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Super Mario Bros: The Human Limit

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11–20 of 43 posts

Re: Super Mario Bros: The Human Limit

#11

It‘s probably way too late to change the rules now, but even though it‘s totally legal according to the rules on the leaderboards, using a keyboard seems like quite a difference from using a controller, and from the end of the video, sounds like it does make certain moves easier.

The video mentions this sentiment in passing: https://www.youtube.com/watch?v=7rIJNT7dCmE&t=2624s

Re: Super Mario Bros: The Human Limit

#12

as someone with no prior opinion or interest in speed-running, this is a surprisingly good watch! some thoughts - given the timeline of progress, i guess we might see THE perfect run in the next 12 months or so - how did they figure out the theoretical best time in the first place? - is machine learning being applied to this problem yet? might be able to discover some more time saves

> how did they figure out the theoretical best time in the first place?

Generally by trial and error and with a TAS, which is a "Tool Assisted Speedrun". Some people determined what all of the most optimal segments were, then programmed a computer to push the buttons at exactly the right time (down to frame perfect). So theoretically the current best time could be a local maximum, but with how long the game has been out for that seems unlikely.

This also led to a kind of funny thing where some runs were considered "TAS Only", only to be later achieved by a human in a real run.

Re: Super Mario Bros: The Human Limit

#13

It‘s probably way too late to change the rules now, but even though it‘s totally legal according to the rules on the leaderboards, using a keyboard seems like quite a difference from using a controller, and from the end of the video, sounds like it does make certain moves easier.

From what I've seen, speedrunning communities tend to be pragmatic about that: If something like this becomes a concern, the leaderboards are typically just split and a new category added. (Although I guess for a console game there is a fundamental question if keyboard is an extra category or gets allowed for the "main" one)

For some games there are tons of categories for different variations or restrictions. (It can even happen that when a new fundamental glitch is found, a category "Game X without this one specific glitch" is added if people enjoy running the game without it anyways)

Re: Super Mario Bros: The Human Limit

#16

It‘s probably way too late to change the rules now, but even though it‘s totally legal according to the rules on the leaderboards, using a keyboard seems like quite a difference from using a controller, and from the end of the video, sounds like it does make certain moves easier.

It's complicated. Keyboards are almost certainly 'better' in the abstract if they're good enough (low activation threshold, not a lot of bus latency on whatever you're using to connect it, etc) because it's easier to press complex sequences of buttons when you're not holding the thing you're pressing them on ('fat thumb') or you can choose the layout of the relevant keys (vs. 'claw' or 'piano' gripping a controller).

But there are advantages to controllers too -- it tends to be easier to press two buttons on the same frame for eg.

And the thing is, it's not like there's only one controller you can perfectly standardize on. Even if you require only an 'original controller from the console manufacturer', well does that mean you have to be using the original rubber contact pads? Those are mostly all dead by now. Are all replacement rubbers equal? What about putting tape in the middle of the dpad to make diagonals more consistent?

And then it's also an accessibility issue. A lot of people can't use the original controllers. A lot of people who are otherwise very good at video games. Many of them can't use them because they played so many video games on them and they've gotten RSIs.

All that said there are usually limits. Almost no games allow macros (exception: Celeste allows a macro for a dash technique) or any other "press one button for multiple inputs" kinda stuff. Very few games allow turbo (exceptions: some RPGs do because mashing through cutscenes is very bad for your hands).

A lot of games do require controllers that are at least no more capable than one that came with the console though. But then there are things like one-handed controllers that are no more capable but could potentially change what's easy/hard.

So.. yeah it's complicated. It's just down to the game and its 'community' to decide what makes sense. That's largely how the whole speedrunning world works these days.

But no it's not too late to change the rules. Speedrun leaderboard rules change all the time to accommodate new information, techniques, and glitches. If people who run SMB feel it's unfair, it might change.

Re: Super Mario Bros: The Human Limit

#17
post #4
post #3

It wouldn't be a SMB speedrun video if it didn't have the bus analogy. Jokes aside, Summoning Salt is a great Youtube channel, and it makes me feel emotionally invested in speedruns of games I've never heard of before. Great storytelling. Not to mention that speedruns (and the glitches people find to get world record times) are pretty interesting from a computer science standpoint.

Speedrunning is the only sport that I am excited about.

Same here, except it was fleeting. Too repetitive for me.

Re: Super Mario Bros: The Human Limit

#18

It‘s probably way too late to change the rules now, but even though it‘s totally legal according to the rules on the leaderboards, using a keyboard seems like quite a difference from using a controller, and from the end of the video, sounds like it does make certain moves easier.

It's complicated. Keyboards are almost certainly 'better' in the abstract if they're good enough (low activation threshold, not a lot of bus latency on whatever you're using to connect it, etc) because it's easier to press complex sequences of buttons when you're not holding the thing you're pressing them on ('fat thumb') or you can choose the layout of the relevant keys (vs. 'claw' or 'piano' gripping a controller).…

>A lot of games do require controllers that are at least no more capable than one that came with the console though.

An example of this would be if the original controller won't let you press both left and right at the same time, and being able to do so gives an unfair advantage due to the way the game was programmed (I think Castlevania SOTN is one of these.)

Re: Super Mario Bros: The Human Limit

#19

It‘s probably way too late to change the rules now, but even though it‘s totally legal according to the rules on the leaderboards, using a keyboard seems like quite a difference from using a controller, and from the end of the video, sounds like it does make certain moves easier.

The video mentions that moves that can only be done by pressing right and left at the same time aren't allowed, as that can't be done on a controller. I wonder if keyboard input is tolerated but only if it blocks impossible combinations, or if it's just on the honor system not to do those moves?

Re: Super Mario Bros: The Human Limit

#20

as someone with no prior opinion or interest in speed-running, this is a surprisingly good watch! some thoughts - given the timeline of progress, i guess we might see THE perfect run in the next 12 months or so - how did they figure out the theoretical best time in the first place? - is machine learning being applied to this problem yet? might be able to discover some more time saves

> how did they figure out the theoretical best time in the first place? Generally by trial and error and with a TAS, which is a "Tool Assisted Speedrun". Some people determined what all of the most optimal segments were, then programmed a computer to push the buttons at exactly the right time (down to frame perfect). So theoretically the current best time could be a local maximum, but with how long the game has been…

I've been seeing this on some Castlevania SOTN tricks. I'm not sure whether this was done before or after TAS became in vogue, but while Some specific tricks are 'frame perfect', in that game you can use the map function to check your frame and slow it down. Yeah, it's still slower than a TAS, but if the time savings is substantial it's worth it.
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