Joined: 7/2/2007
Posts: 3960
feos wrote:
I think the idea was that we don't have to strive for glitchy mess exclusively at SGDQs. The event is softer, some pure replays are alright, as long as we can comment them well.
They don't have to be glitchy messes, absolutely not. But they should still look different from a normal speedrun. The Gradius run doesn't do anything that speedrunners would consider a glitch, I think, but it's obviously not human play, for example. Basically the problem with VVVVVV is the same problem that any TAS of a precision platformer would have: the "space" that the runner has to maneuver in is very tightly constrained, so absent glitches, all runs, TAS or not, tend to look alike. I don't think a TAS of I Wanna Be The Guy/Boshi would be very interesting for a GDQ, for example.
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Joined: 8/11/2011
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I agree with Derakon's assessment of VVVVVV - when the game (because of difficulty or optional challenge) offers no room for error, then human play of the game and TAS play of the game are going to look strikingly similar, unless a gamebreaking glitch is found. VVVVVV also wasn't helped by the couch commentary basically saying, "Yeah, there's nothing novel here, this is all what the RTA does." I wonder if a more enthusiastic commentator would have helped things, but it doesn't change the underlying fact that the 20 trinkets no death gameplay is going to look very similar, maybe with less precise movements from the RTA.
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Joined: 12/29/2007
Posts: 489
I remember the Super Mario 64 any% run that was shown off at the very first AGDQ TAS block. Even though everyone on this site already knew what was coming, the audience still found it very entertaining due to 1) the popularity of the game among real-time speedrunners, and 2) the obviously infeasible physics glitches that took place, like the BLJ on the BitDW elevator to basically zip through the rest of the level.