
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. For example, I doubt it was intended behavior for Kraid to die after 4 missiles based on the player shooting him during a specific animation. The most popular category, and fun to watch (IMO) is "Any%", which does not allow for such memory tricks and has a current record of 41m18s.īut the latter is still not quite a "glitchless" run, based on the average person's definition of "glitch". The "anything goes" category seems to be "Any% Glitched", which allows for techniques that modify in-game memory values - the current record is 12m19s. Same situation for Super Metroid, which seems to be one of the most popular games for speedrunning.

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. I think this mechanic has been very beneficial for speedrunning, because it gives clear sub-goals. 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. 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). 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. It means he can't physically get a better time, but it does not mean his inputs are matched up exactly with the TAS.


>When Kosmic says he's tied with the TAS run at 4-1, that means his inputs are matched up exactly with the program's and he can't physically do any better.
