1:13 soon part 2
3 years ago
Illinois, USA

Honestly, the next record has to be 1:13 unless somehow the next record only is 1:14:00. I honestly think the 1:13:xx is going to go down in history like the sub 15 in 16 star a couple of days/weeks ago. What do y'all think

Pays de la Loire, France

No, it’ll be a lower 1:14:01

Pignickel and nullscythe like this
Bahia, Brazil

it'll be a sub 1

kcaj likes this
Maryland, USA

I:13 is inevitable.

Victoria, Australia

it will be a 5.51

Pignickel likes this
Pennsylvania, USA

1:12 or i'm deleting my src account

Indiana, USA

I'd say Guy has a pretty decent chance of getting it first as well.

Indiana, USA

I'd say Guy has a pretty decent chance of getting it first as well.

France
jpep
He/Him, They/Them
3 years ago

@KuroKid64 This is an uninformed opinion. You are suggesting that top 3 in 16/120 is equivalent to cutting 1 minute off the current SMS WR, yet no one knowledgeable about the state of SMS any% is even entertaining the idea of 1:12 happening anytime soon. It is unheard of for anyone to play within less than 1:40 of their Sum of Best in Sunshine, yet even for Nindiddeh this wouldn't even bring him down to a 1:12.

Concerning RNG: SMS is not less optimized because the WR does not get perfect RNG. The standard for optimization has to take into account the rarity of such RNG. Compare with 64 for instance - the sum of Individual Level records put together in a 120 run would yield a 1:33:xx time. This is almost 5 minutes faster than the current WR, yet it is unreasonable to use this as evidence that the game is not optimized, because it is completely unrealistic for anyone to match all of these times in an RTA run.

Concerning Category length, again, the length of the run shouldn't have any bearing on our perception of how optimized it is. A shorter category just means that the theoretical difference between an ideal run and the RTA record is smaller in terms of absolute value. This is not the same as optimization!! For instance, certain Individual Levels are very close to being absolutely perfect (some frames off the TAS) but they're not more optimized than any%. In the context of the IL these frames are a massive timeloss!

You say yourself that the games are not comparable due to differences in mechanics as well as RNG. This is correct, but then why are you trying to make that comparison in the first place?

This post also feels disrespectful of top Sunshine any% players' efforts and skill level. You talk as if Sunshine runners were strictly inferior speedrunners to top 64 players, but you don't bring forward any arguments to defend this (hotly controversial!) point of view. You also don't acknowledge the overlap between the 2 games - Weegee, Fech, Gainai, Guy, JJ, Diddeh, Nanashi, Galapagos... plenty of players have found a lot of success in both games, which contradicts the idea that Sunshine players are just worse than 64 players.

I apologize if I come off as hostile, but I care a lot about SMS and my friends who're working hard to bring down the any% WR and it upsets me to see their achievements belittled.

Edited by the author 3 years ago
RSW, NokiDoki and 3 others like this
Canada

Stop comparing times in speedgames. That's not how that works. 1:13 is sick, period.

KuroKid64 and Pignickel like this
Maryland, USA

1:13 is inevitable.

Texas, USA

@jpep I have deleted my original post so as to not come off as blatantly irreverent. There were posts in this thread prior (that appear to have been deleted as of the time of you reading my initial response) comparing the optimization of the records from the 2 games, so I wanted to offer an argument that the times can't really be compared because of the insane amount of differences between them. In the context of times, I also never mentioned that a 1:12 would be comparable to a top 3 time in any of the 64 categories. I was talking about the eventuality of a high 1:13, which I recognize now has come off as disrespectful, and something I shouldn't have commented on. On the note about shorter runs: my point was that shorter runs are more optimized than longer runs (as you are reiterating in your response) by default. Runs can be attempted in quicker succession, and attempt counts, practice, and therefore overall time spent improving each individual part of the run is higher than that of the 120 categories in both games. It was in no way to insinuate that 64 as a whole is more optimized than SMS as a whole simply because it has shorter categories on average. Obviously, that didn't come across, and for that I apologize. I'm a huge fan of all of the top runners, both past and present, of both games, and have immense respect for both communities and their dedication to optimizing the runs. I shouldn't have chimed in to those comparing the two games in the first place, and will refrain from doing so in the future, because, as we can both agree, they just shouldn't be compared.

linny356 likes this