Spielerando

How do I get a fair typical clear time when a few players skip half the level?

A handful of impossibly fast runs drag the average of a level down and make every normal player look slow. This entry shows how to spot and set aside those runs with a rule that does not need a hand-picked limit.

Why this works

Clear times are bunched toward the slow side, so a few absurdly fast runs from skips distort the average. Working on proportions and using measures that outliers cannot bend removes the cheats but keeps struggling players, who are real.

When not to use it

Do not remove fast runs when skips are part of the design and many players use them. Then a fast route is simply another way to play, and you should report each route separately.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 29 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How do I get a fair typical clear time when a few players skip half the level?" (read_entry clear-times-with-skips-and-glitches-removed) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP