Either its really precise or im missing something, I have no idea how to make it work
because all the runs on the leaderboard are like 3 seconds faster than they would be if timing started at the first frame you're in level 1
While The Man is a great game to speedrun, there's one major problem with it: it's on scratch. Unfortunately, this means that the speed of the game depends on the speed of your computer, and while there may be a cap on how fast you can run The Man in terms of frames per second, I can't really check.
Fortunately, there is a way round this. While a faster computer may be able to run more frames per second, the same distance is moved in each frame. Therefore, if the timer is based on the number of frames taken to complete a run, the difference in computer speed is removed. There are a few problems with this, including the 2 second text boxes and other delays, but these can also be adjusted.
In case there is ever any competition in this game, but mainly for my own peace of mind, I have added a 30 FPS timer to my speedrun edition of the game, which I will be doing all my future speedruns on.
Im not sure whether this merits the use of 'Time without loads' as In Game Time, but my version should definitely be accepted as a valid version of the game to speedrun, since I have not touched the physics engine or the levels. One was of using 'Time without loads' might be to put any submittied IGT's in that section, and times without IGT could leave it as RTA. Unforntunately, igt is actually slower than rta, so this might not work.
The rta in my game should not be used as official rta, as it is not totally accurate.
Finally, should this in game time be more important than real time, since it is more objective? To be honest, all this would only come up if more (any) people wanted to speedrun the game, but as I say, i'm mainly doing it for my own peace of mind. Oh, and should I be a moderator?
Here is the speedrun version of the game: https://scratch.mit.edu/projects/640380219/