Import Main List

Drop a JSON file, a custom array, or type level names one per line.

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.json .txt .csv
or

Consistency Validation Checker

Evaluate whether consistency achievements are valid for the set baseline.

Consistency

Best Progress

Enter a progress value or a run range such as 40 - 100.

Compared Existing Consistency

0 if no consistency achievement exists yet

Level Precision

Default precision for the level. Higher precision than the reference raises the Gate A requirement.

Level Segment Modifiers

Each entry can modify relative difficulty and/or set precision (σ/s) for that section. Sections are independent and may overlap. Leave Difficulty blank for no difficulty modifier, or Precision blank to use the whole-level precision.

Level Length & Nerves

When enabled, nerves reduce each run's score credit and apply an extra penalty to progress after the peak. They also raise the progress used to decide whether a run qualifies: a 56% post-peak run may count as more effective progress because it was reached under greater nerves. The rate is configurable under Advanced options; this is an experimental scoring proxy.
Advanced options
Experimental; based on the Nerve constant in the frame-window calculator.
Multiplier in the extra post-peak qualification nerve exponent; this setting is limited to 0–2. Higher values make smaller post-peak runs count as more effective progress. 320 is not an appropriate value here; it would be clamped to 2.
Controls the per-run exponential noclip penalty (capped at 0.5 to prevent a run's credit collapsing to zero). The default is 0.5; set to 0 to disable it.
Reference point for converting level precision into a Gate A multiplier. Equivalent precision divided by this value is the precision factor; a lower reference makes the requirement stricter.
Extra percentage above the baseline required by Gate A. It is raised to the Difficulty Exponent, so larger margins can increase the requirement substantially.
Maximum percentage-point gap below the peak that is marked as filler in the run breakdown. This label is informational; filler penalties use the threshold and allowed-run settings below.
Base score points available to each non-peak run before difficulty, rank decay, order, coverage, nerve, and noclip adjustments.
Multiplier applied once per rank after the second scored run. For example, 0.7 gives rank 3 a ×0.7 multiplier and rank 4 ×0.49.
Scales contributions from attempts submitted before the attempt that set the highest progress.
Scales contributions from attempts submitted after the attempt that set the highest progress.
Use 1 to multiply a run's contribution by the fraction of the level it covers (End − Start, divided by End); use 0 to give partial runs full coverage credit.
Controls how strongly progress ratios affect run contributions and how the significant-increase margin scales Gate A. Higher values make partial-progress runs worth less.
Nerve-adjusted progress must reach this % of the peak to qualify
Share of scored runs allowed below the Filler Threshold without a penalty. Excess low-value runs are penalized using Filler Penalty Decay.
Score is multiplied by this per excess filler run

Submitted Runs

Enter runs in attempt order. Start % is 0 unless the attempt began from a checkpoint or start position further into the level. End % is capped at 100. Enable “Noclip used” on a run to record its mod menu, death percentages, and accuracy. Deaths and accuracy apply an exponential reduction to that run's score credit and qualification progress.
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Gate A — vs Baseline
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Gate B — vs Current Achievement
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Consistency Requirement
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Filler Penalty
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Attempt Order Run Coverage Nerve factor Noclip factor Weight Contribution
Score 0
1. Baseline accepts a single End % or a run range such as 40 - 100. When partial-coverage discounting is enabled, a range contributes End − Start as the effective baseline; otherwise it contributes End. End % is capped at 100. The calculator searches contiguous attempt windows from longest to shortest and uses the largest passing window that includes the overall highest End % attempt. If multiple windows of that size pass, it prefers more qualifying runs, then the higher score. That highest End % is the peak (M); ties use the first attempt with that End %. Internal attempts remain in the selected window, while attempts outside it are excluded.
2. Run nerve factor = e^(−Nerve Rate × level duration in seconds × End %/100), or 1 when time-based nerves are disabled.
3. For qualification, a post-peak run also gets an extra nerve factor = e^(−Nerve Rate × reached seconds × Extra Post-Peak Qualification Nerve). Effective progress = min(100%, End % ÷ (run nerve factor × extra post-peak factor) × Noclip Factor). The extra factor is 1 for pre-peak and peak runs.
4. A run qualifies when effective progress is at least Filler Threshold % of M. The peak run always qualifies. Three or more consecutive low-progress runs immediately before and/or after the peak count together as one hard-run cluster only when each run's overlap covers at least 50% of the peak's covered interval; cluster members are exempt from filler and auto-fail penalties. Two adjacent complementary runs may also count together as one qualification unit when their unique start-to-end coverage reaches 95% of the highest submitted End % and exceeds either run's individual coverage. Their combined coverage is discounted by the weaker Noclip Factor; a pair still counts as only one unit.
5. Internal attempts in the selected window stay in the calculation, including low-progress fillers, unless they are part of a qualifying complementary coverage pair. Attempts outside the window do not affect the peak, score, filler, auto-fail, or post-peak nerves. Searches are bounded for very large run sets and the result says when the limit is reached.
6. Acceptance requires at least 2 qualifying runs or qualification units, no auto-fail filler, and passing both Gate A and Gate B.
7. Coverage = clamp((End − Start) / End, 0, 1), or 1 if partial-coverage discounting is disabled. Coverage affects run contributions, including the peak.
8. For a noclip run, severity = sum over entered deaths of [0.1 + 0.9 × (death %/100)²] + max(0, 99.7 − Accuracy %) × 1000. A death range uses its midpoint; each valid comma-separated position or range counts as one death. Blank accuracy adds no accuracy severity. Eclipse scales the accuracy-severity part by 0.165/0.39; Mega Hack uses 1.
9. Noclip Factor = e^(−Noclip Severity Rate × severity); the rate is clamped from 0 to 0.5. This factor reduces that run's score contribution and effective progress. With noclip disabled, the factor is 1.
10. Peak contribution = M × peak coverage (or M without coverage discount) × peak nerve factor × peak Noclip Factor. If the peak is part of a qualifying complementary coverage pair, use that pair's unique coverage, discounted by the weaker Noclip Factor.
11. Each other scored run starts with Weight × (End/M)^K × Decay^max(0, rank−2) × order factor × coverage × nerve factor × Noclip Factor. Rank is by descending End % among non-trimmed runs.
12. Other-run contribution is 0 when End/M ≤ 59%, 30% of the starting contribution when 59% < End/M < 69%, and the full starting contribution at 69% or above. A run with nerve- and noclip-adjusted progress above 10% and at most 59% of M triggers auto-fail unless it belongs to a qualifying complementary coverage pair.
13. Order factor is Pre-Peak Multiplier for attempts before the peak, or Post-Peak Multiplier for attempts after it.
14. Excess filler = max(0, low-value scored-run count − ceil(scored-run count × allowed filler %)). Filler multiplier = Filler Penalty Decay^excess filler.
15. When time-based nerves are enabled, total post-peak nerve multiplier = e^(−Nerve Rate × sum of reached seconds for scored post-peak runs). Score = (peak contribution + other contributions) × filler multiplier × total post-peak nerve multiplier.
16. Equivalent Precision = whole-level precision × product of (segment precision / whole-level precision)^(segment coverage/100). Precision Factor = Equivalent Precision / Reference Precision.
17. Combined Level Factor = product of (segment difficulty/100)^(segment coverage/100) for segments with a difficulty value; blank difficulty means no modifier.
18. Gate A passes when Score ≥ Baseline × (1 + Margin/100)^K × Combined Level Factor × Precision Factor.
19. Gate B passes when there is no current score, or Score > Current Achievement Score.

Rankings