The History of Super Paper Mario Speedrunning [Any% World Record Progression]
Video Statistics and Information
Channel: SPM Community
Views: 219,912
Rating: 4.9429145 out of 5
Keywords: Super Paper Mario, SPM, Speedrunning, Speed run, World Record Progression, World Record History, WR Progression, WR, Any%, WR History, Paper Mario, Mario
Id: iOVyNobXTxw
Channel Id: undefined
Length: 121min 24sec (7284 seconds)
Published: Sat Jul 24 2021
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Great job. I would definitely recommend in the long run working on editing down your thoughts. Two hours is a lot to ask of a random viewer, versus say 20-30 minutes. It's definitely a hard skill to decide what to include and what not to, but scripting things out can help. I always think of this quote:
"Sorry for writing such a long letter, I didn't have the time to write a short one."
Great job guys! (This is zeltov btw I canβt change my username)
Super impressive vid on one of my favorite games. Everyone involved did such a great job!
TWO HOURS?!?!? That's awesome. I know what I'm doing tomorrow!!
I'm only halfway through the video, so maybe this changes later, but it seems completely ridiculous that the community decides to play on a version that's prone to random crashing just because of faster text. I know a lot of speedrun categories live or die on RNG, but:
A comparable (just slightly slower but with no real skill or gameplay difference outside mashing) version of SPM without this issue already exists.
Unlike RNG, there's no possibility to ever route these crashes out of the game or (likely) to manipulate them, and it doesn't meaningfully enhance the variety of the gameplay like in situations where runners can adapt to the RNG.
This clearly wasn't intended as a gameplay challenge/mechanic by the devs. Yes, runs use glitches, but those generally make runs more fun to run, more interesting and diverse to watch, raise the game's skill ceiling, make the game's categories more diverse, or some combination thereof; this removes control from the player for no reason and makes the game less interesting.
With bogus RNG events, you generally at least know when runkillers are coming. For example, you know the hands in Super Mario 3 are there. Here, it's just every single loading zone, which is quite frequent.
It instantly loses the entire run with no chance of recovery.
This is a 4+ hour run with a (legitimate, not crash-based) runkiller right at the beginning.
Watching a double life shroom jump be completed for the first and only time in an RTA run only to have the game crash and destroy the run and then seeing that this happened multiple times while Flash was on WR pace well into the run should've been the death knell for the JP VC version; I can't fathom how the community decided to stick through that garbage, and it would definitely turn me off from ever running the game.
Loved SPM as a kid! I remember there was an area where you're trapped and forced to "work off" your debt. I thought you actually had to grind for all the money and taped a button down on my wiimote to grind overnight.
Maybe you talk about this somewhere in the video, but how well does this game work on emulator without a wiimote?
Very impressive work. Wow!! Loved it!! Congrats π₯π₯π₯
Iβm watching immediately
Was glad to be a part of this :)