TWHG3 Retiming Explained
3 years ago
New South Wales, Australia

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
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