Great, thanks. Since Super Mario World is a game we've recently discussed, I'll start with a quick comparison between the two published runs, based on the guidelines/aims.
VIPer7's 96 exit run:
- Audiovisually attractive. I don't really know what this means. Is it safe to assume it wouldn't affect this decision, since it's the same game?
- Keeps the pace and doesn't exhaust the audience with length. I've read opinions several times that this movie starts to feel repetitve after a while, because many levels are simply flown through, with some enemy bopping to help with entertainment. Arguably, after a certain point, this will start to feel old. Also, arguably, this movie is on the longish side of things. Other than this point, I have no complaints or comments.
- Demonstrates level of playing skill that appeals to audience who have never seen the game before (and thus don't know what to consider "normal" and what is extraordinary). This run is excellent in this regard. I don't think anyone will object with this statement.
- Demonstrates level of playing skill that pleases even the timeattack experts in general and those knowledgeful at the game. This was certainly true when the movie was submitted and published. It is certainly not true today.
JXQ's 11 exit movie:
- Audiovisually attractive. Nothing is different here. If I'm wrong please tell me.
- Keeps the pace and doesn't exhaust the audience with length. I think this point is the most debatable. It certainly doesn't exhaust the audience with length. Does it "keep the pace"? I'm not sure. As you all may have read, I enjoy full runs more than any% runs in general, and this run is a good example why. I feel that this run doesn't properly show off this game or its potential. Except a very cool use of a shell to avoid landing in water, the first three levels are nothing special (to clarify, I'm now comparing with what a full run of the game would show off in terms of awesome things Mario does). The Castle is good (only thanks to the great P-switch jump), followed by two uneventful levels (the palette screwup could arguably be counted as something cool). The Ghost house is great, Star World 1 is great (at least to new people, which is what's important), Star World 2+3 are uneventful and Star World 4 is good. Bowser's Castle is uneventful. My point is, the beginning of this movie is, like the full run, very slow/uneventful. The shorter a movie is, the more important it becomes to it not containing slow stretches like I feel this one does. Everyone, please feel free to chime in here with comments.
- Demonstrates level of playing skill that appeals to audience who have never seen the game before (and thus don't know what to consider "normal" and what is extraordinary). This run is even more excellent than VIPer7's full run (examples: Shell jump in water, P-switch jump, flight through stairs, better use of cape in Ghost House (grabbing P-switch) and Star World 4 (grabbing shells and getting feather)). However, the difference here (between VIPer7's and JXQ's) isn't super significant, very cool stuff happens in VIPer7's run as well and an inexperienced watcher will no doubt enjoy them both. Still, this one has better quality.
- Demonstrates level of playing skill that pleases even the timeattack experts in general and those knowledgeful at the game. This is extremely true. This is the best Super Mario World run there is in this regard.
Does anyone think there's anything relevant I've forgotten to mention? Looking at this point by point, I think it comes down to which points you feel are most important. Edit: My personal opinion is that JXQ's movie edges out VIPer7's in every regard except "keeping the pace", and even there VIPer7's movie has recieved some criticism. I'm curious to hear what others have to say.