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'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record

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Re: 'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record

#7
This trivializes my childhood accomplishment. I don't like it!

It blows my mind how speed runners learn to exploit the inner workings of a game, from timing hacks of the RNG to positioning actors on the screen to unlock design weaknesses. While it takes a lot of skill and many hours of practice to pull off these exploits, advancing through a game at record speeds through exploits takes away from the experience that was intended for play. Speedrunning is not playing the game better but rather playing exploits better.

Re: 'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record

#8
post #7

This trivializes my childhood accomplishment. I don't like it! It blows my mind how speed runners learn to exploit the inner workings of a game, from timing hacks of the RNG to positioning actors on the screen to unlock design weaknesses. While it takes a lot of skill and many hours of practice to pull off these exploits, advancing through a game at record speeds through exploits takes away from the experience that w…

It's a different game that uses the same cartidge. I don't think you should think of it as taking away from the experience, it rather adds another aspect of the game that you can enjoy.

Re: 'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record

#9
>When Kosmic says he's tied with the TAS run at 4-1, that means his inputs are matched up exactly with the program's and he can't physically do any better.

It means he can't physically get a better time, but it does not mean his inputs are matched up exactly with the TAS. SMB1 level transitions are based around the "frame rule", which means you don't advance to the next level until the number of elapsed frames from the start of that level is a multiple of 21. This means it's possible to have slightly imperfect input on all levels except 8-4 (the last level, so no waiting to advance to the next level there) and still get the same time as the TAS (unless the TAS reached the end of the level with no frames to spare). The TAS aims to reach the end of each level as fast as possible even if it would mean no overall time saving because of the wait for the multiple of 21 frames.

I think this mechanic has been very beneficial for speedrunning, because it gives clear sub-goals. When you hear runners talking about "saving a frame rule", that means reaching the end of the level in time for an earlier multiple of 21 frames.

Re: 'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record

#10
There is something amazing about artforms when the performers and spectators have an appreciation for the subtlest details. Mario speedruns are an oddball artform surely, but right now it has enough of a community to appreciate those details. For example, from the article I gather to "clip the wall to warp into the first level of world four" is a well-known and discussed precision move in the genre.

It reminds me a lot of classical ballet. There the moves and forms have been developed over centuries. As a non-expert I can go to a show and see they dance beautifully. An expert may be disappointed by the same performance -- were the hands poised just so; were the movements optimally precise?

It takes a lot of feedback between knowledgeable fans and expert performers to push an artform to its highest levels of excellence.

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