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Super Mario Run IGT Arguments

Sep 15th, 2017
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  1. These are the pros and cons of switching to in-game time for Super Mario Run ILs of single levels. Pros are denoted by a +, and cons by a -. They were all compiled by me, so there could be something I missed, but I will try to update this as soon as possible if anyone has any other valid pros or cons. Please read them all before casting your vote.
  2.  
  3. + IGT is easier to time, for runners and mods.
  4. + It will always be calculated correctly, as it is clearly displayed in-game. With RTA, a time of 38.07 could be mis-timed as 37.96, or vice versa.
  5. + IGT means lag is not a factor. For many players the game will lag, which is generally negligible over a full run, but can make the difference between getting a 37 and a 38 if RTA is used. With IGT, lag does not matter.
  6. + It means additional bubble strategies can be used, which let ILs differ from how you do the level in a full game run. Note that even if RTA timing is used, some bubble strategies would be used, as they are faster for both timing methods, so if you don't like the concept then you are not in luck.
  7. + Load times when transitioning through a screen are irrelevant. I did some quick tests the other day and although they seemed mostly consistent, there appeared to be a difference of a few frames. I did not entirely confirm this, but using IGT means this is not a worry.
  8. + It means you instantly know if you beat your time upon completing the level, and is more intuitive in this way.
  9. + IGT means that if you need to pause the game for some reason, that does not invalidate your run (or at least make it irredeemably slower).
  10. + IGT is used for 3/4 of the NSMB game ILs. I don't believe this is a very convincing argument but it has been arguing that using RTA is "normal", just making the point that this is not really the case.
  11. + IGT means there is an extremely clear end point for castle and airship levels.
  12.  
  13. - There are currently 65 IL runs on the boards (93 including my currently unsubmitted ILs). Three of these do not have video, or the video is not available, so would have to be removed.
  14. - The use of timer blocks would be troublesome. These would have to be banned, have the time given back negated, or allowed entirely. Allowing them would change many levels.
  15. - Similarly to the trouble with timer blocks, timing 6-4 would be slightly more complicated. Either the IGT for each phase can be calculated and then added together, or only final time can be used. I believe adding them is better as then it is necessary to play optimally in all 3 phases, not just the last one. However, this means it is required to carefully check if the timer went down a second before refilling, by going through the video frame-by-frame ideally.
  16. - It is possible to waste as much RTA as you want, by sitting on a pause block or by pausing the game, and get an equal IGT. Some people believe this is a against the spirit of a speedrun.
  17. - As each in-game second is slightly longer than a real second, ties will statistically be slightly more frequent, which some do not like the idea of. The difference will be small though: 1-1 Any% would be a 6-way tie instead of a 4 way tie, for example.
  18. - It would not be possible to use Easy Mode for ILs, as the IGT is not shown. I do not believe there are any ILs that currently use Easy Mode.
  19. - With IGT the penalty for dying is a bit smaller, closer to 1 second instead of 3 or 4.
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