Twitch streamer makes speedrunning history with Super Mario glitch - Dexerto
Gaming

Twitch streamer makes speedrunning history with Super Mario glitch

Published: 3/Oct/2019 4:46 Updated: 15/Jul/2020 17:52

by Isaac McIntyre

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Popular Super Mario 64 speedrunner ‘Dowsky’ has made waves in the fast-paced community after he set not one, but two world records in a single stream on Twitch.

Speedrunning is a pure form of competition that see’s the most supremely dedicated gamers trying to wipe each and every second off the clock in order to set the best times around the world in their favorite video games.

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Because the margins are so fine, and it takes so much practice, it’s not every day that long-standing world records are broken in the speedrunning community, let alone two on the very same day. One impressive Super Mario 64 streamer has managed to accomplish just that.

Throughout the unbelievable showcase of Super Mario 64 acumen, Dowsky set new world records in the one and zero Star speedrunning categories on Nintendo‘s 1996 release.

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At 7:14.23 and 6:36.99 respectively, the new global records scratch six seconds off of the previous 1-Star goal, and two seconds off of the former 0-Star best.

Accomplishing both in just a single session is truly unprecedented in the Super Mario 64 speedrunning scene and goes to show the incredible hard work behind the scenes.

Speedrunners dedicate months and often years of their time to mapping out certain paths, learning new strategies, and refining every little decision until it becomes muscle memory.

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While a degree of luck – and a helping of good fortune with the random elements of the game – is often involved in certain video game speedruns, there’s no denying the prowess of dowsky as he pulled off a remarkable SBLJ glitch with evident ease.

This tactic can often be finicky for a number of speedrunners, requiring a great deal of manual input and precise angling to execute properly.

The glitch demands a large sequence of button presses and specific movement combinations in order to glitch out the terrain and launch Mario further onward without having to go the usual route. To his surprise, Dowsky pulled it off the intricate movement on his very first attempt.

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It could be a very long time until a fellow competitor comes close to breaking the new world records set in Super Mario 64. Often months or even years in between new records being set tells the tale of just how impressive the feat truly was to pull off two in a single day.

You can watch the full runs on the new world-record holder’s YouTube channel here.

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Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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