Hello! There is no requirement to know an accurate time for your submissions since we retime every submission anyways, so don't worry too much if you are timing things off a bit or using estimates in the submission time.
However if you would like to retime your own runs to get an accurate reading of what times you are getting, but don't have a laptop or computer, **** the first step is to upload the video to youtube so you can retime your runs from there. If you livestream you can also use a twitch vod, but I must warn you that twitch vods are much more unreliable than youtube and sometimes mess with the retiming apps.
Here are the best options for accurately retiming your runs in my experience:
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I believe VidTimer is a the easiest option for retiming your runs on a mobile device; it is an option that some other mods use if I recall correctly.
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I personally would recommend using YouTube Frame Timer (slashinfty.github.io) since it is what I use the majority of the time. It is best on laptops/computers but it can totally be used on mobile, though it requires a bit more work: (you must open the youtube video of your run on the desktop version of youtube mobile to get the timing data: i.e. going to youtube.com on safari or google chrome app on your phone)
You'll see soon once my run gets verified (:< (idek if it even saves time or not lol)
GGs. Feel like I’m gonna have to play this level exclusively for a month to get it back lol
Clean run! The execution on the out of bounds skips I was doing is insane, did not think that cycle could be possible!
If you think your run is safe. It isn't. If you think this commander bop shall go unnoticed. It won't. What you need to know is that I have a particular set of skills. A set of skills that I have honed over the course of many years of Astro's Playroom grind sessions. Skills that make me a nightmare to runs like this (:<
Congrats on finally breaking this huge barrier! And hello light
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1:54 - this room was done pretty poorly imo, I think if I had cleared the gap without dashing I couldve killed both enemies without having to do a jump attack triggering the slow motion but I can't say for sure since I haven't done too much experimenting here since the rest of the level had more time save present
2:03 - this trick can easily be done about 5 seconds faster, and I have done it that fast before on my first few attempts at the level when I hadn't gotten a path for the rest of the level down yet, but I was starting to get boomed at dying to nonsense here so I just played it super safe. This is a MAJOR place for free time save for future runs.
2:30 - there is some time before the cutscene triggers here where you may as well get these sunstones since there isn't anything you can do to speed up its arrival
2:44 - honestly runs were getting to this point so rarely I hadn't yet figured out a way to dodge this enemy lol so this time loss is a bit embarrassing. I should've just punch-jumped it but for some reason I didn't lol. Another big place of free time save here.
3:18 - this was the fastest way I could find to defeat this enemy, though I have randomly gotten no slow motion here but idk what caused it so could not replicate it for this run. Using this route I'm trying to get the enemy to stop its charge quicker by running into one of the walls/boxes.
3:28 - of course the first time I mess up this room is in the run I end up submitting. If I hadn't missed that second punch I could've jumped and defeated the rest of the enemies much quicker.
3:36 - really happy with dodging this laser pattern without dying or having to dash and lose time, it appears like they are on a global timer starting from some point earlier in the room since the pattern was at different points of the animation every time I got here.
3:43 - for some reason the hitbox of this fence does not go as far as it's model appears to imo so you can kind of just jump over the corner of it like this...
3:51 - not the best boss rush portion but it could've been worse. This is the fastest strategy of attacking it that I could find using my minimalist approach to sunstones, though the individual attacks could be cleaned up.
4:28 - if you don't activate the attack early before using it late I found you usually slide off the enemy and die in the laser while using the attack for some reason, though I'm sure there is a better way around this.
I think for this to work, time should start from entering CPU Plaza by teleporting there since it makes whether or not you have sprint speed once starting the run consistent
Ngl I really like this idea lol. I do wonder how much actual time save there could be past a certain point but it would be a really fun category extension regardless
This is a good time save agreed. The only reason it’s not currently used in many of the top runs is because it tends to be easier overall to consistently complete runs if you start at the ones that have the highest chance of killing the run, since it leads to many more runs being completed in the same time period (thus increasing chances of PBing). Plus considering how much of an opportunity there is across each of the levels compared to top runs currently to regain the time lost by not doing this trick it loses a bit of the viability.
Obviously however a time save is a time save so maybe one day when the record gets more optimized this could be a big help in driving it even lower.