are enough categories where yoshi is fastest for adding an extra category to not be worth it right now especially since not even every current category has a run

Having every character being allowed equally allows the extra layer of strategy to choose what character you use (i know ive spent dozens of hours using a certain character on a run just for it to be slower than a different character)

it is way too early in the games lifespan to be thinking about adding an extra 200 categories to the IL boards

lombre9141 year ago

this one in its own seperate reply cuz its my favorite

lombre9141 year ago

You havent seen yoshi because you havent been looking hard enough (mostly my fault tbh since i havent done most of the hundo ils yet which is where you will mostly see yoshi)

but here are some examples

lombre9141 year ago

I think i explained it pretty well? igt levels are irrelevant and very obvious what the rules should be

lombre9141 year ago

what do you mean by that

SuperGamer64 likes this
lombre9141 year ago

i just think it was a little rude how krazy came across assuming no thought was put in to these rules i dont think you personally were complaining or anything. I also would like to mention im not a mod (yet) ive just personally been hyper invested in the community and want ILs to be as fair for everyone as possible which is hard to do due to innate differences in how everyone plays

SuperGamer64 and
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like this
lombre9141 year ago

i aint readin allat

Wookis, SuperGamer64 and 2 others like this
lombre9141 year ago

The IL Problem: Why our retiming method sucks and why its the best possible option.

With the release of mario wonder one of the first things you notice is the lack of in game time in the vast majority of levels. In the NSMB series we can very simply time individual levels (ILs) by subtracting the igt shown at the end of the level from the one shown at the start and while it does mean that each level cant be optimized as far, it does offer a fair and simple solution for IL runs on the leaderboard without any hassle for retiming.

In wonder we were not given that luxury so a start frame and end frame had to be chosen. The first thought i had and how we timed ILs in the early days is from first frame of movement to firwt frame of pole touch. This emulates the igt in nsmb series as close as possible but it comes with its own problems in wonder specifically. 1. in levels with cycles you could simply wait to start until the optimal time and 2. in levels such as ninji jump party you end level with wonder flower still active and so basically pause on the flagpole making it very difficult to define "pole touch"

Problem 1 can be solved by timing runs from fadeout instead of movement but that leaves a problem that differentiates level entry vs level restart. For the sake of consistency and also because of levels like item park where the cycle is wildly different upon level entry compared to restart and even has a textbox at the beginning (badge challenges and some other levels also have this textbox) that doesnt appear on level reset. This may seem strange but if you have ever tried to retime a run based on level entry you will understand instantly.

Problem 2 is the more controversial one, Instead of timing from pole touch at all we time when the level fades out (approximately 13.400 seconds after a normal pole touch) this comes with its own actual problems but it also has a few common complaints (i used to be against it) People say that it artificially increases the length of a run which is... sorta true? and it does make switch clips a less viable method of recording which sucks but honestly very very few pole levels fall in that sub 30 second window and its also kinda annoying for mods to time those kinds of runs its really not a big enough problem to be worth the downsides. From the pole to the end is part of the run and can have drastic differences for example downpour uproar my original il for the level hit the top of the flag which is a full 4 seconds slower than hitting the bottom. I find it hard to consider that 4 second slower run "faster" just because we dont consider the context of what happens immediately after grabbing the flag. Optimizing things such as having water in your trunk or where you land on the flag add another layer of skill to an IL which in most cases is a good thing. People in this thread really seem to have failed to consider why the rules are how they are with krazy even saying things that are just... blatantly false? you have to start every level with a reset i have no idea what you were talking about

I dont want to imply that current IL timing has no issues, the frame before start frame in a badge challenge has some transparency not present in normal levels which is confusing because with normal levels recorded with a phone camera you will see a transparent load frame which is actually the frame the run should start rather than the frame before. Along with this ending frame is very annoying due to various recording qualities not showing the smallest possible ending circle and runs that end with elephant are very annoying to retime due to the circle being half off the screen. in general the mods have tended to get more consistent over time and most runs are properly timed these days (i retime every IL verified and the rate of failure has gone way down)

The game itself is also wildly inconsistent especially with varying frame rates. We do have tas tools for this game and the level "Hurry, Hurry" humans have tied the tas of 7.600 But due to various inconsistencies both with 30 vs 60fps and inconsistencies in the game itself there are two runs currently verified listed as 7.567 which is faster than physically possible. I have brought this up with the mods and i think they agree that lowering the time to 7.600 makes the most sense but dont quote me on that. For a more in depth look at why loading circles seem to be nonsensical i made an entire video disecting the 3 currently known tas tie runs vs the tas itself shown below

In conclusion: Please stop complaining about how ils are timed it almost certainly doesnt affect you every criticism you have i understand and had myself back in october but really the current method is the best possible and without nintendo updating the game to include igt we arent going to get a better method

SuperGamer64,
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and 2 others like this
lombre9141 year ago

ok fine ill write a piece on this gimme a minute

SuperGamer64 likes this
lombre9141 year ago

rather just get rid of the sheet its better to not have one than to have a wildly inaccurate one

lombre9141 year ago

Top IL runners board is kinda odd anyway i dont really see the point in having it

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