mariorun.jpg Over at MTV News, Stephen Totilo has posted a fun piece exploring the controversy of using emulators for game speed runs, and neatly summing up the two sides of the speedrunning coin.

On the one hand, there's Joel Yliluoma, who runs NESVideos, and comments of his stored runs, which use multiple (sometimes hundreds or thousands!) of constant saves and reloads on an emulator, that "...the main goal of the runs isn't speed but aesthetics. The FAQ on his site states: "Although most of our movies intend to play games as fast as possible, with respect to art, our main goal is to create movies that are beautiful to watch." The site champions movies that exhibit surprising moves, deftly chosen shortcuts and innovative play."

On the other hand: "Nevertheless, some gamers can't come to peace with TAS. "My basic thought is 'don't like them, haven't made them, don't watch them,' " said Nolan Pflug, who oversees Speed Demos Archive, a Web site that houses traditional runs. One sore point for some traditional speed-runners is that an impressive TAS of a game can spoil the interest in slower, regular speed runs of the same title." Personally, we dig the non-emulator approach, but the battle still rages.

[Oh, and MTV also just posted a fun article about this year's IGF which quotes the writer of this post, and checks out highlights from the IGF finalists, including Cloud and Dodgeball Source.]