The current timing rules are inaccurate, so I'm changing them to be more specific.
Start of a full game run
"pressing "Start" or "New Game" in the main menu" is not a visible action. Instead, the run will start at the first frame of the the graphic that's shown after starting a new game.
End of a full game run
This is the end of level 21. See the the remainder of this post about level runs for more info.
Start of a level run
We want to align with the in game-timer. Unfortunately it starts in the middle of the animation that fades from the loading screen to the game. Yes, you can start controlling the game before you can see anything and that will actually be used to our advantage. Since I currently don't expect any sub 1s runs, I'll go with the following technique to find the exact start time:
- Open the video in a player which supports showing milliseconds (mpv).
- Go to the first frame where the time is 4:59.
- Go back exactly 1s. That's where the run starts.
End of a level run
It's not clear when exactly you touch the exit sign. After some analysis of a few runs and their audio queues, I defined this to be this area:
As soon as any part of Moorhuhn is within the red box, the run ends. If Moorhuhn is currently in a running animation, it's graphic is larger and thus you can reach that red box from further away. If you are moving/falling very fast, the game may stop before you are visibly touching the exit sign. In that case, the run ends as soon as said game logic stops.
What's next?
I'll edit the rules of all categories to reflect these changes and modify the timings of all existing runs. I expect the times to become lower due to that.
The current timing rules are inaccurate, so I'm changing them to be more specific.
"pressing "Start" or "New Game" in the main menu" is not a visible action. Instead, the run will start at the first frame of the the graphic that's shown after starting a new game.