[HN Gopher] Super Mario Bros: The Human Limit
       ___________________________________________________________________
        
       Super Mario Bros: The Human Limit
        
       Author : qxga
       Score  : 101 points
       Date   : 2021-06-02 19:28 UTC (3 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | xiphias2 wrote:
       | I loved the story telling of the video. To tell the truth, the
       | story telling was even better than most movies that I watch for
       | entertainment.
        
         | joshschreuder wrote:
         | Highly recommend going through Summoning Salt's back catalogue
         | as he is a great storyteller. He has a way of getting me
         | interested even in games I've never played, like Ninja Gaiden
         | [1].
         | 
         | I think the epitome of this for me was his vid on Mario Kart 64
         | and the A1A trying to stop a prolific speedrunner from claiming
         | 32/32 simultaneous track records [2].
         | 
         | [1] https://youtu.be/7u1tVD7UEqw
         | 
         | [2] https://youtu.be/D6cpa-TvKn8
        
       | thenoblesunfish wrote:
       | It's probably way too late to change the rules now, but even
       | though it's totally legal according to the rules on the
       | leaderboards, using a keyboard seems like quite a difference from
       | using a controller, and from the end of the video, sounds like it
       | does make certain moves easier.
        
         | elihu wrote:
         | The video mentions that moves that can only be done by pressing
         | right and left at the same time aren't allowed, as that can't
         | be done on a controller. I wonder if keyboard input is
         | tolerated but only if it blocks impossible combinations, or if
         | it's just on the honor system not to do those moves?
        
           | stormbrew wrote:
           | It'd be impossible to do that on the honour system. It would
           | take an absurd amount of coordination to avoid ever doing it
           | in a game like SMB, and the effects would be pretty
           | immediately obvious.
           | 
           | If you're using an emulator, you have to enable allowing it.
           | If you're using a hardware adapter you'd have to have your
           | adapter blocking it.
        
         | stormbrew wrote:
         | It's complicated. Keyboards are almost certainly 'better' in
         | the abstract if they're good enough (low activation threshold,
         | not a lot of bus latency on whatever you're using to connect
         | it, etc) because it's easier to press complex sequences of
         | buttons when you're not holding the thing you're pressing them
         | on ('fat thumb') or you can choose the layout of the relevant
         | keys (vs. 'claw' or 'piano' gripping a controller).
         | 
         | But there are advantages to controllers too -- it tends to be
         | easier to press two buttons on the same frame for eg.
         | 
         | And the thing is, it's not like there's only one controller you
         | can perfectly standardize on. Even if you require only an
         | 'original controller from the console manufacturer', well does
         | that mean you have to be using the original rubber contact
         | pads? Those are mostly all dead by now. Are all replacement
         | rubbers equal? What about putting tape in the middle of the
         | dpad to make diagonals more consistent?
         | 
         | And then it's also an accessibility issue. A lot of people
         | can't use the original controllers. A lot of people who are
         | otherwise very good at video games. Many of them can't use them
         | _because_ they played so many video games on them and they 've
         | gotten RSIs.
         | 
         | All that said there are usually limits. Almost no games allow
         | macros (exception: Celeste allows a macro for a dash technique)
         | or any other "press one button for multiple inputs" kinda
         | stuff. Very few games allow turbo (exceptions: some RPGs do
         | because mashing through cutscenes is very bad for your hands).
         | 
         | A lot of games do require controllers that are at least no more
         | _capable_ than one that came with the console though. But then
         | there are things like one-handed controllers that are no more
         | capable but could potentially change what 's easy/hard.
         | 
         | So.. yeah it's complicated. It's just down to the game and its
         | 'community' to decide what makes sense. That's largely how the
         | whole speedrunning world works these days.
         | 
         | But no it's not too late to change the rules. Speedrun
         | leaderboard rules change all the time to accommodate new
         | information, techniques, and glitches. If people who run SMB
         | feel it's unfair, it might change.
        
           | to11mtm wrote:
           | >A lot of games do require controllers that are at least no
           | more capable than one that came with the console though.
           | 
           | An example of this would be if the original controller won't
           | let you press both left and right at the same time, and being
           | able to do so gives an unfair advantage due to the way the
           | game was programmed (I think Castlevania SOTN is one of
           | these.)
        
             | joshschreuder wrote:
             | As mentioned in this vid, there is also a TAS of SMB that
             | uses left/right simultaneously to surpass the human limit
        
             | sciolistse wrote:
             | This is generally handled by an input cleaner, either in
             | the controller itself if you hook it up to an original
             | system, or via an emulator if you're using one. In the case
             | of SMB1 L+R is disallowed (and it does give some in game
             | time advantages) and all allowed emulators will give
             | 'neutral' inputs if you press both L and R simultaneously
             | so it will act as if you've pressed neither.
        
         | ranie93 wrote:
         | The video mentions this sentiment in passing:
         | https://www.youtube.com/watch?v=7rIJNT7dCmE&t=2624s
        
         | detaro wrote:
         | From what I've seen, speedrunning communities tend to be
         | pragmatic about that: If something like this becomes a concern,
         | the leaderboards are typically just split and a new category
         | added. (Although I guess for a console game there is a
         | fundamental question if keyboard is an extra category or gets
         | allowed for the "main" one)
         | 
         | For some games there are tons of categories for different
         | variations or restrictions. (It can even happen that when a new
         | fundamental glitch is found, a category "Game X without this
         | one specific glitch" is added if people enjoy running the game
         | without it anyways)
        
       | disambiguation wrote:
       | as someone with no prior opinion or interest in speed-running,
       | this is a surprisingly good watch!
       | 
       | some thoughts
       | 
       | - given the timeline of progress, i guess we might see THE
       | perfect run in the next 12 months or so
       | 
       | - how did they figure out the theoretical best time in the first
       | place?
       | 
       | - is machine learning being applied to this problem yet? might be
       | able to discover some more time saves
        
         | readams wrote:
         | They don't know the theoretical best time but they know what is
         | possible using tool-assisted speedruns (TAS) using the current
         | set of known tricks. So it's possible there are still tricks to
         | discover that will improve the speed floor, but it's been a
         | long time since anything new was found.
        
         | tantalor wrote:
         | > how did they figure out the theoretical best time in the
         | first place
         | 
         |  _A rarely used tool is brute-force searching for ideal inputs
         | by making a computer play the game, trying all possible inputs.
         | In theory, this process could find the ideal set of inputs for
         | any game, but since the space of all possible inputs grows
         | exponentially with the length of the sequence, this is only
         | viable for optimizing very small portions of the speed run.
         | Instead, a heuristic algorithm can be used. Although such an
         | approach does not guarantee a perfect solution, it can prove
         | very effective for solving simple puzzle games._
         | 
         | https://en.wikipedia.org/wiki/Tool-assisted_speedrun#Method
        
         | fuzzer37 wrote:
         | > how did they figure out the theoretical best time in the
         | first place?
         | 
         | Generally by trial and error and with a TAS, which is a "Tool
         | Assisted Speedrun". Some people determined what all of the most
         | optimal segments were, then programmed a computer to push the
         | buttons at exactly the right time (down to frame perfect). So
         | theoretically the current best time could be a local maximum,
         | but with how long the game has been out for that seems
         | unlikely.
         | 
         | This also led to a kind of funny thing where some runs were
         | considered "TAS Only", only to be later achieved by a human in
         | a real run.
        
           | to11mtm wrote:
           | I've been seeing this on some Castlevania SOTN tricks. I'm
           | not sure whether this was done before or after TAS became in
           | vogue, but while Some specific tricks are 'frame perfect', in
           | that game you can use the map function to check your frame
           | and slow it down. Yeah, it's still slower than a TAS, but if
           | the time savings is substantial it's worth it.
        
       | ChrisArchitect wrote:
       | Say Brothers! Say it!
        
         | jordigh wrote:
         | Imagine a bus that departs every 21 frames...
        
       | css wrote:
       | This is a great video, but it glosses over some of the technical
       | aspects because it assumes the viewer already understands them.
       | This video provides a basic gestalt of the tech used for these
       | runs: https://www.youtube.com/watch?v=_FQJEzJ_cQw
        
       | oceliker wrote:
       | It wouldn't be a SMB speedrun video if it didn't have the bus
       | analogy.
       | 
       | Jokes aside, Summoning Salt is a great Youtube channel, and it
       | makes me feel emotionally invested in speedruns of games I've
       | never heard of before. Great storytelling. Not to mention that
       | speedruns (and the glitches people find to get world record
       | times) are pretty interesting from a computer science standpoint.
        
         | bcrescimanno wrote:
         | Came here to add comments about Summoning Salt as well. I don't
         | follow speedruns at all; but, I really love his work and I
         | absolutely echo the sentiment that he will get you emotionally
         | invested in his content.
         | 
         | As an interesting aside, not only does he make great
         | documentary style videos about Speed running, he also happens
         | to be the current (as of June 2021) world record holder for
         | Mike Tyson's Punch-Out!
         | 
         | https://www.speedrun.com/user/Summoningsalt
        
         | Afforess wrote:
         | Speedrunning is the only sport that I am excited about.
        
           | gremloni wrote:
           | Same here, except it was fleeting. Too repetitive for me.
        
           | jordigh wrote:
           | Speedrunning is software QA as a spectator sport. It's no
           | wonder we like it. :)
        
         | Pulcinella wrote:
         | I do wonder if the "check for win condition after every X
         | number of frames" is for performance reasons.
         | 
         | Since I believe it's every 21 frames that means you could
         | perform 20 other functions dispersed across the 20 other
         | frames, but if the system doesn't need to do anything in that
         | time then I don't know why you wouldn't just check every frame.
        
           | tantalor wrote:
           | Nobody knows.
           | 
           |  _There's no clear cut answer for this; some say it was
           | intended to be every 20 frames, and there was an off-by-one
           | error in implementation._
           | 
           | https://ggn00b.com/for-noobs/frame-rule-mario-explained/
        
       | amirmasoudabdol wrote:
       | That's a surprising good video. Well done and thanks for making
       | it!
        
       | ChrisArchitect wrote:
       | is this from the pool? Because it was already submitted days ago
       | 
       | The vid title or description could use a one liner about what
       | it's actually about.
        
       ___________________________________________________________________
       (page generated 2021-06-02 23:01 UTC)