Is Mario Odyssey going to have as much speedrunning potential as Mario 64?

Is Mario Odyssey going to have as much speedrunning potential as Mario 64?

FUCK no

Not even close

doesnt matter
speedrunners will find a way

More importantly, who cares

I hope not, as autistic speedrunning dipshits don't deserve to get anything ever except a shotgun blast to the face.

if you talk about bugs, definitely no.
but if not, fucking yes.

Am I gay?

Where there's autism, there is a way

he dabbin BRUH!!!!!!!!!!!

Not unless there's also the potential to build speed for travelling to parallel universes.

Mario has real momentum again, but all the moves coming back from 3D World do not take advantage of that.
The only way to reliably build up and keep momentum is long jumps, which either nullify or at least greatly reduce your speed, and rolling around.
Wall kicks are slow and useless, even more so than Sunshine, the only use they have outside of when the level design explicitly calls for it, is to climb a wall with a wall kick to cap throw to dive. If a single wall kick isn't enough to get you enough height, even with the highest groundpound jump, then too bad, chances are there's no way you can bounce off another wall for a second kick because of how slow it is.
Triple jumps are short, floaty and unrewarding, it makes you wonder why press A three times at the correct time while moving forward, when you can just groundpound jump to get the same height and speed.

The upsides are that long jumps into cap dives can cover a decent horizontal distance, dive doesn't suck, roll into longjump can be exploited in some way, and the cap throw is pretty nice for air stalling and turning around in the air.

So, no, I don't see it being better than 64 or even Sunshine for speedrunning in terms of skill/depth, but I guess most of the fun is going to go into routing moons efficiently anyway.

Yesterday i watched someone speedrun the whole game in 2 hours and half if that means something

who's gonna read this? 7zip your text next time

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I read it. I don't really care about speed running but I do try to find the most optimal way to travel the fastest, and I agree with this.

it's like 2 paragraphs, take your meds

forgot to quote your retarded post fuck.

Shut the fuck up, was the only post in this thread with any information worth reading.

And no, I don't see a legacy speedrunning game like Mario64 or Super Metroid being overshadowed by any future title unless they make an HD remake or otherwise imitate the original game's mechanics/physics/exploits perfectly.

>spend all your time saying "git gud"
>someone actually is gud
>"What a fucking autist"

People will run it no matter what, but I don't think it'll be the next sm64 of speedruns or anything.

Nah, because 64 speedruns are shit that consists of 90% glitch and bugs

>is a nintendo game speedrun-able?

do u have to fucking ask? its a nintendo game. its designed for 5yr olds to beat and tweens to 100%.

I imagine it'll be better than Sunshine. Sunshine had too many segments that weren't even based around platforming

The real question is will you be able to complete levels in half an a press?

this is what talentless lazy people do

Does wagglan count as a pressing?

>unironically thinking speed running is a valuable skill

>"""""""""""""Henry""""""""""""

>unironically thinking videogames proficiency is a valuable skill
You're not allowed to say git gud to anyone else anymore you hypocritical faggots.

Git gud

TAke a look, y'all: IMG_4346.jpeg

except that guy never said that you fucking retarded insaniac

lol no

Speedrunning lives from being able to break through barriers that keep normal people from rapidly finishing the game.

Mario 64 was Nintendo's first 3D game, so they didn't know how to make it infallible, yet. and if you look at the current WRs, that clearly shows.
In SMO I don't really see how you could break it all too much. The access to levels is from a menu, not a hub world.
Perhaps something like a negatively counting moon (0->-1->2^32) could work, but the question is, if you can produce that.

>someone figures it out
>nintendo patches it the first day
only the most supreme of autists would route out and then attempt a 900 moon run or whatever the total score is

>he doesn't know what to do with base64 encoded data
lol
try copypasting it in your browser, I promise it won't break your dad's computer.

I can see it being better than Sunshine because the game is actually finished this time.
But if you take everything else out from the two games, in Sunshine Mario can pull off more complex maneuvers than in Odyssey, and I'm not talking about glitches, but stuff even a casual player would be able to try to do "just to see if I can do it".
Even in non-platforming levels you had to go from point A to point B, which involved SOME form of platforming, in which there still was SOME crazy shit you could try to pull off to get there quicker.
Odyssey doesn't seem to have that much freedom, the moveset and the level design are better at keeping you from breaking sequence and force you to move around the level the way the game wants you to.
It's still a great game and it'll be fun to speedrun, but rich movement options won't be the main pull.

I'd say it's not even in the same genre of Mario games as 64 and Sunshine, even though it's closer to them. It's its own thing.

Can you not remove game "updates" on the Switch?
And even if updates should be enforced, if your Switch is connected to the Internet, simply take it offline.

>nintendo patches it the first day
Don't most spreedruns use the 1.0 release of games for this reason?

>day one update

>this meme again

Sunshine is actually better then 64 for platforming:

While at a basic level it may not REQUIRE as much platforming bare minimum to do things thanks to Fludd and the lack of lava or bottomless pits, but it's better in 64 since it, which despite ostenbly having "open" levels, were all blatently designed with specific player pathways in mind, and anything not in those pathways had minimal to no oppunities to actually use platforming for traversal and were mostly flat fields with a few enemies or decorative objects. Sunshine, by contrast, actually has true platforming sandboxes.

With the exception of Gelato beach, basically every stage in sunshine has a huge amount of potential platforming pathways and chances to make both vertical and horizontal movement in any direction from any point, and these are seamlessly worked into envoirments that still feel like real locations and not just generic video game levels.

There far more chances and opportunities to make use of platforming and for your actual platforming jumps and movement to be "novel" rather then something super blatently designed for you.

Also, Mario in 64 does have some movement issues: Doing a 180 degree turn in place can be iffy, doing it in a run absolutely fucks mario's momentum in wierd ways, turning in general has absurd radius's, and in general mario feels a bit too weighty and off balance to be perfect. Sunshine fixes this and mario's movement is extremely tight and fluid and has the right "balance". Also, the long jump is replaced by the spin jump, which can cover just as much horizontal distance (way more in some conditions), but in any direction and covers more vertical space, and you also have sliding and obviously fludd.

Sunshin sacrifices the bare minimum "need" to platform for more chances to do so in more "meainginful" ways around the map. You may not need to do those jumps to beat the level, but it will still help you get the level done faster.

There's speedrunning and then there's autismclipping through a wall because you jumped backwards at it at the right angle.
Which do you mean?

You have something in common then.

I agree with all of this except with the conclusion that Sunshine is better than 64. Different strokes for different folks.
Many of the things you said I would've also said, but I was talking about Odyssey vs Sunshine/64. I spoke more about Sunshine because people dislike it so much around here.
Spinjumps are great, in fact they might be too great, as are dive jumps, since any normal jump can be made a spinjump or a dive jump, which is the basis of Sunshine's own fun variety in movement options. I still miss long jumps though, they're a quick way to gain momentum, and jump fast horizontally without gaining vertical height, I'd compare them more to a sideflip dive jump than a spinjump.
Mario's ground movement is superior in Sunshine indeed and 64's turn radius is retarded. Odyssey actually controls a little bit more like 64 here, so stuff like sideflips is not only useless now, but also infuriating to execute compared to Sunshine.

I agree that Sunshine had better ideas for level design, which makes it very fun to move around even with the slightly more limited movement options, but Mario 64 more linear levels are exploitable because of how much Mario can actually move.
Odyssey in this regard is the worst of both worlds, with Mario 64's linear level design (the world is open, but there's little variety in how to go from place A to place B) and a more restricted/less powerful movement options.

no but that's because 64 is a FAR more broken game, mechanic wise there will be more involved in odyssey