Hey! It seems like you beat us to getting the leaderboard made, but here's a link to our discord server for Endless Ocean speedrunning. Hopefully we can keep discussion of all of the games together.
A while back, I was interested in trying to beat as much of the game Singleplayer as possible, and I managed to get almost all the way through dungeon 3. As much of the map is built around multiplayer, this naturally necessitated skipping a lot of content.
Assuming the map hasn't been updated to patch these, the biggest skips I found that haven't been implemented in the any% record are: -Skipping almost the entirety of Area 2 -Skipping the first cave in Area 1 -A small time save in Dungeon 1 that bypasses the last two puzzles
Doing these skips also allows you to smuggle levers, buttons, and pressure plates from one area to another, which could potentially let you bypass collecting slow ones later in the game.
What is the purpose of the "100%" and "any%" distinction in the level leaderboards? It's been a while since I've played a lot of the later scenarios, but from what I can remember there isn't really enough "extra" content to warrant a distinction. I may just be misremembering, though.
As for the full-game leaderboards, I feel like it would be better to separate the Campaign leaderboards from the Freeform and Challenge leaderboards, considering how different Campaign is from those two. Possibly have "Campaign", "Challenge", and "Freeform" as the main categories, with Campaign split into "Any%" and "100%" subcategories, and Challenge and Freeform split into the miscellaneous ones like 5Star% and Quagga%. It would be a lot clearer to understand, since Any% and 100% don't really apply to Challenge and Freeform, and it would remove the need for the "Default" subcategory.
Also, there seems to be some formatting issues with the leaderboards, in that only glitched runs show up by default. For instance, CinnamomRoll's runs are glitchless, and they don't show up when you actually click on an individual level's leaderboards. Changing the filter to include "With Glitches" and "Without Glitches" makes them show up again. It should be possible to change the category settings to make both types of run show up by default.
I would be willing to put in the work and sort all of this stuff out - including writing rules for the categories - but I know from personal experience that it can be annoying to have people showing up and asking to be a mod. But I do have experience formatting leaderboards, so I hope I can at least provide a bit of advice on that front.
I've done a little bit of glitch hunting and this is the closest I've come to a skip so far. If you open the menu before you enter the slide after delivering Luke Belmont's pizza, then when you close the menu you gain the ability to stack your movement onto the movement caused by the slide, causing a very unintended displacement (the displacement in the video was caused by just walking forward through the entire slide).
If you displace out of bounds and fall into the void, there seems to be a "death plane" of sorts beneath the map that warps you to the bridge in the middle of the city when you land on it. Displacing out of bounds and then warping like this would save 17-19 seconds over doing everything as-intended, but unfortunately entering the weird slide-walking state seems to cause a softlock at the end of the game that prevents you from sliding down the pole. If you exit the game and re-open it, you can actually slide down the pole now, but that takes far longer than 17-19 seconds so that's definitely slow.
I have another theory, though. If the game auto-saves while you're on the slide, and you exit and re-enter the game, you exit the sliding state and you just fall through the slide to the ground (this is probably why resetting the game removes the softlock). You can inconsistently force the game to auto-save while you're on the slide by opening your inventory and waiting a second or two, so my theory is to use the slide to displace over Caetano's, force the game to auto-save, exit+reload the game and fall somewhere out of bounds in/around Caetano's. And then, from there, there would need to be a way to navigate to either the saxophone room or to the train.
In summary, if anyone can find a way to avoid the softlock that would save up to 17-19 seconds, and if anyone can find a way to displace directly to the end using the slide then whoa boy that saves a lot more.
If you have a suggestion for a category, this is the place to post it. Describe the idea and why you think it would make for a good category.
Hello! I never realized these leaderboards existed, otherwise I would have requested this a long time ago when I initially did this run:
Though, I'm not sure what the best way to define a "jump" is, or the best way to verify that a given run was actually completed jumpless. The way I did it was to simply forbid myself from using the spacebar, although that's probably a little too restrictive.
If anyone has any ideas for a potential category, feel free to post your ideas here.
In case anyone has any thoughts or questions or whatnot about the game, feel free to post them here.
As of 2019-04-16, a couple major changes have been made to the structure and function of the leaderboard:
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Runs on Version 0.0.1.1 of the game have been placed into a category separate from runs on Versions 0.2+.
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The In-Game Time now has priority over the Real Time. That being said, the Real Time will still be listed for the full-game runs (or at least for the time being).
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The Real Time column has been removed from the Individual Level leaderboards.
Granted, there's probably not many people looking at this page much anymore, but figured I'd announce it all officially in case anyone got confused by the changes.
Recently I've been considering transitioning the full-game leaderboards from Real Time (RTA) to In-Game Time (IGT).
On the one hand, the in-game timer is perfectly accurate, and prioritizing IGT would remove any potential problems with loading times. So, using the IGT would seem to work perfectly fine. This would also remove the need to re-time runs afterwards.
On the other hand, the IGT becomes inaccurate if you ever die in a run, because the game doesn't give you centisecond accuracy for your time of death. However, this isn't too bad of a problem.
Along with this, switching to IGT causes problems because of Version 0.0.1.1. Version 0.0.1.1 has very different in-game times from Version 0.2+. The RTA is more or less identical between the two, but switching to IGT would necessitate separating 0.0.1.1 from 0.2+ on the leaderboards.
So, what do you think of potentially switching to IGT?
Considering there is no video or explanation of it, it would be nice to know.
My presumption is that time starts after the fade-in from the menu is over, and right when you can start to see level 1, and that time ends as soon as your character is no longer visible after walking off the screen in level 18.
I found a way to collect an extra coin in 2-4:
Worthy of a meme category, methinks.
Because every good game has a general discussion thread.
On a side note, I'll be uploading a 2:01:39 run tonight and submitting it tomorrow.
Becase this game is so short and there's not much to be optimized, accurate timing is absolutely necessary on the leaderboards. However, many of the times currently on the leaderboards are not retimed at all, and go by manual splitting, which is inaccurate.
FIRSTLY: HOW TO RETIME RUNS USING WINDOWS MOVIE MAKER
- Obtain Windows Movie Maker (it's a free download)
- Obtain the video of the run. If you can't download the video, you can just play the video while recording the webpage
- Place the video into Movie Maker
- Trim the run such that the first frame of the video is when the exclamation mark disappears from the door (because that's the first thing that happens upon interacting with the door)
- Trim the run such that the final frame of the video is the first frame that the "Day Completed" box begins to appear on-screen
- Find the length of the new video. THIS IS NOT THE RUN LENGTH. Convert the time into seconds, and multiply by 30 to get the approximate frame count.
- Because the frame count is a whole number in reality, round the approximate frame count to the nearest whole number to get the actual frame count. 8 ) Divide the actual frame count by 30 to get actual seconds, and then convert back to minutes:seconds
- Now you have the actual time of the run. NOTE: Windos Movie Maker is limited to 30 frames per second, which is not necessarily going to be accurate. I don't know if this game runs at 60 frames per second, but if it does, then you can use a video editing software that can handle 60fps and do everything listed above, except multiplying and dividing by 60 instead of 30.
SECONDLY: I'VE RETIMED THE NUGGET% RUNS Grayfoxgaming's - 3:47.366 (6821 frames) razziyi's - 3:47.700 (6831 frames) SubmarineCaptain's - 4:02.066 (7262 frames)
Are emulator runs acceptable? Specifically the Dolphin emulator, which is the only Wii emulator I could find.
You must show whether your game is using Earth Time or Kerbin Time. You can find this in the General Settings of your game.
1 Kerbin Year = 426 Kerbin Days 1 Kerbin Day = 6 Hours 1 Kerbin Year = 2556 Hours
1 Earth Year = 365 Earth Days 1 Earth Day = 24 Hours 1 Earth Year = 8760 Hours
EDIT: There is a limit to how long a speedrun can be on speedrun.com, which is 999 hours. That means if your speedrun is longer than 41 Earth Days (166 Kerbin Days), you won't be able to submit it unless I find some workaround
I entered in genocide mode, and killed all of the required enemies in Hotland so as to get shorter Mettaton dialogue. How is it NG+?
I only just thought about this. I lost almost 40 seconds during scene transitions in a recent run, while Walkinator's 10:56 run only lost 22. I don't want to sound complainy; I'm just wondering what graphics settings would be optimal?
If it's not the graphics settings causing it, then I don't know what it could be; it's definitely not my computer, that's for sure.
(scene transitions are the black-screen moments when, for example, switching from the KSC into the VAB)
EDIT: I probably should've just put this in the general discussion thread; sorry about that.