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A speedrun (IPA: ) is a play-through of a computer or video game in which the whole game or a select part of it, such as a single level, is played with the intent of completing it as quickly as possible, optionally with certain prerequisites, mainly for the purposes of communal entertainment and competition. The term, a compound of the words speed and run (as in “running” through a game, referring to the playing of a game) is only used in the context of games that were not originally or primarily designed with fast completion in mind; one generally does not “speedrun” a racing game (in those cases the game's standard setting for achieving and recording fast times is called a time attack or time trial mode). Speedrunning is often seen as a display of skill and is practiced competitively, as a pastime, in Internet-based communities, on which the resulting movies are released as rendered multimedia versions such as AVI files. In order to attain the highest possible quality of play in a speedrun, the author usually has to look at and think about the game differently than most casual gamers would. Generally, games' physics engines are not flawless and will allow the runner to do unexpected things that could save time. Despite their inherent differences, game engines seem to share a lot of common traits in this context, such as sufficient complexity to warrant a route to be mapped prior to the making of the run; the ability to disjunct the common sequence of events in a game and thus skip entire parts of it, or sequence breaking; and the ability to use programming errors, or glitches, to one's advantage. Some games have been considered to be ideal specimen for fast completion purposes, and have been supported fanatically by practitioners who have built virtual communities around them, which provide (or have provided) a highly active platform for the discussion and exertion of speedrunning one or more particular games. This article will provide a general account of the ideological concepts and the historical conditions under which this competitive gaming phenomenon sprang up and evolved, of the initial stages from which it gradually reached its present form, and of the established standards that currently make up modern speedrun societies, and provide contextual narration regarding its accomplishments and recognition. Overview “TSA” Damiani recording his 4:57 ''The Legend of Zelda: Ocarina of Time'' speedrun http://speeddemosarchive.com/OcarinaOfTime.html In its very essence, a speedrun can be described as an exceedingly skilled playthrough of a particular video game or part thereof in a competitive matter, which is usually recorded for either verifiability or simply entertainment purposes. Verifiability may be described as stemming from the necessity to provide evidence that one's playthrough went by the typical or game-specific speedrunning rules and thus counts as a valid attempt to beat the record. Entertainment has traditionally been the reason for the creation of speedruns, as it stems from being performed by sequence breaking enthusiasts who began using the video medium to show their skills each other. The bare requirements for the creation of a speedrun pertain to one's ability to play the game; skillful playing is foremostly crucial, along with good knowledge of the game, as a player must know exactly what to expect during an intensive “run” through the game, and also realize the most optimal method to do so. Lastly, the making of a speedrun requires perseverance, as it relies heavily on luck in addition to skill (the latter is often described as “that which makes it possible”, while the former is seen as “that which makes it happen”), and thus requires steady persistence during the course of action, in spite of difficulties, obstacles, or discouragement.• Despite this, speedrunners will usually cease their attempt in case a mistake is made, depending on how it could affect the run's outcome (especially when keeping in mind that it could null one's chances of beating an existing record, should one exist), as breaking previously set records is the goal for many runners. For example, in Quake speedrunning, mistakes as small as missing a shot could be enough reason to stop the current attempt and try again — there is a lower threshold for less-competed games, however. Runners practice intensively to attain the ability to play at such a high skill level for usually months, but sometimes even up to years (especially in the case of constantly updated speedruns or those for which entire Internet communities have been set up, such as Quake). For example, Mike “TSA” Damiani, the author of a speedrun for wrote this about his record achievement:• Depending on the popularity of the game, it may be so that a generous amount of practice is required in order to attain such a quality of play that one may attempt to beat the record. Classification There are two big genres in speedrunning: “unassisted” or “regular” speedruns, and “tool-assisted” speedruns. Unassisted speedruns are done in real-time using only whatever features there were in the actual game on the original hardware, while tool-assisted speedruns also use features found outside the game in order to create the movie, such as the “save state” feature found in emulators (which is called re-recording in this context). Among the subgenres, there are two major categories: “any%”, and maximum or “100%” speedruns. Any% runs involve the player aiming to complete the game as quickly as possible, skipping as much of the game as needed, while 100% runs require that as much of the game is played as possible, such as killing all enemies in the game or collecting every item available. Some runs fall into the “low-percentage” or “low%” category (sometimes also called “minimalist”), where the fastest time is attempted while collecting only the bare minimum amount of items, power-ups or abilities required for completion. These are usually slower than the any% runs due to extra time spent killing enemies with lesser abilities or actively avoiding items. The creation of a speedrun is usually done by one person, and sometimes by a whole team. By one person, it can be done in one play session (a single-segment speedrun) or multiple (a multi-segment or segmented speedrun; usually replaced by the number of segments: “in ten segments”). Segmented speedruns are done by defining what a game's divisions are in order to run them separately, in multiple sessions (usually separated by save points). This allows for a higher level of perfection because the entire game does not need to be run all at once; runners can redo small parts of a game as many times as they need to until they are satisfied with the result; it's for this reason that segmented speedruns are exclusively faster than their single-segment counterparts. It is normal, however, that the individual parts are done in order of appearance in the game, since the actions taken in one segment would affect later segments; such as the weapons that one obtains in a first-person shooter or the experience points that one attains in a role-playing game. Rationale As was previously noted, speedruns stem from the closely related act of sequence breaking, and were traditionally made mostly for reasons of entertainment and competition, initiated by enthusiasts from online Internet-based communities who wanted to compare each others' skills. This is still the incomparably dominant reason for the creation of speedruns today, although the competitive aspect of it has become increasingly important, especially since efforts to help people publish their speedruns started being exerted by the Speed Demos Archive team. When tool-assisted speedrunning was introduced, reasons for the making of a speedrun that pertain only to this special category of runs were invented (in addition to the usual ones): they argued that the runs they were producing could be considered a form of art, claiming that they significantly hold “creativity, variability, surprising outcomes, and speed”, which makes them “beautiful to watch”.• Due to the fact a tool-assisted speedrun cannot be expected not to strictly try to adhere to these requirements, as it is easily possible to redo segments of a run in case it is determined that it is not entertaining enough, it is also stressed that they do not necessarily pertain to unassisted runs; despite that, unassisted runs usually do conform to them quite naturally, as a high level of playing skill may ensure this. History Doom developed what might have been the first online speedrunning fanbase, emerging in 1994 around newsgroups, FTPs and websites that collected demos (see Doom speedrunning). Speedrunning entered mainstream with the famous Quake done Quick demo for Quake created by the eponymous group. QdQ also produced Quake done Quicker, which was later made obsolete by Quake done Quick with a Vengeance, and Scourge done Slick, movies which in addition to top-notch speedrunning skills featured humorous plot and camerawork, making QdQ one of the pioneers of the machinima community. It could be argued that all of the Metroid games were among the first to have major speedrun challenges. They have built-in rewards for speed in the form of earning better endings for beating the game faster. However, even earlier games like Super Mario Bros. would reward the player with points for completing levels quickly. Common techniques In order to attain the fastest possible time in a speedrun, the author usually has to look at and think about the game differently than most casual gamers would. Generally, games' physics engines are not flawless and will allow the runner to do unexpected things that could save time. Despite their inherent differences, game engines seem to share a lot of common traits in this context. Route planning
Sequence breaking
Glitches Sometimes a glitch will allow for an interesting speedrunning opportunity. When running a game, it is sometimes possible to use the physics of the game to do things that would normally seem out of ordinary gameplay possibilities. The classic example, which has been possible since the early years of video games, and can be found in modern game engines even today, is being able to walk through an enemy due to an simplistic “close approach” collision detection; since games usually don't do pixel-precise collision checks, it is sometimes possible to touch and even go partially inside the enemies without getting hurt. This is due to the so-called “hit boxes”, which detect whether an object is inside another and are often smaller than the sprites or models of enemies themselves. Additionally, if one is moving very fast, it's sometimes possible to go through objects because the game does not render a frame in which one is inside the object. Combined with the close approach collision abuse, the speed may not even need to be very high. For example, if a hit box a is moving diagonally upwards and to the right at 4 pixels per frame towards hit box b, it could pass through an area of 4×4 pixels (see picture). Similarly, by various means (such as pushing into corners in strange ways or getting pushed by an enemy), one may sometimes get inside the floor, walls, or ceiling. While it might be that the player just gets stuck and ruins his game because he now can now no longer continue, it might also allow the usage of new routes that did not exist before. For example, one might be able to jump out of the clipping zone very easily, allowing the complete passing through it. Because of close approach collision detection being so simple to most games, it is made to look accurate by “ejecting” the object if it ends up partially inside a wall or other impassable zone. It also ensures the character can't get stuck inside a wall because of simple programming. Visually, this appears as scrolling: the game automatically moves the object that's inside the wall, usually horizontally and to the right, until it finds a place where it can exit the wall. When this happens, sometimes the game will even push the player further into the wall. This trick, called "zipping", can be used to take radical shortcuts in games, but are usually too difficult to pull off consistently in most unassisted speedruns. Another commonly used technique is the usage of temporary invulnerability given to the player by the game, usually straight after getting hit by an enemy. Most games visualize this invulnerability by making the player character flicker. This is to prevent the player from immediately getting hit again, but can sometimes also protect him from instant death hazards, such as deadly spikes or lava. It can also be used to pass through monsters that would otherwise take more time to destroy, or to pass through other nearby monsters that would do more damage. Temporary invulnerability is also usually given to the player during a cutscene that cannot be interrupted, such as a story dialogue or the animation for finishing a level. If the player touches something lethal during this state of game, the game may very well ignore it and let him continue like nothing at all has happened. A good example is Tenchu, in which all cutscenes happen in the same environment as the gameplay. Since the state of the environment is carried over to the cutscene, it is possible to, for example, place a mine on the path of one of the acting characters; the character will walk over it, trigger it, get set on fire, and yet continue partaking in the scene as if nothing happened. Many polished and acclaimed speedruns are filled with glitch abuse, but the usage of several inconspicuous glitches may be left unnoticed by casual gamers. Tool assistance Notable games for speedrunning Traditionally, speedruns have been performed by members of online communities about games in general, usually through discussion forums, using strategies devised by members of such forums. When the activity became popular enough to acede subculture, the first sites dedicated to speedrunning started appearing — usually specializing in just one or a few games. Some of these sites have sustained activity for a long time, sometimes even up to today, due to the large potential its games have for speedrunning. Only the most noteworthy games that have been proven to be idyllic for speedrunning purposes have been listed here with a short description on the histories of the communities that surround it. There are other games which have been fought over actively by many runners but don't have large or active collaboration websites dedicated to it (and haven't in the past); information on these games may be found in Notable games for speedrunning. Quake Horvath doing a grenade jumping|grenade jump on a Spawn in E4M3 http://speeddemosarchive.com/quake/mkt.pl?level:e4m3 (''The Elder God Shrine'') in order to jump over a large lava pit Quake is arguably the only game to rival Doom as the most popular game to speedrun ever. Doom December 1993 saw the release of id Software's Doom. Among some of its major features, like at that time unparallelled graphics, LAN- and Internet-based multiplayer support, and user modification possibilities, it also gave the players the ability to record demo files of their playthrough. This particular feature was first picked up by Christina “Strunoph” Norman in January 1994 when she launched the LMP Hall of Fame website. This site was, however, quickly obsoleted by the DOOM Honorific Titles, launched in May 1994 by Frank Stajano, which introduced the first serious competition between players.* This site would create the basis for all DOOM demosites that would follow. The DHT were designed around a notion of earning titles by successfully recording a particular type of demo on pre-determined maps in the IWADs. These 'exams' became very popular as the player had to earn each title by sending in a demo of the feat to one of the site's judges to justify his application. Doom II was released in October 1994, and the DHT conformed to the new additions as well as the new Doom version releases. At the height of its popularity, the DHT had many different categories and playing styles. For example, playing with only the fists and pistol while killing all monsters on a map became known as Tyson mode, named after the heavyweight boxer Mike Tyson. Pacifist-mode was playing without intentionally harming any monsters. Each category had easy, medium, and hard difficulty maps for players to get randomly chosen for. Many legends in the Doom speedrunning scene started out in the DHT, including George Bell (Tyson), Steffen Udluft (Pacifist), Kai-Uwe “Gazelle” Humpert, Frank “Jesus” Siebers (Nightmare), Thomas “Panter” Pilger (Reality), and Yonatan Donner. Unfortunately, the DHT always had trouble retaining a permanent Internet location. This, combined with the changing rules and the diminished importance of most of the titles, made public interest wane as the years rolled on. In November 1994, the Doom speedrunning scene, in the form of the COMPET-N website, took off.* Its creator, Simon Widlake, intended the site to be a record scoreboard for a variety of Doom-related achievements, but unlike its predecessors, they all centered around one key idea: speed. Players were required to run through Doom's levels as fast as humanly possible in order to attain a spot on the constantly-updated COMPET-N scoreboards which eventually made Doom one of the most popular games for speedrunning. Like the DOOM Honorific Titles, this site experienced multiple location changes over time; it was even at Cdrom.com for a while before Istvan Pataki took over as maintainer and moved the site to the now defunct FTP server ftp://ftp.sch.bme.hu/ ftp.sch.bme.hu. From there on, since early 1998, it was in the hands of Adam Hegyi, who has been the maintainer ever since. It is currently located at Doom2.net.* As of March 2006, COMPET-N contains a total amount of 6072 demos (on both official and custom maps), accounting for a total time of 462 hours, 8 minutes and 20 seconds. Metroid series
Glossary In the context of speedrunning, many common terms, usually neologisms, have been created. These terms are necessary to understand most general discussions about the phenomenon. This list covers the most ubiquitous terminology. Note that some words may have a different typical meaning outside of the lexicon of speedrunning; for example, frame applies to movies as well as to video games, but only the latter has relevance in this case. Also, there are more specific terms in the context of tool-assisted speedrunning which can be found in its corresponding article and paragraph (see section “Glossary” in ''Tool-assisted speedrun''). Frame One of the still images composing the animation of a video game. Most gaming systems update the screen 50 (PAL) or 60 (NTSC) times per second. Every one of such updates is called a frame — even if only every second or third frame is rendered, as seen on some systems, notwithstanding lag. Almost all console systems check the input (which buttons are pressed on the controller) once per frame, which is therefore the highest possible resolution of input. For example, if firing a weapon costs one frame of input in a game that runs at 60 frames per second, it is possible to fire that weapon 30 times per second. (Per the Nyquist–Shannon sampling theorem, at least one frame of not giving any input is required after each pressing of the button to prevent the system from seeing the input as one long depressed state as opposed to many individual depressions.) Glitch An unintentional feature in a game ― usually considered erroneous. Many games contain glitches, some very small and hardly notable, but others very significant. Glitches are usually result of accidental or intentional sloppy programming. Because many console games are ran on rather slow CPU power, “perfect” programming (such as pixel-perfect collision checks) would often be too slow. As a result, programming “shortcuts” have to be taken, which explains many of the intentional glitches. See section “Glitches” for further information. Lag The effect experienced when the game runs slower than normal due to there being too many instructions for the CPU to calculate in the time of one frame. Thus, the CPU will spread the calculations over multiple frames. Because it cannot show the results of the calculations when expected, there will be identically rendered frames while it is working. Often, during lag, the game will ignore the player's input until the calculations are performed. There might also appear graphical anomalies, such as Head-Up Displays appearing in the wrong place. Note that lag often refers to delays experienced in computing communications, such as during online gaming; this definition is of little relevance to speedrunning as very few speedruns are played by multiple people simultaneously via an internet connection. Low-percentage, low%, minimalist Speedrun which falls into the low-percentage or low% category; the fastest time is attempted while collecting only the bare minimum amount of items, power-ups or abilities required for completion. These are slower than the any% runs due to extra time spent killing enemies with lesser abilities or actively avoiding items. Maximum, 100% Speedrun in which as much of the game is played as possible, such as killing all enemies in the game or collecting every item available. 100% runs are slower than their any% counterparts due to the taking of actions and going to places in the game which are not necessary for the game's completion. Any% Speedrun which involves the player aiming to complete the game as quickly as possible, skipping as much of the game as needed (notwithstanding tiers). This is the original, conventional, and most ubiquitous type of run. Multi-segment A speedrun performed in multiple play sessions (or “segments”). In formal descriptions, such runs are usually accompanied by the number of segments, such as “in ten segments”. Segmented speedruns are done by defining what a game's divisions are in order to run them separately, in multiple sessions (usually separated by save points). This allows for a higher level of perfection because the entire game does not need to be run all at once; runners can redo small parts of a game as many times as they need to until they are satisfied with the result; it's for this reason that segmented speedruns are exclusively faster than their single-segment counterparts. It is normal, however, that the individual parts are done in order of appearance in the game, since the actions taken in one segment would affect later segments; such as the weapons that one obtains in a first-person shooter or the experience points that one attains in a role-playing game. Run A short and informal term for speedrun. It is often used instead of the term “speedrun” on online discussion forums. Similarly, tool-assisted speedruns are commonly abbreviated TAS. See section “Glossary” in ''Tool-assisted speedrun''. Single-segment A speedrun performed in one continuous play session. Single-segment speedruns are often, if not always, slower than multi-segment speedruns, due to the fact a runner does not have the ability to stop the game periodically to redo (and thus optimize) parts that he has already played. Tier A particular intention or set of rules with which to record a speedrun, such as playing with different characters or taking a certain route. For example, if a route is found that allows extremely fast completion of a game via a glitch, it will often be considered a separate "tier" in order to preserve the old route's movies and records, as people may find the old way of doing it to be more enjoyable or otherwise interesting. Tool-assisted speedrun A tool-assisted speedrun (commonly abbreviated TAS) is a speedrun movie produced with the use of tools such as slow motion and re-recording. The basic premise of these runs is that a "tool" (such as an emulator that provides the author with features that are unavailable in regular playing) is used in order to overcome human limitations such as skill and reflex. Unassisted, regular An explicit indicator that this speedrun is not tool-assisted. The term “speedrun” alone, without either “tool-assisted” or “unassisted” accompanying it, is expected to be unassisted. It is thus mostly used in order to highlight the differences between unassisted and tool-assisted speedruns. Media This article includes several digital videos to help describe the speedrunning phenomenon by giving clear, real-world examples, mostly excerpted from representative speedruns. These files have a video steam encoded in Theora and an audio stream encoded in Vorbis. Due to the open nature of these codecs, there is a wide variety of software available for the decoding of these files, allowing them to play back on almost every personal computer. For more information, please see , or refer to the documentation of either codec or your operating system. Journal, newspaper and magazine articles General informative sources Footnotes Related articles Other information General speedrun, time attack and high-score sites Game-specific sites Machinima archives | |||||||||||||
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