IL Time Tracking
Deleted
8 years ago
Washington, USA

I don't see a problem with it.

However, it's predecessor, NSMB Wii, is tracked via RTA, and would only make sense to do the same here, as it's part of the same main Home Console series.

Also, if you're wondering about New Super Luigi U, the timer on that game is actually adjusted to Real Life seconds, unlike this one.

So, a solution, if I may, is to start timer on first input after entering the level? Ewaller? Dagpetter1?

Anyways, good luck with runs!

Norway

I think it would be more accurate if we keep using another timer and not the IGT. But if you all want to switch it, I can change it.

Washington, USA

Well i meant starting an IRT timer on first imput.

Personally, I would like to keep it as it is though.

California, USA

I'm fine with using IGT due to convenience for ILs, but some levels will have faster IGT by going through tubes when they're actually slower in real time.

Washington, USA

A perfect example of what Ewaller said is 1-1 in New Super Mario Bros. DS.

It's faster in real time to go without taking any doors and pipes, but in that level specifically, it has a time save of 3 seconds IGT simply because time freezes while doing animations and cut scenes for doors and pipes.

And it's the same thing for many other levels in that game, and it applies in the Wii version, and in this game as well. So having IRT is more accurate.

Edited by the author 8 years ago
BlueInfinity22 likes this
Texas, USA

RTA may be more accurate, but I would still prefer IGT. By far easier to track, and ensures fairness. In RTA, you can potentially have the 100% ideal strat played perfectly and lose simply because someone else's console loaded 3 frames faster than yours, which just isn't fair. IGT ensures that every time the same strat is used (assuming no RNG) the result and time to complete are the same.

North Carolina, USA

"In RTA, you can potentially have the 100% ideal strat played perfectly and lose simply because someone else's console loaded 3 frames faster than yours, which just isn't fair."

Alternatively, you could have someone using slower strats and has more poor play than you beat your time because of how inaccurate IGT is, as evidenced by Eon's post very clearly, with ewaller and dagpetter1 confirming.

At that point it's not competing for whoever's faster and plays better, but finds the more exploitable method. You're sacrificing fairness and accuracy for convenience of not using a timer.

That's just my opinion though from my running of this game, which is admittedly not as extensive as Eon, ewaller, dagpetter1, and even MarioManTAW.

Edited by the author 8 years ago
Washington, USA

The problem with loading times being different can be fixed by starting a timer on first imput rather than starting in on selecting the level, similar to how SMB1 does have it.

However, it's not part of the original series (SMB1, SMB2, SMB3). In the predecessor (Wii), you start the timer on selecting the level. Which goes back to me bringing up that we should keep it the same as how it was when Wii first took on IL's, which turns away my suggestion to start on first input.

Thanks for bringing up situations that can be talked about. This is my personal opinion, and I'm typing this out to see what others think as well. I'm happy to have friendly argument / discussion.

Washington, USA

For full game runs, timer doesn't start on first imput on world map. It starts on selecting the file, so it takes in to consideration the full loading times of everything.

The Wii version starts on first imput because the community decided it would be a good idea, which it really wasn't the best idea, and not horribly liked by most runners, except for the sole reason that it allows us to not have to re-watch the opening cut scene every time. But there are too many runs now to change that.

SMB1 is the only mario game ever (that I know of) where timer starts on first imput rather than game starting. SMB2 and onwards all the way through the "New" series, with the exception of Wii, has always started on "file / game start" and is smart to just keep the tradition going.

I also don't play Mario Kart 8 enough to know how the loading times work in that game specifically. However, if you watch the 100% run of this game, and NSL U, you'll notice that the loading times never seem to change, even after 3+ straight hours of the game. This, once again, applies to the DS, and the Wii versions. Which gives every reason to start on selecting the level rather than on first imput.

However, I'm willing to support starting an IRT timer on first imput for IL's, but not on full game runs.

Edited by the author 8 years ago
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