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Speedrun
- 150 statements
- 16 feature instances
- 17 referencing feature instances
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A speedrun is a playthrough of a game with the intent of completing it as fast as possible for the purposes of competition, entertainment, or as a Self-Imposed Challenge. Speedruns can be considered a form of Emergent Gameplay, as they look and feel very different to casual play. A speedrunner is not interested in the game's intended experience - they are instead focused on how they can optimize their gameplay to achieve the absolute fastest possible time. As such, story and exploration take a back seat; a speedrunner will skip everything they can, and will often perform actions that seem quite illogical and even impossible to a casual player. Pulling off a successful speedrun requires a combination of good strategy and execution. Strategies ("strats" for short) are techniques which have been developed to save time. Execution refers to how well a player is able to play the game and perform the necessary strategies. In order to compete with other players' times, speedrunners come together to create leaderboards and agree upon a set of rules for what is allowed in the speedrun. Often, the same game can be speedrun in many different ways; each way is referred to as a category, and each category has its own set of rules and leaderboard. Different categories typically require different speedrunning skills, and it's common for some runners to specialize in a particular category. Four of the most notable speedrun categories are: Any%: The most common category in most games, this simply involves beating the game as quickly as possible, by any means necessary. 100%: Fully completing every objective in the game in the fastest time. These runs typically require great endurance, routing skill, and a full mastery of every game mechanic and strategy. Low%: An inversion of 100%, this is beating the game as fast as possible but using the lowest amount of items/things possible. Finishes are sorted by the number of items used, then by final time, which means that it's possible for new world records to be slower than previous ones as long as they use fewer items. Glitchless: A category variant where you play the game "as intended", without using bugs and glitches to save time, but still as fast as possible. Many speedrunning communities also have a number of joke or meme categories which are often completely pointless or absurd, often requiring skills that have little to no application outside of that category. In addition to human-performed speedrunning, there is a second type: the Tool-Assisted Speedrun, or TAS for short. Unlike human speedruns, TASes are created in advance using scripted inputs, and executed by a computer program. These speedruns are able to exploit the inhuman precision and execution speed of a computer to achieve feats that would be absolutely infeasible for a human player to perform. (And sometimes physically impossible, such as pressing two opposite directions at once). TASes can be created for entertainment purposes, to show what a game would look like when played at perfect precision. However, they are also invaluable to human runners as research tools; they can be used to algorithmically find potential time-saving strategies, and can be a way to benchmark a speedrun to provide a theoretical best possible time. A strategy that can only be performed by a TAS is called a "TAS-only" strat. Sometimes, with extremely good execution or when combined with other techniques and discoveries, a strategy previously thought to be TAS-only can become human-viable, and may get incorporated into top-level speedruns. Popular speedrun archive sites include Speed Demos Archive and Speedrun.com. For tool-assisted, technically perfect runs, see TASVideos. For speedruns and speedrun races performed live for your viewing pleasure, head over to SpeedRunsLive. For rundowns of the history of some popular speedgames, see Summoning Salt's playlist. For games with a Speedrun-based gamemode (usually called "Time Attack" or "Time Trial") see Time Trial. If a game requires you to complete an objective within a specified time limit, it's Timed Mission. For games where speedrunning is not only encouraged but also rewarded, see Speedrun Reward. If the reward is meant to be a Bragging Rights Reward, see Challenge Run. No examples, please. This only defines the term. |
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Speedrun / int_10ddd3d5 | type |
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The "Pickup Slide" trick in The Legend of Zelda: Twilight Princess was discovered by a speedrunner playing the game casually: They opened a chest to get an item, then for whatever reason stopped playing without switching the game off, leaving Link in his Item Get! pose. When they returned in the morning, they discovered that Link had glided backwards several feet, clipping right through the chest. And so the glitch that defines that game's Low% category was discovered. | |
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In Like a Dragon, "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for Yakuza: Like a Dragon going by "LAD ASS", and Fist of the North Star: Lost Paradise being "Fist ASS". | |
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Tool-assisted speedruns will occasionally skip things that could theoretically improve the time of the game if doing this would reduce entertainment value. An example was a glitch that would've resulted in a large number of warps back to 1-1 in the Super Mario World 2: Yoshi's Island 100% TAS, since it would've resulted in a repetitive bordering on unwatchable TAS. This run also forewent the 1/1 running trick (explained in the link), because using it would've severely curtailed the amount of egg juggling that is the hallmark of modern Yoshi's Island runs. | |
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Percentage-based terms such as "Any%", "Low%", "Max%" and "100%" originate from Super Metroid, one of the foundation stones of the modern speedrunning community, which uses a percentage to display how many items you possess at the end of the game. The terms have stuck, even for games that don't track the completion percentage. | |
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For PC speedruns, using higher-end hardware can sometimes offer an advantage. One of the biggest examples of this is the knife attack in Resident Evil 2 (Remake) where the higher the framerate is the more damage the knife will do, especially to bosses in the PC version. One way to address this is to set a framerate cap for runs, usually at 60 frames per second, as a separate speedrun catagory as to let speedrunners be able to compete without having to spend a lot of money to compete in an otherwise uncapped framerate catagory. | |
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In Super Mario Bros., it's possible to perform a wall jump by hitting a wall at the exact spot between two tiles and jumping at exactly the right time; this tricks the game into thinking you're on the ground for a single frame, giving you a one-frame window in which to jump. The world record speedrun requires this trick in order to get into a pipe near the end of the run. | |
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Speedrun / int_62bf543 | type |
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A notorious example is the "hand levels" in Super Mario Bros. 3, where there are 3 hands on the level map which each have a 50% chance of allowing the player to skip the level. This means there's a 1 in 8 chance that a speedrunner will fly straight through, but also a 1 in 8 chance that the runner will be forced to play all three levels - and what's worse is that this happens right near the end of the run. It's entirely possible for a world record to die here simply due to bad luck. | |
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The "Speedcripple" glitch in Fallout 3 and New Vegas. A speedrunner playing the former game was doing the "All Bobbleheads" category when at one moment he forgot to grab a particular bobblehead. Turning around, he tried to avoid a slow climb down a flight of stairs by using a trick in which quicksaving just before taking fall damage spares you from it, and through accidental perfect timing was able to cripple his legs without taking fall damage. When this happens, the game applies both the crippled and healthy movement speed to you at the same time, giving you a major speed boost that is universally helpful across both games in almost all circumstances. | |
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The "Furnace Fun moves" glitch in Banjo-Kazooie is triggered by getting a game over under specific conditions during the Furnace Fun quiz, and enables all the moves Banjo and Kazooie learn to be transferred onto a new save file, so they don't have to be picked up in the next run. It was only discovered when a player new to the speedrun couldn't remember the quiz answers, and died so many times that he game-overed inside Furnace Fun. | |
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Some communities employ the use of Low-Optimization Tool-Assisted Demonstrations, or LOTADs for short, which is a reference to the Pokémon of the same name. | |
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Sometimes certain versions of games and hardware provide an advantage over others due to the presence of certain glitches, faster text, or reduced lag. When these versions are rare or difficult to obtain, this can push certain speedruns into this category. The most notorious example of this is the iQuenote A Chinese-only plug-and-play version of the Nintendo 64 version of The Legend of Zelda: Ocarina of Time, which has much faster text than all other versions but is rare and difficult and expensive to import outside of China. | |
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In the TrackMania speedrunning community, the members of the organization "Fastest Way Only" are dedicated to finding and executing every shortcut they can, no matter how insane or ludicrous it seems. | |
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Some games add up points or other earned bonuses at the end of each level, which can waste precious time. Part of the strategy in these games is to know which bonuses should be avoided to achieve a faster overall run. The Genesis Sonic the Hedgehog games are a prominent example, giving you massive bonuses for beating levels quickly that take such a long time to tally up that it's actually faster to wait and finish the level just slow enough to avoid them. It's for this reason that runs of these games switched to using in-game time, as it would mean runners would actually have to beat the levels quickly to get a good time instead of waiting around for the smaller bonus. | |
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Whether runners playing games with lengthy unskippable cutscenes with little to no gameplay at the very start of a run should be allowed to skip that part through modding or a pre-created save file. This tends to create a divide between purists who believe that doing such a thing defeats the point of a full game speedrun, and others who think that the benefits of making a game more accessible and fun to watch outweighs the consideration of whether the entire game was technically played start to finish. Examples of games that currently allow early scenes to be skipped include Super Mario Sunshine (skipping two lengthy cutscenes and a short gameplay section, cutting out just under six minutes), The Legend of Zelda: Ocarina of Time (skipping the first cutscene, cutting out about four and a half minutes), and Portal 2 (skipping the on-rails opening sequence, cutting out about five minutes). | |
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Super Mario Sunshine (Video Game) | hasFeature |
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The Legend of Zelda: Majora's Mask is widely-liked for being a very balanced mix of interesting tricks and glitches alongside skillful regular gameplay... that is, once you get past 25 minutes of unskippable cutscenes and very basic 'walk from point to point' objectives. That is unfortunately a big reason why Majora's Mask remains one of the less popular Zelda games for fans to pick up and run, especially in comparison to the much faster-paced Ocarina of Time. | |
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In Hades, the "One Weapon Only" category is abbreviated to "OwO", likely in reference to the OwO What's This meme. | |
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