Are there any specific rules regarding the use of emulators, or is it just similar to OOT in the sense that only Pj1.6/1.7 are allowed, with default settings? (or is it just "anything goes" at this point?)
Isaq pointed this out in his latest submission, and I agree that it is a bit vague.
I was originally inclined to time from gaining control of one's character. I however recognise problems within this timing method, as I have come to realise recently. The problem is that timing ends up being inaccurate because it can be hard to judge exactly where one gains control. In general, it's better to start and stop splitting where the player is largely inactive in the game (ie. sitting through a loading screen, shortly after pressing a menu option, spamming through a text prompt, cutscene etc.), to eliminate timing inaccuracies.
The option that I can see as being feasible is timing from pressing "restart". This would make timing a lot easier and simpler. I would be willing to retime existing runs, which wouldn't take long at all, to meet this convention.
For ending, I recognise that fade out is also hard to split at, so maybe splitting upon pressing A? Which can be visually confirmed by the Rabbids starting to pick up the item.
What does everyone think?
I feel that I should point out that an Aftermath run has been verified as an Any% run, here: http://www.speedrun.com/run/2yw2xr2y
I was wondering whether it's possible to exclude a variable for one category, or a set of categories, where it is irrelevant. If not, would it be possible to consider such a feature? To illustrate this suggestion, it could be in the form of opt-out, (ie. all categories are included until excluded) or opt-in (ie. all categories are excluded until included) lists. This would be better than the current system, where only one rule for inclusion can be added. It would be definitely easier than creating multiple instances of the variable, especially with larger boards.
I'm still pondering a few things about the requirements of 100%. Currently, they are as follows:
- Collecting all XL items.
- Collecting all XS items. (I am probably going to change this to "Complete every level with all XS items collected, such that full completion is displayed on the level select screen.", since people might get the impression that you can miss out items then ¤only¤ collect those items in subsequent playthroughs)
- Completing all mini-games (ie. end-of-tier) at least once, geting all light-bulbs.
I was thinking about the hub, mostly. As there's XS items within the hub, I was wondering whether we should make it a requirement to collect all XS items within the hub too. I'm unsure if this contributes to your pile, correct me if it does. I ask because the XS items respawn after "restarting the level", leaving me unsure about whether it actually contributes to the 32,000ft.
It will, probably, only add a few minutes to the run, if that, that's why I'm still unsure.
If you can see anything that could contribute to "100% completion" (potentially some stuff in In Ze Wiimote, beyond minigames), please fill me in :)
============================== I was also wondering about the PC version. The version, to my knowledge, only saw a release in France, Poland, Germany (not sure about that one) and Russia. The only physical copy I could find was this one (I assume it's physical, it could be digital) on a Polish shopping site, http://www.ceneo.pl/15594131. It seems that the PC version had a pretty limited distribution cycle, and thus that probably explains its rareness. I don't think it ever saw a release on a platform such as Steam. Does anyone out there have a copy?
Struggling quite a bit with speed crippling, does anyone have a video tutorial?