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Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by astura on Wednesday September 26, 2018 @09:21AM (#18075613)
Speed runner come up with different "categories" for runs.

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.

Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by PurpleBoxDragon on Wednesday September 26, 2018 @11:24AM (#18076883)
My favorite are randomized speed runs, where everyone gets the same randomized version and have to speed run it against each other. Normally these are done as real time races and the results of the randomization aren't known to the player until they start. Not all games support it (think games like Zelda and Metroid where you have to collect powerups to push get past obstacles to collect more powerups to get past more obstacles). The randomizer has to make sure the game is still beatable (so no locking a required item behind an obstacle that requires the item). It is also an area that TAS can't help and it has more to do with strategy than physical perfect button presses. Also, since every time you uncover a new randomized item it changes what is the most potential optimized path, it require a deeper knowledge of the game compared to speed running where there is normally a given optimized path that people compete against.
Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by 0x8BADF00D on Wednesday September 26, 2018 @12:53PM (#18077858)
> Not all games support it (think games like Zelda and Metroid where you have to collect powerups to push get past obstacles to collect more powerups to get past more obstacles).

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.

[1] https://github.com/AmazingAmpharos/OoT-Randomizer

Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by PurpleBoxDragon on Wednesday September 26, 2018 @01:01PM (#18077963)
I just realized I worded that poorly. I meant that games like Zelda and Metroid do support it, other games don't because there isn't much to randomize (such as platformers, given these tools generally can't create random levels, just swap item locations).
Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by reificator on Wednesday September 26, 2018 @11:47AM (#18077133)
Any% refers to completion percentage, not the number of glitches allowed. But yes, some categories allow for glitches and some don't.

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.

Re:'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 ... by astura on Wednesday September 26, 2018 @12:52PM (#18077848)
>Any% refers to completion percentage, not the number of glitches allowed.

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.