Perhaps it has been changed in a recent patch? I wouldn't be surprised since they have made similar minor changes before. Would be something to keep an eye on I suppose if this is the case going forwards
The gatcha puzzle pieces are not at a consistent position; on average it seems like they are earlier into the gatcha collection, but i've seen cases where they show up significantly later. This uncertainty means it would kind of suck to do a 3-4 hour run only for it to die at the last moment if either of these puzzle pieces decides to be one of the last ones you get on that attempt. It's not off the table as an option, and we've discussed the possibility of categories like this (perhaps a 300 bot & all non-gatcha puzzle pieces category), but for the moment the 300 bots category was created to create this bridge between 100% and any% as best we could while keeping the categories fun and unique enough to be worthy of a separate category. We don't want to create category bloat where too many similar categories can lead to less people willing to run them, but we will be keeping an eye on the interest for such categories to decide when one would be popular enough, among people who would actually be willing to run it, to earn a spot.
Exactly what Tfresh said; moderators are real people with real lives outside of speedrun.com, so even though we try to verify runs as soon as we can sometimes it will take a week or two if schedules don't line up optimally, and we have to stop verifications at some arbitrary point depending on how much time we have available. Please don't ask for your runs to be verified as we will get to them when we are able to.
I'd also like to add that speedrun.com's ability to keep track of when someone has last came online is not great; I had been off site for a couple of days so was not even online for the days when Z4r0x mentioned me. In addition we have other games we moderate that may have older or higher priority (i.e. world records) runs which we could be focusing on getting through instead, so just being online doesn't necessarily mean we have the time to verify a specific run.
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
[description continued]
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