... 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.
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.
SethBling turning Super Mario World into Super Flappy Birds on a console comes to mind. https://www.youtube.com/watch?v=hB6eY73sLV0
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.
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.
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.
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.
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.
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.