I've noticed that the game time as reported in-game can be 10-ish minutes lower than the autosplitter time and 20-ish minutes lower than the realtime, when looking at 100% speedruns. There was very little discrepancy in pre-May patch runs though. Does anyone know what has changed and whether Ori in-game time can be reliably tracked on per-split basis?
Note, that I'm pretty happy with the existing auto-splitter and that's just a small thing that bugs me after finishing the run.
I support a 100% No OOB category. Here are few related questions:
- Should the breakages of the wall from the other side (e.g. via Spirit Star) be permitted?
- Should the category be No Major Glitches instead and what should they be?
My opinions are:
- Don't allow breakages of the wall from the other side, since they are based on attacking things out of bounds.
- Have No Major Glitches category, excluding the invulnerability-on-death glitches. While they are cool and technical glitches allowing for a silent swim and extra cutscene skips, I think the level by which they break the game is comparable with out-of-bounds.
Note, that those are purely subjective. I can see how people may consider sentry jump and feeding grounds skip quite major. I wonder what others think.
Just to confirm - does this tracker works well with Afterbirth? Asking, since its name is RebirthItemTracker.
neonomi, what was your schedule for the first attempt and how are you planning to do it now?
Hey,
After getting 1001% Nerd I've got a crazy idea to do a run! But since it will take tens of hours and have a job, I can only do runs with pause allowed.
My rules proposal: ¤ Run starts from empty save. ¤ Run ends when the save displays 1001%. ¤ Timer can be paused during a play with some character, such that the seed and in-game timer are visible. ¤ Timer and game should be resumed from the same moment when it has been paused.