Methodology
Methods, best first
- source-code: a constant read from code the developer published (e.g. Celeste's Player.cs).
- datamine: values from decompiled code or RAM/ROM maps produced by the community. Usually accurate, but version-specific, and context is sometimes inferred.
- community-wiki: values documented and tested by expert communities (speedrun, fighting-game and Smash wikis).
- frame-count-from-footage: counted by stepping through 60 fps capture. Accurate to about ±1 frame; it can't see internal timers.
- dev-statement: stated by the developer in a talk, post or interview.
Units
Every duration is shown in frames at 60 fps and in milliseconds. Games with other internal rates are converted: Hollow Knight's 50 Hz physics step (an assumed engine default) gives fractional 60 fps frames. If a value isn't a duration (e.g. gravity units), the frames and ms columns show "—" and the units are explained in the notes.
Confidence
- high: primary source or a well-established community formula, with sources that agree.
- medium: secondary source, inferred context, an assumed tick rate, or sources that disagree slightly.
- low: a single unconfirmed measurement.
Expert review
Every entry starts as Pending expert review. It's marked Expert-verified only after the curator has checked the values against the sources and, where possible, in the game itself.
What we don't do
We don't invent values, average sources that disagree, or rehost long footage. Clips will be short and used for reference only.