Hello everyone!
I got a quick message suggesting that individual levels could be a good thing. So I added those. Hopefully the ui-layout is acceptable.
If anyone wants anything else changed/improved/added just message me or drop me a forum post here (I’ll notice/respond to forum posts quicker!) and I’ll do what I can.
Thank you and have a good day!
Hello!
I’m considering changing the timer measurement standard of fullgame from IGT to RealTime, and I’d like to hear your opinion.
Proposed Standards
Timer Start: The first frame when a difficulty is selected. Timer Stop: The first frame when "VIRUS DESTROYED" is displayed.
Reasons
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RealTime makes it easier to measure player's time. Players can simply use a timer while playing the game and immediately see their results. This eliminates the need for precise IGT calculations. It also makes the rules easier to understand for new players starting to speedrun this game.
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The wine glitch has no actual effect under IGT. The current IGT start/stop standard is as follows:
We base our in-game time around the six weapon icons at the bottom row of the screen (see the included image below). The weapon icons flicker on/off to signal the start/stop of each level. These icons are near frame-perfect and mark when the player receives/loses control of the game character Stanley.
Based on this standard, the icons flicker off as soon as the wine on the desk is interacted with, which is when the timer stops. This means that the subsequent cutscene skip caused by the wine glitch has no effect. I think. In contrast, with RealTime, this glitch would result in significant time savings, making it a usable technique and adding an extra layer of competitiveness and excitement to the speedrun.