... 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.
... 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.
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 ;)
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.