Just to try and keep up with the times, Trevor Seguin managed to nail a 5m9s run on his Console, and it does look to be that a 5m8s run is possible, but incredibly tricky to manage! 5m flat on an emu and 5m9s on a console... who'd have thunk this was possible a year ago. :)
http://www.twingalaxies.com/forums/viewtopic.php?t=3721
This'd be the article prepared. It's also on the TG Main Page and should be in the RSS Feed.
Oh, and wth that? Merry Christmas everyone :)
Mr. Kelly R. Flewin
Mr. Kelly R. Flewin
Just another random gamer
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<OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Probably due to its popularity, I really dig the idea that the real-time run is only 9 seconds away from the perfected emulated run (fitting that it's the first game ever released). I don't think it's all that often a real-time record nips at the tool-assisted record. While the time-attackers battle to shave off a couple of frames here and there, so do the real-timers.
With enough patience and no day job, I think I could eventually pull off a 5 minute time on an emulator, but real time? Not if I lived to 1000. Incredible performance.
I don't remember exactly, but if playing by the same rules, the time attack would be something like 5:06-5:08, only seconds difference from the speedrun. That's what is really impressive.
Joined: 5/17/2004
Posts: 106
Location: Göteborg, Sweden
I thought twin galaxies' rules measured from start of character control (i.e. when Mario appears on stage 1-1) to end of character control (touching the axe)? That'd place the run at a more reasonable distance from the time attack.
[surreptitious winking at Mr. KRF]Oh, isn't there someone who can wring clarity from this great confusion?[/surreptitious winking at Mr. KRF]
Well, wouldn't the 24 frame something or other thing discovered come into play here?
And yet, as Deviance said, the glitches in the time-attack are what take it down to 5 minutes. A time-attack with the same banned glitches would be seconds faster - probably within 2 seconds.
TG actually starts timing from the moment you hit Start on the title screen (As they do with most games, despite the general claim of "timing starts when you gain control of your character"). Starting from when you gain control of Mario, I think the time is actually 5:06.
Emptyeye.com- Come for the music, stay for the blog.
It still pisses me off that TG doesn't allow glitches in any form - why not just set up a separate class of run, and let people choose, like they do with minimalist vs. full completion? In my opinion, wall jumps are tough enough to pull off that, unless you nail it on the absolute first try, you'll just waste time and blow your whole run, so to me it would show exceptional skill that you were able to nail a wall jump on the first attempt.
Nope, the timer starts the instant the Start button is hit on the title screen and ends when the axe is touched. The main reason is, a long time ago, someone decided to be a wise ass and sit there for a short time, THEN begin moving, just so he could avoid fireworks... this though, was LONG before anyone thought SMB1 could be destroyed so quickly ^^
Mr. Kelly R. Flewin
Mr. Kelly R. Flewin
Just another random gamer
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<OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Well, I don't know, there are some situations where a wall jump can be done fairly reliably in realtime - for instance, in SMB2j 8-1, I can wall jump in several locations fairly consistently (it depends on other minor circumstances, but for example, at the point where the wind starts blowing, if i hit the first Paratroopa just right and bounce up, I can wall jump off the short tower right before the pit more often than not - also at the point closer to the end of the wind, I can reliably hatstomp the first two red Paratroopas and then walljump to the top of the upside-down pipe). I'll admit, I seem to be able to walljump more consistently with SMB2j than SMB1, but that's probably just due to the level layout of SMB2j giving more opportunities, and the fact that I play SMB2j more because I like the fact that Mario bounces higher.
For that matter, if they ban the wall jump, why don't they ban the high-bounce? They both serve the same purpose - to allow you to jump higher than normally possible. Or for that matter, why not ban hat stomps? They give an advantage over people who don't hat stomp, and we seem to consider it a trick rather than an intended aspect of gameplay.
I still say TG should allow non-cheat glitches/bugs, but consider them separate records from the ones that they currently allow.
It depends I suppose. Glitches can make a game very easy to beat. It would discourage me to do a speedrun of ALttP in close to two hours when someone already has an official world record of having beat it in close to three minutes. It's important to remember that TG videos aren't published for people to see, so demonstrating skill really doesn't matter, it's all about your final time. I worry that it will cause more people to take the glitched route and stay away from how the game has been competed for traditionally for many years.
I used to think this myself, but now I'm not so sure. What has me wondering is that the best fighting game players are capable of landing things that require one-frame timing, virtually 100% of the time. I see no reason why the same can't be true of single-player gaming.
And I agree with LocalH as far as rules go. Again, that's my fighting game background coming in...in the US and Japan (and most other areas as well), the attitude of that community is that you can and should abuse the living hell out of anything you can find. If bugs make a game boring and stupid, that's not your fault; Capcom/SNK/whoever is to blame for poor programming.
The only exceptions, as far as bugs go, are glitches that freeze or reset the game, and glitches that make certain attacks 100% unavoidable (i.e. Guile's famed "magic throw" in the original SF2). Also, most boss characters are banned from tournaments because they are ridiculously overpowered and clearly not intended for vs. play. But that's about it.
So, I have similar feelings when it comes to speedrunning. If someone's good enough to perfect the one walljump you need in SMB, then let him do it, I say.
-Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
It depends I suppose. Glitches can make a game very easy to beat. It would discourage me to do a speedrun of ALttP in close to two hours when someone already has an official world record of having beat it in close to three minutes. It's important to remember that TG videos aren't published for people to see, so demonstrating skill really doesn't matter, it's all about your final time. I worry that it will cause more people to take the glitched route and stay away from how the game has been competed for traditionally for many years.
Thats why separating it would work out more than just integrating everything.
If it's in the game, its legal, however, if its pressing up + down at the same time or some glitch like that, it doesn't work out, seeing you couldn't pull it off using the actual system itself, unless you modded it, which would be illegal.
:/
I agree with Josh though on that if its in the game its fine, even though it may be cheap as hell.
This is offtopic (again), but Josh:
>100% unavoidable (i.e. Guile's famed "magic throw" in the original SF2).
I've been hearing about this. Could you explain more? Which throw, how is it performed?
All you need to know about the magic throw and other World Warrior bugs can be found HERE (copy and paste link if it doesn't work).
There are a couple other similar bugs in SF games...the arcade version of Super Street Fighter II had one with Zangief's 360+K throw, which is a major reason people hated that game. To do that one, block any attack, then perform the throw on the first possible frame; it will grab them from anywhere on the screen.
The arcade version of Street Fighter III: New Generation had one with Alex's Hyper Bomb super. Parry any attack, then perform the super VERY quickly afterward, and you have a magic throw super. He was still almost the worst character in that game, though. =P
-Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice