If there was an easy way to remove load times I could see an argument for adding it, for example with an autosplitter. But I don't think there is an issue, the runs (including the record) are so unoptimized and have minutes of mistakes in them that 4 second of load time in a 70 minute run don't really matter. And we would have to force runners to set up the autosplitter. Feels like this is a discussion for the sake of discussing, rather than any practical reasons.
I also do not think there is significant reason to have separate leaderboard for the platforms, not just because of inactivity but because it's the same game - the up key trick can be replicated on console through joystick position or button remapping. It's a weird mechanic yeah, but you'd have to take that up with Coldwood. I don't think "most games" have split boards as it stifles competition and would need proper justification.
Run appears in my profile but not on the leaderboard. Maybe because the run is from before the game was submitted? Still weird. https://www.speedrun.com/fates_of_ort
I made a discord for this because why not, join to discuss runs, strats, glitches and whatnot.
Don't Eat the Mushroom - http://www.speedrun.com/detm
This thread is for gathering all Knytt Stories leaderboards in one place on the main KS page. Post any levels that I have missed or that are added.
A Strange Dream - http://www.speedrun.com/knyttsasd
An Underwater Adventure - http://www.speedrun.com/knyttsaua
Gustav's Daughter - http://www.speedrun.com/knyttsgd
Sky Flower - http://www.speedrun.com/knyttssf
This Level is Unfinished - http://www.speedrun.com/knyttstliu
I was about to say that I don't think it warrants its own category, but 100% NDR would allow you to reach the secret end with all items faster than "regular" 100%, so perhaps it does after all. I don't think we should change the name of 100% though, just state in the rules that it is to be played on normal. That's my opinion.
There is no mention of difficulty in the rules for 100% and with the definition as it is I could run most of the level on Easy, switching to Normal towards the end to pick up keys and get the other ending. I was happy to see that the WR does not do this as I would not like to run the category like that either, but I also would not like to grind for a great run on Normal only to have it beaten by someone playing on Easy. Could this be addressed please?
On the other hand, my idea of the most "fun" run would be to start out on Normal, then switch to Easy on your way to the machine just because the out of bounds movement is more interesting on Easy. Then, after getting the standard ending the difficulty would be switched to Normal again to get the other end.
The discussion here is interesting and I would love to know more about enemy behavior because there is certainly something to it. I definitely noticed the cycles of enemies even when I played casually many years ago. I think it's most noticeable with the flying enemies that fire projectiles - when you first enter their screen you do not know when they will fire, it seems completely random. But after they fire that first shot, the pattern appears to be set and predictable, even after leaving the screen. So there appears to be a global cycle of sorts, and it also appears that it begins for each enemy when you first encounter it.
Interestingly enough there is a point in The Machine any% normal where you enter a screen with an enemy twice. The ninja enemy appears to be very RNG based, both in terms of when they throw stars and the trajectory of it. The first ninja you encounter in the blue area, you enter that screen briefly on your way to it which would start this enemy's cycle. You then re-enter that screen shortly after and in my runs, I just run straight past this ninja and I cannot remember being hit by him even once, even though I know full well that he is very capable of hitting you in that position.
Later in the blue area you encounter more ninjas, the ones that are climbing walls, and the screens that they are on you only visit once. These ninjas are a different story, their pattern to me appears unpredictable and I have lost many runs to them. I'm not saying there is definitely a connection between the ninja whos screen you visit twice never killing you and the ones you see only once that do, but it illustrates how knowledge of these cycles do have a direct impact on speedruns.
Another enemy of interest is the black creature that climbs walls and fires three projectiles. There is one in the green area in The Machine, right before you enter the ghost area. Now in any% you just pass this enemy once and I find I can always do the same movement to get past. However in 100% you need to pass him twice and it is a cause of concern to me as the second time the enemy will already have been activated and it can be tricky to get past should the behavior be erratic. I think this enemy moves towards the player but it appears its firing rate isn't set, though I could be wrong. I intend to do some 100% runs shortly and I will definitely be monitoring this, and other enemies you encounter more than once in the run.