'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record
mashable.com
mashable.com
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.
TAS = Tool-assisted game movies http://tasvideos.org/Game/nes-super-mario-bros.html
Some people also use TAS's to find, reproduce and understand glitches for use in normal speedrun.
As for full length tool assisted runs, I just find them to be a fascinating new lens to examine these games under. It's cool (depending on who you ask...) to see what the game looks like when another computer program is piloting it perfectly towards the goal of 'finish as fast as possible'
TAS players play the game frame-by-frame and seek theoretical perfection.
... using the same techniques the TAS does.
It's possible (although unlikely) that a new glitch/exploit could be discovered that allows for faster times.
http://tasvideos.org/Game/nes-super-mario-bros.html
[*] It's also worth noting that there are 2 categories for TAS timing: Humanly possible vs TAS-only. The former meaning that it's possible in theory for a human to achieve under "normal" conditions, the latter implying the opposite e.g. using left + right inputs at the same time which is not possible on a normal NES pad. The TAS in question was the current theoretical limit for humans.
SethBling turning Super Mario World into Super Flappy Birds on a console comes to mind. https://www.youtube.com/watch?v=hB6eY73sLV0
The most common is "Any %," also the most basic, it means finish the game, usually anything goes, glitch away.
You can also have no glitches category, 100% complete, no warps, no powerups, all <game item>s, etc. Sky's the limit. The community creates the categories.
There is, however, OoT Randomizer[1] which is really fun to play and watch. You can get end stage items at the beginning depending on your seed.
Over the years the Super Mario Bros community in particular has become more accepting of glitches, as otherwise both TAS and human runs would have hit the limit of how fast is possible. By allowing glitches there is now always a possibility that the runs can be further improved.
Indeed, which is why I said "usually."
I usually see "Any %" and "Any % no glitches," but I just dabble in watching speedruns. If I see "Any %" with no other qualifiers, I'm going to assume glitching is allowed.
I think it can be a bit arbitrary at times when a technique is considered "glitching" or not. The community decides. Which is fine.
I saw a speedrun of Super Ghouls and Ghosts that had a clever limitation - "pick up all weapons that show up." If you're familiar with the game, if you pick up a weapon you lose your previous weapon and some weapons are way worse than others.
But the latter is still not quite a "glitchless" run, based on the average person's definition of "glitch". For example, I doubt it was intended behavior for Kraid to die after 4 missiles [2] based on the player shooting him during a specific animation. I never played SM much beyond beating it as a kid, but I enjoy its speedruns because besides the variety of techniques and clutch moments required, there's at least one boss who behaves randomly, and requires the player to improvise. Also, in the course of new records being set, there have been a variety of strategies (e.g. different decisions on which path to take) employed, and there still seems to be room to discover more optimal strategies.
[0] https://wiki.supermetroid.run/Any%25_Glitched
Phantoon, bane of speedrunners.
https://www.youtube.com/channel/UCtUbO6rBht0daVIOGML3c8w/vid...
What's common, especially in the SMB speed running community, is that the human and tool-assisted runners loosely collaborate. e.g., if one of the humans has an idea, before they spend days or months trying to figure out for themselves if it's even workable, they'll get someone to inexpensively proof-of-concept it with a tool-assisted speed run.
5 mins * 60 fps * 2^8 button possibilities = 4,608,000 button possibility frames = 4,608,000 possible plays
A bit of a bigger space to search ;)
I guess my point is that, although I trust the veracity of this record, one should not underestimate the potential for cheating.
First, matching prerecorded input with the frame-precision required would be nearly as difficult as doing the run, if not more so. At this point, he's already trying to produce very specific inputs that require frame-precision; he's not reacting to what's on the screen and adapting on the fly.
Second, some TAS techniques are incredibly difficult for a human to replicate, and there'd be an expectation that he can replicate those tricks at least sometimes.
Third, some of the techniques for detecting this kind of cheating include carefully watching the inputs to see if they're ever just the slightest bit late or early.
Splicing isn't always cheating, it can be used for other reasons.
I can't prove that he isn't, strictly speaking, but Kosmic is a highly respected runner and has the skills to make this record.
What about money? Fame? Aren't these reasons?
And there are countless examples from history of 'the best' in whatever area getting caught at cheating just to stay 'the best'. I'm not really sure what you're getting at with this.
https://www.youtube.com/channel/UCtUbO6rBht0daVIOGML3c8w
Thy're a series of videos on how world records have been lowered over time on various games. It's fascinating watching particularity the one on Super Mario 64
[0] https://www.youtube.com/channel/UC5t8u4kpE0WvLxkPWIp8n-g/ [1] https://www.youtube.com/channel/UCIyZiiHXIH7KkqfaDvBmG-Q [2] https://www.youtube.com/user/sethbling/
If you actually play through any of these games you really start to appreciate just how insane some of these times are.
https://www.youtube.com/watch?v=kpk2tdsPh0A
This guy literally has a PhD in SM64. It's insanely complicated, and surprisingly lucid.
When it went from "exploit this glitch" to a graph of "registering p-q alignment", I knew I would have to slow down and watch the entire thing.
Boy am I glad I did.
https://www.youtube.com/watch?v=UnU7DJXiMAQ
https://www.youtube.com/watch?v=a9fUV7uA2_s
https://www.youtube.com/watch?v=f1kbABTyeo8
https://www.youtube.com/watch?v=kRCjVLqjST4
It's amazing how engrossing they are.
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.
Back in the 80s/90s kids would show how you could clip through the wall to the warp zone for two purposes:
1. as an alternative to jumping from the platform to the top of the screen.
2. More importantly, to get to level -1. You can do this because clipping through the wall Mario can arrive at the first warp zone pipe before the game registers that pipe as one of the labeled warp zone pipes. If you instead walk to the warp zone from the top of the screen Mario has to go all the way to the left before dropping down. And that would trigger the normal warp zones everyone is familiar with.
What the speed runners are doing is understanding the mechanics of wall clipping on a much deeper level. Rather than doing it to make Mario "moonwalk" or reach a special warp zone, they do it to push Mario forward on the screen. This allows them to do stuff like "wrong warp" and shave some frames off of their time to beat the game faster.
Incredible how many hidden tricks/bugs/calculations went into that world record.
https://www.youtube.com/watch?v=_FQJEzJ_cQw
They basically go through Kosmic's (4:56.462 WR) run earlier in the year.
Showing a few replays explaining each of the tricks/techniques used.
There are quite a lot of places where you literally need to be perfect to the pixel to get a good run.
https://np.reddit.com/r/speedrun/comments/9ip34a/455_by_kosm...
tangental: my personal favorite mario-related feat is sethbling injecting flappy bird into super mario world manually: https://www.youtube.com/watch?v=hB6eY73sLV0
PEDs are enforced almost sporadically; I wish they didn't bother.
Edit: By corrupt result I meant corrupt or inaccurate judging.
When I said "corrupt result" I meant corrupt judging. Sorry I was unclear.
To wit, I don't think many people suspected Billy Mitchell of cheating until there was undeniable proof of that fact.
Not so much. Billy has been suspected of cheating for ages. His live play is completely at odds with his WR runs. As of the early/mid 2000s he just wasn't very good at Donkey Kong when compared with his contemporaries.
Pretty flimsy system (and far from "solved"), and it lets cheaters steal glory for the months or years it takes to catch them which threatens the legitimacy of the sport past a critical mass.
Moderators/judges are on the wrong side of a trapdoor function because of the amount of analysis it may take to verify a single video, and they aren't professionals in the field of video analysis.
I don't see how "all progression" is relevant here since you don't need to be a streamer to speedrun much less to submit a well-doctored video with a time that beats other people.
And to respond to your question, you can livestream a pre-recorded video so it doesn't matter. Some guy livestreamed a record breaking run of Yoshi's island or something but got cocky and streamed his controller, and someone trivially discovered he was miming it, pressing or skipping inputs after they were seen in the video. The Super Meat Boy wasn't doing that.
I thought it was pretty clever.
I can't even begin to describe how much skill and movement precision is in this video :)
As you'll notice by the end of the video the timer doesn't actually display 4:55.913, even though that's his record time - this is because the entire run has been re-timed (more accurately) after the record was set.
But for a game like SMB, in which there is a hardcoded "window" (the 21-frame rule), it seems like it's fairly easy for a speedrunner to know if they've performed optimally when they finish each level.
[0] https://www.reddit.com/r/Games/comments/9iturn/super_mario_b...
Helpful comment:
> Additionally for Super Mario Bros. there is a thing called the frame rule that basically means that you can only beat a level (except the last level) on certain frames. If you beat the level before the frame rule then the game waits until the next frame rule before starting the next level. It's something like every 20 frames, I'm not exactly sure. So for most of the levels you only really need to know which frame rule you hit, which is fairly easy even with manual timing. The end of the last level needs to be measured precisely though.
It works by reading out known memory addresses of the game. At bare minimum this would be "start of level 1" and "game completion" but you'll often find more elaborate "splits" as the more popular the game is.
See this for an example: https://imgur.com/a/KDp7YFx
It shows the last three missions, the timestamp when it was completed and a comparison agains this speedrunners personal best.
It also shows the current mission and the one after that, along with a timestamp of when it was finished in the speedrunners personal best run.
Beneath that it also shows a whole bunch of stats, what the best possible time is the speedrunner could achieve at current pace based on all the best times in the earlier runs, how it compares to the world record, etc.
This works really well for PC games and emulators but is a lot harder on real hardware.
All this together, Kosmic can be very sure that the run is below 4:56 without timing it down to the frame.
(This comment is in jest, but that has been my experience with the speedrunning community thus far.)
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.