So, it look like the update indicate the real play tume unde "total-play time". and it actually look like it perfectly measure real time.
Any chance it might be used as the official way to measure a run, it would especially convenient to end the discrepancy between console play and emulation.
Not all elements have been tested, and a way to differentiate past runs without invalidating them would need to be hashed out. Even if the switch is made, it's going to take time to implement.
it's not even close. For example, My real measured time is 1h56 and clear time says 2h8 and total play time is 2h13.
It's not that Total Play Time lines real time, it's just that we thought it might be possible that it was a consistent way to measure different ways of playing the game without any inequities (since load times don't count but all gameplay and menus do).
That said, unfortunately, it turned out that total play time doesn't track time spent in the home menu and will count cutscene times multiple times if you need to reload at any point. Just too many problems to really be useable as a default time ranking.
"total play time doesn't track time spent in the home menu and will count cutscene times multiple times if you need to reload at any point." Seeing all runs are Single Segment, it isn't really a problem.
Seeing all runs are Single Segment, it isn't really a problem.
It is. The most extreme example would be if you had a quick death at the beginning of Raven Beak or the Ferenia Robo. Typically these would be time losses of about 30 seconds, which is not the worst thing in the world. But because there are skipped cutscenes at the start of these boss fights and it will add the time of those cutscenes again after reloading, you're losing 3-5 minutes off of a 30-second mistake. Because of a quirk of the way Total Play Time works.
Hey there, it's been too long since we had one of these!
We're pleased to be able to partner again with and our good friend to hold another tournament showcasing Metroid Dread, this time in th