I just completed a run that made the tbj in HOTE on the second try. The majority of the segment was pretty bad though. The total time (including unskippable cutscenes) was 16:59. I think that 16 flat is easily possible.
I'm not sure how I should be timing these though, as this is my first experience with being able to accurately time my runs. Do you guys actually take the time to subtract out cutscenes from your time or do you just base it on "real time"? Real time may not be the most accurate way to time runs, but it seems to be the easiest. I just assume that I'm going to skip cutscenes at the earliest possible moment and unskippable ones remain constant, so everything should line up run to run right?
Anyone care to tell me how they handle all of this? I know some people know exactly what their in game time is after each segment, but I just don't see how that kind of accuracy is easily possible.
basically you just cut out all the cutscenes and only time stuff where you can move. When i have done timings for people in the past i use virtual dub to find the closest frames to start and stop after each cutscene and punch those numbers into either an avisynth file or anrichan. Just recently i have automated this more on my system by implementing a frame searcher that looks for a match to a stored first frame of cutscenes and last frame of cutscenes to do the timings.
basically you just cut out all the cutscenes and only time stuff where you can move. When i have done timings for people in the past i use virtual dub to find the closest frames to start and stop after each cutscene and punch those numbers into either an avisynth file or anrichan. Just recently i have automated this more on my system by implementing a frame searcher that looks for a match to a stored first frame of cutscenes and last frame of cutscenes to do the timings.
The only gray area is- when do we really know when the clock starts ticking
it ticks if things in the environment move. ie: anytime you have control of samus, and those brief moments when you grab an upgrade between the cutscene and the "YOU GOT SOMETHING COOL" message (also, between the message and the pause when you grab an artifact). one place this is easy to notice is after you get bombs. even though you are unable to move before the message, you can see that the toxic water or whatever still bubbles and stuff.
one place this is easy to notice is after you get bombs. even though you are unable to move before the message, you can see that the toxic water or whatever still bubbles and stuff.
You can also lay a bomb in that time window as i have done it many of times while mashing a for no good reason.
I just started a new job serving at a 4 star restaurant, and I've been working seven days a week. On top of that we are completely overhauling our menu so I have to study for yet another test (as if the nine tests during training weren't enough).
I know, excuses, excuses... BUT, I made a couple hours of attempts today and things are looking promising. I'm looking forward to working on this all day Friday.
EDIT: Well, it's all over. I made the mistake of watching TV while practicing my run. I absentmindedly saved over my file AGAIN, only this time I didn't have a decent recording/save to fall back on. So yeah, this run is over.
I will restart again in the future, but right now I'm a little bitter. We can leave this thread open until then.