Change: when does time ends?
Until now, the timing method has been the following: (for whole game and World FINAL runs)
Time ends when the GAME COMPLETED screen appears
But we've noticed that the time that passes loading after you touch the last TCOE piece is not always the same and varies.
So, we have decided that since 26 of August 2024, the timing method will be the following:
Time ends when the you touch the last TCOE piece at the World FINAL
Change: miliseconds in runs
Until now, it was only necesary to specify miliseconds in IL runs
Now there needs to be miliseconds in all Sub-10 minute runs
Hello everyone A week has passed. You can no longer vote.
The community has made a decision, 55,6% has voted that it's a glitch and 44,4% has voted that it isn't a glitch
The wall jump glitch is now considered as a glitch so every run with it must be in the Any% category, and any run that has the glitch and is in the Glitchless category will be moved to Any% Thanks to everyone for the collaboration and for voting.
I've been asking to myself if the Wall Jump should be in the Any% or the Glitchless category? Well I'm gonna let the community decide!
Vote here and after 1 week I'll take a decision https://forms.gle/FoZe9r41EtykWRbE7
You can also discuss about this in our discord server: https://discord.gg/FhSTxrvaJU
I've created the new Eduardo's goofy ahh adventure speedrun community discord server! Join here: https://discord.gg/FhSTxrvaJU
Eduardo's goofy ahh adventure is now available in your phone device! (Only android devices) It may be a lil bit more laggy but it works You can now speedrun it in Mobile You can only download it via itch.io (apk) It's not available in the Google play store The antivirus warning may pop up saying that this app has an unkown developer, just click Install anyway https://nooice.itch.io/eduardo-goofy-ahh-adventure
Until now, the timing method has been the following: (for whole game and World FINAL runs)
But we've noticed that the time that passes loading after you touch the last TCOE piece is not always the same and *