Shmups VS Speedrunning, Natural Vs. Fan-Made Meta | Ft. @neoxaquas .

Today's topic has been a subject that has fascinated me for a long time,

the difference between shmup scoreplay meta and speedrunning time meta.

What's interesting is that for a long time, I've heard speedrunners

talk about scoreplay in the tone of an outdated style of competitive

design. Like if you watch the history of speedrunning video by Karl

Jobst, he describes score play as essentially the ooze from which the

glory of speedrunning was born. This makes some sense if you only look

at speedrunning from their community perspective. However, over the

years I have become more skeptical of community / fan made meta (see my

discussion of the subject with the Crimson Blur about Melee) and in

today's video I am joined by Aquas who is the perfect guest on the topic

as he has world records in both speedrunning and shmup score play (a

rare accomplishment!). We cover a variety of fun topics, including his

world record progression in Pink Sweets, and the heart of the

conversation for me is what are the strengths and weaknesses of fan-made

meta, like speedrunning, and what are the strengths and weaknesses of

natural built in meta like scoreplay. In the end, I find that I greatly

prefer the natural meta of scoreplay (and fighting game tournament play)

because it is less arbitrary and prone to manipulation from fellow

players and outside forces (besides the developer). However, this

doesn't mean that I don't think speedrunning in itself isn't a cool

idea, and I even offer what I think is the best solution for the issue

in the form of what M2 Shottriggers have been doing with their shmup

ports. Imagine if Nintendo actually put some care into their wave of

ports and re-releases, and included speedrunning modes and leader boards

in their ports. Also I love that Aquas brought up how heavily nostalgia

plays into a speedrun game's popularity, because there are tons of

speedruns that I think could be fascinating (Dead to Rights Super Cop),

but sadly the non-nostalgic games tend to be extremely under-explored.

That being said, there are also issues that can rise up from relying

solely on the natural meta of a game, like Battle Garegga and its

infinite milk, so again I think this is where having robust ports with

patches really smooths out a lot of issues, other wise competitive score

play is going to rely very heavily on replay analysis and community

leader boards and we've seen enough "I GOT A CHEATED RUN PAST THE MODS!"

vids for a lifetime.

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