Commentaires
AustraliaPeckaGee3 years ago

We are gradually working on re-timing all the current runs to have a more consistently accurate real-time. For the time being however, there doesn't seem to be enough of a need to change the starting time from selecting the level. As for your second question, timing ends as soon as the pop-up is visible at the bottom of the screen. Hopefully I have answered everything you have brought up, let me know if I missed anything.

AustraliaPeckaGee3 years ago

Hey everyone! As some of you may know, 10 Second Run Returns will be having its All Courses (Main Game) Any% category run at RTA in Japan Summer 2021 by hareta480! It will be streamed on August 12 at 00:45 JST. Please don't forget this to convert to your own timezone if you plan to watch this live! It will be streamed in Japanese on Twitch at https://www.twitch.tv/rtainjapan so feel free to stop by the stream to watch and support Hareta.

AustraliaPeckaGee3 years ago

After some suggestions, categories for courses 51-60, 61-70, 71-80, 81-90, and 91-100 have been added to the miscellaneous tab, making all sets of 10 levels runnable now!

AustraliaPeckaGee3 years ago

A new discord server has been added to this page! You can join by following the link in the tab on the sidebar. Make sure to follow the rules and respect others!

AustraliaPeckaGee4 years ago

Had a play around with it, and if I'm understanding right it's caused by wall-jumping off an object moving along a wall (so in the case of course 51, jumping off the right side of the block moving up and down the wall). I was personally only really able to move one block to the left or right while in the wall, so not sure how much movement can be done in a wall. If a way to move better in walls is possible, this would make clearing that level much faster. I've linked my video attempt at wall-clipping here (at the moment of the wall-jump I made a mental note that I was holding up and left, although I doubt up was necessary) https://twitter.com/PeckaGee/status/1322793712917770241?s=20

The other most likely application I can think of is maybe in course 57 to clip through the "stairs" that form at the very start so we wouldn't have to go around them. I did have a few goes at this but haven't been able to pull it off yet. If it could be pulled off efficiently, this would also be a decent time save.

Edit: Also on the note of course 41, that actually makes it so much easier and would possibly make the all stars time for that level a bit faster for that 3rd star. Pretty good catch on that, I wouldn't have thought of that at all

AustraliaPeckaGee4 years ago

Oh really? When I have some time I might have to test out a few things then. The one time I had done it I had ended up completely on the other side of the wall so it just killed me >_>

Edit: Oh to clarify I meant after completely going outside of the wall when referring to clipping back in

AustraliaPeckaGee4 years ago

Nice of you to get footage of that, I had the same thing happen during my casual playthrough but didn’t think to record it. Hopefully there’s a practical use for it, but clipping back in would probably be as difficult as clipping out

AustraliaPeckaGee4 years ago

That’s fair, I’ll let you know if I decide to try doing a 100% run. What about individual levels then?

AustraliaPeckaGee4 years ago

Things like collecting all the solar cells and runs of individual levels. Or is there not really enough of a player base to justify it?

AustraliaPeckaGee4 years ago

I have since merged these back together for the sake of simplicity, runs that use this exploit should simply mention in the description that they have done so.

AustraliaPeckaGee4 years ago

Making this post to list some differences I've noticed between versions. From what I've seen of game-play on the Wii version compared to the Wii U, the Wii version seems to have the most potential to save time for two reasons. Though I don't understand how these two things specifically changed in the jump from Wii to Wii U. One is that the Wii U version (for whatever reason) seems to think that defeated enemy parts and some solar cells are still solid only when trying to dash through them. This does not seem to exist on the Wii version. The other and more major reason is a glitch only in the Wii version (as far as I'm aware) to move around during the cut-scene after throwing a bomb in the containers on the icy fortress level if you throw it in close enough. While the Wii version forces you to collect 3 cells at the very start (which would also mean collecting less in the actual levels), this glitch more than makes up to save any time lost and then some compared to the Wii U version if utilized fully. While on the topic, both versions can still two-cycle the first boss by timing the first hit as the boss is spitting out (or about to spit out, not quite sure) another bomb. Overall, unless some variation of the Wii's glitch to move during cut-scenes is doable on the Wii U version, the Wii (and by extension Wii emulator) version would be the superior version.

AustraliaPeckaGee4 years ago

Yeah a few runs here and there. I’ve been wanting to try time a full game run myself but work and school have swamped me. But the submissions from people every now and then are nice, keeps me checking back

AustraliaPeckaGee4 years ago

That’s a pretty cool find! I’ve changed the categories for individual levels to distinguish between glitchless and no restrictions runs. I have made them miscellaneous to reduce clutter though since I can only think of a handful of levels this would have an impact on.

AustraliaPeckaGee5 years ago

Loopie and I have recently added the option to add the total in-game time for runs alongside the real time. All runs should eventually have their equivalent in-game time displayed next to it for a better understanding of which runs are faster without any menus and loading. When submitting runs, please remember to fill in both real and in-game time if you can. Add up all the times in the levels done for a run submitted based off the timer for each level (same as what was done in individual level runs) including deaths and resets. If there is any confusion, please don't hesitate to ask!

AlexisAngel aiment ceci
AustraliaPeckaGee5 years ago

After having a further look at your runs and Loopie’s, I’ve determined that Loopie’s timer started partially late for both runs. As such, the run times have been edited accordingly. However, your 1-10 any% still seems to be 1:37.8 so I have not changed that.

AlexisAngel aiment ceci
AustraliaPeckaGee5 years ago

Previously runs were rounded to the nearest whole second, but because of the possibility of multiple runs becoming tied as the runs get better executed these runs will now be done to the nearest 10th of a second. For example, rather than 1m 23s 456ms, the time would be 1m 23s 500ms. Runs have been re-timed to accommodate for this change, so a run may be faster or slower now than it previously was.

AustraliaPeckaGee5 years ago

Hey everyone! MrFib has added me as a mod here since he won't be able to be as active on this page as he has been. For the time being, I've made a few small changes such as separating the Full Game runs into Any% and All Stars and adding the demo levels as options for submissions. I'm new to this kind of stuff, so if you have any feedback or suggestions please don't hesitate to let myself or LoopieXP know. Thank you and I look forward to helping out here!

AustraliaPeckaGee5 years ago

All good, we all start somewhere

AustraliaPeckaGee5 years ago

Hey, sometimes the mods aren’t always available to accept runs. I’m sure the mods will get to it when they can, but a little over a week isn’t really too big a cause for alarm when the site says it can sometimes take 1-3 weeks.

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