With the recent friendly competition ariamelio and I have going on, we've noticed some differences between our versions of the game. I'm not quite sure it's an iOS vs Android situation but it seems most likely as I'm on an Android device and she's on an iOS device. Ariamentio's version not only has 4 additional categories to play as she's mentioned in the description of her runs, but the timer also pauses during the various checkpoints scattered throughout the levels. Meanwhile I only have access to the levels up to Tricky Treat and my timer keeps going continuously until the end of the level. The category thing can be resolved easily, but the timer pausing in checkpoints is a different issue. Personally, I'm not bothered by it much because many games have version differences that are advantageous to runners with that certain version of the game, and if you spam through the checkpoints it doesn't add up to much time saved if at all. But, I just thought I'd bring it to the mods' attention that this game doesn't seem to be the same for everyone.
Edit: it's probably just a version difference and not a device difference as getSlam's run on the Old School leaderboard doesn't pause in checkpoints either (and they played on iOS), but it's still important enough to make this forum thread lol
It's come to my attention that the game is no longer on the app store, so here's an apk that other people have used to download the game: https://m.apkpure.com/br/slime-slasher/com.fiveminlab.slasher
I haven't used it myself but I have no reason to doubt its validity and it shouldn't cause any problems with your device, so enjoy!
I made this thread to ask what everyone's opinion is on the current method, namely ending time at the end of the forest cutscene after level 25/50. I feel bad having to change the time of submissions to be 3s slower than the runner thinks they are, even though we've timed that way since the game was accepted to sr.com. So should we change the end time to when the green ball disappears after the arrows all disappear or stay with the current one?
Edit: Misremembered the colour of the ball and changed accordingly.
I have no idea how recently this was done, but the Moron Test got an update. It got a makeover, and some new map packs but I can't actually get past old school due to the game not registering my phone flipping upside down. So, the question is what happens to all these old runs, from the reviews it looks like the timing system changed too, it's no longer on screen so I assume you have to wait until the run ends to find out, and apparently it may not be very accurate.
Since the leaderboards have now officially added Any% PNP+, you may be asking: "What is PNP+?" "What does Any% NMG mean?" Well this forum post will (hopefully) shed some light on what the recent changes to the CB leaderboards entail.
So, NMG stands for 'No Major Glitches' and it is a category where regular Pause & Play is allowed, but not PNP+. Pause & Play is when you pause as a moving object is near the end of its cycle, causing the game to think it has reached the end of its cycle. As a result, the object switches directions immediately after you unpause if done correctly. This is not a very major glitch, as it saves at most a few seconds in each world IGT. It loses time RTA because it takes time to pause and unpause.
Pause & Play+, discovered by our very own @Bigunit, is a glitch where you forcefully pause the game during a level transition so the timer pauses between levels when it would normally be running. One way of doing this on your mobile device it to open up your notification menu or whatever that is by sliding down from the top of your screen. Now this saves an enormous amount of time IGT because it takes 3-4 seconds for each level to transition into the next, and you are tricking the game into skipping the bulk of that added time. Needless to say, this was a controversial discovery and we needed a different category for it. Here is the example run that Bigunit did, and is the current PNP+ world record:
Hopefully this explained the difference between PNP (Pause & Play) and PNP+ (Pause & Play+). Before I end off, the reason why I made PNP+ a miscellaneous category was because:
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I don't think it will be that popular. It will lose traction after a few weeks or months of people grinding attempts.
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It's not even that fun to run, and sometimes the trick doesn't work so it's inconsistent. You're just sliding down the notification menu praying that the game won't add time between levels.
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I couldn't figure out how to make it a subcategory.
With all that said, thanks for reading this and best of luck in your future Cat Bird runs.
Can there be a shooting category to speedrun? I mean shooting has that RNG element at the end so why not
I feel like full game categories should be run with RTA as opposed to IGT, simply for the reason that adding up your in-game times for each level is inaccurate. If this system was in place, people could just grind the same level over and over again, wasting time in RTA but shortening their IGT total. Also, in RTA, mistakes count towards total time but in IGT it doesn't, since you can just repeat the level until you're satisfied with the time. Hopefully the mods will think about it.
Some minigames have an in-game timer, such as hedge honcho and domino effect, so why not make them categories in the level leaderboards? Just a suggestion.