A Hat in Time | Co-op Speedrun Timer Bug
This is a comparison of first actionable frames relative to in-game-time after a loading screen in 4 different areas, with Co-op mode enabled and disabled. By holding forward and dive as soon as the timer appears, this buffers a dive input so it comes out on the very first actionable frame. Then frames were compared side-by-side to find a matching animation.
For the Back-to-Hub from Mafiatown, this is the frame Hat Kid lands after bonking. For the entrance to Welcome to Mafiatown, this is the first frame the white splat appears around Hat Kid. For the Subcon and Battle of the Birds comparisons, this was the first frame a medium dust particle was created when Hat Kid begins sliding on the ground.
The point of this video is to show that the in-game-timer tends to start earlier relative to the first actionable frame when Co-op is enabled, artificially inflating speedrun times by several seconds over the course of a full-game run. This affects Co-op runs with two players (2p) and with one-player-two-controllers (1p2c).
To avoid at least some of this timeloss, Co-op mode must be disabled at some point in the level before the loading screen, which itself costs time. Co-op speedruns must weigh any timesave from a Bow Kid strat against the timeloss of leaving her enabled between levels, or the timeloss of menuing to disable and re-enable her.
Some Bow Kid strats save only around 4 seconds (after considering the extra menuing), such as the gap jump in Owl Express Rift. But because Bow Kid needs to collect the Time Piece, that timesave is artificially reduced by ~1.25s, simply because the timer starts early upon spaceship load-in when Bow Kid is enabled.
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At this time, Chockrit has 2,124 views for A Hat in Time spread across 26 videos. His channel uploaded 4 hours worth of A Hat in Time videos, roughly 16.58% of the content that Chockrit has uploaded to YouTube.