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| Timing Information | Firstly the timing of this run needs to be explained. Originally, timing was intended to follow the rules on speedrun.com/crashnst as closely as possible, which require runners to install a load remover to remove all frames that are either pitch black or show the "Loading" text. The timing is this way to make the run fair among players with all different types of computers, as both the length of a loading screen and the amount of black frames a player has varies between PCs. The load remover is a visual-based one, while it's good enough for full-game runs, it's not entirely accurate because most of the time it doesn't start as early as it should after a loading screen due to incorrectly detecting black frames. Because of this, the run was timed by cutting out any frames that had a loading screen or a pitch black frame (except the first black frame before a loading screen, as that is the final frame in which timing is counted) to make it as accurate as the load remover should be. Over the course of the run, this method loses approximately 3 - 4 seconds to what the load remover would suggest it was if it was performed in a single session. | General Information | At uncapped framerates Crash moves a lot faster while jumping compared to 60 FPS leading to ridiculously fast times in non cycle restrictive levels. Crash can't jump as far as normal though, which is an unfortunate trade off although he can jump on the water in the creek levels if you press jump on the correct frame. Triggering hyperjumps make Crash gain more height than normal therefore letting you fly a lot further as seen in the ruin levels during this run. The down side to high framerates is that certain glitches and strategies used in normal runs don't work. These include NSB & Rolling Stones hole skips, Hog Wild death abuse, Ripper Roo glitch, The Lost City fast Tawna bonus, Road To Nowhere fast ice slopes, Heavy Machinery hyperjump, Generator Room hyperjump, Pinstripe manipulations, The High Road box boost & Slippery Climb phasing during the hyperjump. You can also experience terrible rng in Brio where he literally yeets the slimes straight into the sky like a hyperjump. The Brio segment looks slow in this run but it's actually really good rng for high framerates. | Segment & Split Times | All segments were recorded at 165 FPS although the section between Sunset Vista after triggering mask form to the end of Generator Room was recorded at 30 - 60 FPS. Segment Time | Split Time N. Sanity Beach 52.43 52.43 Jungle Rollers 1:09.44 2:01.87 The Great Gate 1:00.89 3:02.76 Boulders 1:03.63 4:06.39 Upstream 57.49 5:03.88 Papu Papu 32.87 5:36.75 Rolling Stones 1:12.05 6:48.80 Hog Wild 1:06.87 7:55.67 Native Fortress 1:59.19 9:54.86 Up The Creek 1:27.15 11:22.01 Ripper Roo 43.44 12:05.45 The Lost City 2:42.82 14:48.27 Temple Ruins 1:15.07 16:03.34 Road To Nowhere 1:17.93 17:21.27 Boulder Dash 1:34.08 18:55.35 Sunset Vista 3:02.50 21:57.85 Koala Kong 43.82 22:41.67 Heavy Machinery 59.66 23:41.33 Cortex Power 58.93 24.40.26 Generator Room 53.18 25:33.44 Toxic Waste 1:17.70 26:51.14 Pinstripe Potoroo 59.49 27:50.63 The High Road 1:16.29 29:06.92 Slippery Climb 1:42.71 30:49.63 Lights Out 1:23.15 32:12.78 Jaws Of Darkness 1:31.67 33:44.45 Castle Machinery 23.27 34:07.72 Dr. Nitrus Brio 1:12.96 35:20.68 The Lab 1:10.12 36:30.80 The Great Hall 10.08 36:40.88 Dr. Neo Cortex 1:11.72 37:52.60