Many members of the smash 64 speedrunning community are starting to show interest in trying to get good runs submitted to SDA, but as the timing methods used between SDA and the community differ, none of the runs that anyone in the community does are submittable. I'm wondering if it is possible if we were to discuss the possibility of changing the timing method from In-Game Time to Real Time. I talked with multiple members of the smash 64 speedrunning community, and everyone is on board with this, and many of them are willing to be involved in the discussion as well.
To start it off, here is, now, my copy-paste description of why the smash 64 community uses Real Time, and no longer uses In-Game Time:
Short version: The timer rounds to the nest whole number second, meaning using the old method of in-game time is actually inaccurate (by as much as 14 seconds). The Smash 64 speedrunning community no longer uses in-game time, and uses real time, as it is a better method of timing. Removing the timer (infinite time) also saves about a second in the score display of each stage (10-12 seconds total).
Long Version:
In the past, speedruns were done using in-game time. The timer would start from a time (usually 5:00), and count down, until the runner completes the stage, in which it would display a time (e.g. 4:55). The runner would then take the difference, and mark that as the time it took to complete the stage (in this case, 5 seconds). The runner would then do this for every stage, and add up all the times to get a final total in-game time in the run.
This method has several flaws.
First, the in-game timer rounds up to the next whole number second. In the example I gave above, the timer displayed 4:55. However, the actual time the runner could have gotten could vary anywhere between 4:54.01 and 4:55.00. This means that the total time spent on the stage could vary anywhere between 5.00 to 5.99. This leads to up to a second of inaccuracy on each stage (14 stages total), meaning a final time could be as far as 14 seconds off. For example, say someone got a final time of 3:00. 3:00 could have a time varying anywhere from 3:00.00 to 3:13.86. This inaccuracy becomes very significant when two runs of a similar time are compared with each other.
Second, Due to the rounding feature, there are some stages where a runner can run a level and already know the result they will get. I have seen some runners of in-game time put down the time they will get on a stage before they even start the stage, because they will get a time within that second (e.g. Bonus Stages). Similarly, there are some stages where if a strat is not performed optimally, a loss of a few frames actually makes the timer move to the next second, losing a full second. The common example I can think of is DK in the Link stage (very easy, 5 stock). If DK does everything optimally, it can result in 4 in-game seconds for that stage. If DK is slow anywhere in the strat, it will result in a 5 second stage. A split second should not cost a second.
Lastly, between stages, the timer doesn't count, so runners can take a short break. I know this sounds stupid, and may sound like something that shouldn't ever happen, but I have seen some runners stop near the end of the run, look at their splits, see how far ahead or behind they are, then continue. I have seen other runners stop, stretch out their hands, or grab a quick drink of something, then continue. None of this gets added to the time, because it's not part of the in-game timer.
So all that said, the speedrunning community for this game no longer uses in-game time, and uses real time. We've been using real time for basically a year and a half now, and everybody agrees with the reasons for the change.
To start it off, here is, now, my copy-paste description of why the smash 64 community uses Real Time, and no longer uses In-Game Time:
Short version: The timer rounds to the nest whole number second, meaning using the old method of in-game time is actually inaccurate (by as much as 14 seconds). The Smash 64 speedrunning community no longer uses in-game time, and uses real time, as it is a better method of timing. Removing the timer (infinite time) also saves about a second in the score display of each stage (10-12 seconds total).
Long Version:
In the past, speedruns were done using in-game time. The timer would start from a time (usually 5:00), and count down, until the runner completes the stage, in which it would display a time (e.g. 4:55). The runner would then take the difference, and mark that as the time it took to complete the stage (in this case, 5 seconds). The runner would then do this for every stage, and add up all the times to get a final total in-game time in the run.
This method has several flaws.
First, the in-game timer rounds up to the next whole number second. In the example I gave above, the timer displayed 4:55. However, the actual time the runner could have gotten could vary anywhere between 4:54.01 and 4:55.00. This means that the total time spent on the stage could vary anywhere between 5.00 to 5.99. This leads to up to a second of inaccuracy on each stage (14 stages total), meaning a final time could be as far as 14 seconds off. For example, say someone got a final time of 3:00. 3:00 could have a time varying anywhere from 3:00.00 to 3:13.86. This inaccuracy becomes very significant when two runs of a similar time are compared with each other.
Second, Due to the rounding feature, there are some stages where a runner can run a level and already know the result they will get. I have seen some runners of in-game time put down the time they will get on a stage before they even start the stage, because they will get a time within that second (e.g. Bonus Stages). Similarly, there are some stages where if a strat is not performed optimally, a loss of a few frames actually makes the timer move to the next second, losing a full second. The common example I can think of is DK in the Link stage (very easy, 5 stock). If DK does everything optimally, it can result in 4 in-game seconds for that stage. If DK is slow anywhere in the strat, it will result in a 5 second stage. A split second should not cost a second.
Lastly, between stages, the timer doesn't count, so runners can take a short break. I know this sounds stupid, and may sound like something that shouldn't ever happen, but I have seen some runners stop near the end of the run, look at their splits, see how far ahead or behind they are, then continue. I have seen other runners stop, stretch out their hands, or grab a quick drink of something, then continue. None of this gets added to the time, because it's not part of the in-game timer.
So all that said, the speedrunning community for this game no longer uses in-game time, and uses real time. We've been using real time for basically a year and a half now, and everybody agrees with the reasons for the change.
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