The Rejected Routes: Why Some Mario Odyssey Speedruns Don't Make the Cut (And Others Should!)

Hey speedrunning community! Ever looked at a run and thought, "Why wasn't that strategy used?" or "That's so much faster, why is it rejected?" Today, we're diving deep into the wild world of rejected speedruns in Super Mario Odyssey (SMO). It's a topic that sparks debate, curiosity, and sometimes, downright confusion. I've personally sunk countless hours into exploring these less-traveled paths, tinkering with glitches, and optimizing routes that, for one reason or another, didn't make the final cut for the top leaderboards. My goal is to shed some light on *why* these runs get rejected and whether some of them actually deserve a second chance. Let's get into it.

What Exactly Are Rejected Speedruns?

In the context of speedrunning, a "rejected" run typically refers to a strategy, glitch, or route that was either:
  • Discovered and used by a runner, but later deemed invalid by the community or moderators due to a violation of specific game rules or established guidelines.
  • Considered too execution-heavy, too reliant on RNG (Random Number Generation), or too niche to be consistently viable for world records (WRs).
  • A route that was optimized but later surpassed by a significantly faster, legitimate strategy.
These runs often exist in a grey area, representing ingenious discoveries that, for various reasons, don't align with the current competitive landscape of a given game's speedrun categories.

The Super Mario Odyssey Context

Super Mario Odyssey is a treasure trove for speedrunners. Its open-world design, abundance of collectibles (Power Moons), and intricate movement mechanics allow for incredible creativity. From sequence breaks to warp skips, the game practically begs to be broken. This environment naturally leads to the discovery of numerous potential shortcuts and advanced techniques. However, the SMO speedrunning community, much like any other dedicated group, has established rules and categories. The most common categories are Any% (beat the game as fast as possible, often using glitches) and 100% (collecting everything). Within these, specific rules govern what is and isn't allowed.

Common Reasons for Rejection in SMO

Several factors can lead to a SMO speedrun strategy being rejected:
  • Unintended Glitches or Exploits: Some discovered glitches might cause game-breaking issues, lead to unintentional skips of critical game content, or require highly specific, difficult-to-replicate setups that make them impractical or unfair for general competition. For instance, a glitch that allows Mario to clip through an entire kingdom might be fast, but if it requires frame-perfect inputs or specific environmental triggers that are too rare, it might be deemed too unreliable.
  • Rule Set Changes: As the community evolves, rulesets can be updated. A strategy that was once legal might become illegal if the community decides it trivializes the challenge or fundamentally changes the intended experience of a category. For example, if a new input buffer exploit is found that allows for infinite speed, it would likely be banned.
  • Outdated Strategies: Sometimes, a route is discovered that seems fast at the time, but subsequent research or discovery of new mechanics reveals a much faster, legitimate path. The older, slower, or more complex strategy might then be considered "rejected" in favor of the superior one.
  • Category Specificity: Certain strategies might be valid for one category (e.g., an obscure Any% variant) but not for others (like a popular Any% or 100% run).
In my experience with SMO, the line between an ingenious exploit and an unfair advantage is often debated. What one runner sees as a brilliant shortcut, another might see as bypassing the core challenge of a section.

Exploring Notable Rejected Strats

While specific rejected strats can become obscure, some general types of discoveries have historically been points of contention in SMO speedrunning:
  • Major Sequence Breaks: Strategies that allow players to skip entire kingdoms or major progression points. While exciting, these can sometimes bypass intended gameplay loops and are often subject to strict rule scrutiny.
  • AI Manipulation: Exploiting enemy AI patterns in ways that are not intended to gain massive advantages.
  • Save-Warping Exploits: Techniques involving saving and quitting to manipulate game states or character positions in ways that bypass normal progression.
These are the kinds of discoveries that send ripples through the community. They require extensive testing, discussion, and often, moderator decisions.

The Debate Around Rule Changes and Category Evolution

The nature of speedrunning is evolution. New discoveries are made constantly, pushing the boundaries of what's possible. This often leads to spirited debates about rule changes. When a runner presents a groundbreaking new strategy, the community has to decide:
  • Is it a legitimate discovery that should be incorporated?
  • Does it fundamentally break the category?
  • Is it too difficult or reliant on luck to be a standard route?
These discussions are vital. They ensure that speedrunning remains challenging, engaging, and fair for everyone involved. Sometimes, a "rejected" strat from one era becomes the standard in another, especially if new categories are created or existing ones are re-evaluated.
The community's ability to adapt and refine rules is what keeps games like Mario Odyssey fresh for speedrunners years after release. It's a constant push and pull between discovery and definition.

Should Rejected Routes Get a Second Look?

Absolutely! While some rejected strategies are rightfully set aside due to game-breaking exploits or unfair advantages, others might be victims of circumstance:
  • Timing: A strategy might have been too difficult or complex for the technology or understanding at the time, but could be viable now with better techniques or tools.
  • Community Consensus: Sometimes, a route is rejected due to a vocal minority or a misunderstanding that could be clarified with further evidence and demonstration.
  • New Categories: The creation of "Glitchless" categories, or specialized Any% variants, can open the door for previously rejected strategies to find a new home and competitive life.
As a runner who enjoys exploring the edges of what's possible, I find that revisiting these "rejected" ideas can be incredibly rewarding. You might find a hidden gem, or at the very least, gain a deeper appreciation for the optimization that goes into the currently accepted WR routes.
The beauty of speedrunning lies not just in the fastest times, but in the journey of discovery. Even rejected paths have stories to tell and lessons to teach us about the game we love.
My own social channels are where I often showcase these more experimental runs. Whether it's a crazy glitch I'm testing or a route that's borderline, if you're interested in the deeper, sometimes weirder, side of SMO speedrunning, you'll want to check out my Twitch and Twitter.

Frequently Asked Questions

What is the difference between a banned and a rejected speedrun strategy?

A banned strategy is explicitly forbidden by the community's ruleset and will invalidate a run. A rejected strategy might not be explicitly banned but is typically not considered optimal, viable, or accepted for main categories due to its complexity, unreliability, or being surpassed by better methods.

Can a rejected strategy become accepted again?

Yes, this can happen. If the community re-evaluates rules, discovers a new way to perform the strategy consistently, or creates a new category where it becomes viable, a previously rejected strategy could be accepted.

Are there specific tools used to discover these rejected speedruns?

Runners often use game hacking tools, emulators with debugging features, and frame-by-frame analysis to discover and test glitches and advanced movement techniques that might lead to rejected strategies.

How does RNG affect whether a strategy is accepted?

Strategies heavily reliant on unpredictable RNG are often less desirable for competitive leaderboards, as consistency is key. If a super-fast strat only works 1 in 100 times, it's unlikely to be the primary route, though it might be explored in specific "RNG-heavy" categories.

Join the Conversation!

What are your thoughts on rejected speedrun strategies in Super Mario Odyssey? Have you ever encountered a run that you thought was unfairly dismissed? Let us know in the comments below! We love hearing your insights and experiences. If you're passionate about pushing the limits of gaming and want to be part of a community that celebrates the hardcore side of things, consider joining our Discord server. Let's talk speedrunning, WRs, and everything in between!