Speedrun
Encyclopedia
A speedrun is a play-through, or recording thereof, of a whole video game or a selected part of it (such as a single level
) performed with the intent of completing it as fast as possible, optionally under certain prerequisites, mainly for the purposes of 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). Commonly, speedruns are recorded on either an analog media such as a video tape (predominantly when games on consoles
are concerned), or as a digital file
, by the people ("players") who make them, for entertainment, time refinement, or verifiability purposes. Entertainment has traditionally been the reason for the creation of speedruns, as the phenomenon was originally devised by enthusiasts who began comparing each others' playing skills via movies exchanged over the Internet
, while verifiability stems from the necessity to provide evidence that one's playthrough went by the typical or game-specific speedrun rules and thus counts as a valid attempt to beat the record.
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 from the way that most casual gamers would. Generally, it is usually required that speedruns are planned out carefully before they are attempted; this need stems from the complexity of the separate areas in which the gameplay takes place. Additionally, games and their physics engines are not flawless and will allow the runner to do unexpected things that could save time. Despite their inherent differences, they seem to share a lot of common traits in this context, such as the ability to disjunct the common sequence of events in a game and thus skip entire parts of it—the act of sequence breaking
—and the ability to use programming errors, or glitches, to one's advantage.
Some games are considered to be ideal specimen for fast completion purposes and have online communities
dedicated to them, which provide (or have provided) a highly active platform for discussing the speedrunning of one or more of these particular games.
While speedrunning initially started out as a small project, initiated by a few enthusiasts who shared their demos online, it has since become a phenomenon that encompasses several active websites and an increasingly expansive assortment of speedrun videos that are freely and widely circulated on the Internet.
As mentioned, the actual recording of a run is preceded by a research phase. The things a runner can do during this phase pertain to finding out possible ways to save time, most of which are likely specific to the particular game under consideration. Naturally, it must be known beforehand that there is a certain route through the game that will yield a fast time. Such a route can describe various things, including a number of abilities that the game's character must obtain or avoid, which enemies to gain "experience point
s" from, or which levels to choose playing (in case there is a choice at all). The devised routes can be highly creative and may include doing things that are out of ordinary or intended play style. It is not uncommon for routes to even "skip" parts of regular gameplay in events known as "sequence breaking
", sometimes through the use of programming errors (called "glitches" in this case) that can work to the runner's advantage. These things both pertain to the most important preparation work: route planning.
that leads to the completion of the game is determined. A route, in this context, is a course of action by which to get from one point in the game to another—it could cover only a single level
, or the entire game in general.
The need for determining such a route stems from the complexity of the separate areas in which the gameplay
takes place; runners must ensure that, in order to be as fast as possible, they know which actions to take in which order to avoid having to do unnecessary things. If one does not take the game's flow of events into proper consideration, the resulting speedrun may be tainted by requirements such as having to pass through more levels, having to use less effective means of fighting enemy characters, or having to "level up
" more. The amount of planning per section of a game differs. For example, extensive planning is required to find the best possible method for passing a level that contains a lot of traps or enemy characters, more so than levels in which most such obstacles are optional and can be easily avoided. Even in games in which the levels seem fairly straightforward, it is often required that a route is taken that ensures some kind of advantage, such as a certain degree of safety or the possibility of picking up beneficial items or weapons along the way; an "optimal" route is designed not only to be fast, but also to take into account the effect it might have on other resources that might affect later levels.
Some games lend themselves to this better than others. Generally, non-linear
games will have more branches of possibilities, as the lack of a fixed sequence of events causes there to be many choices that the player can make that require extensive research to appraise.
s that need to be watched before the player can progress, items that the player needs to possess in order to continue to a next stage, or even entire parts of the gameplay that may convey a part of the game's plot or subplot. Skipping a part of the game in such a fashion that it can be described as a disjunction with the game's intent or common sequence of events, is referred to as sequence breaking.
The term sequence break was first used in 2003 in an online discussion forum thread concerning the Nintendo GameCube
game Metroid Prime
. This thread was called "Gravity Suit and Ice Beam before Thardus"; using the since then common "x before y" notation in the nomenclature of speedrunning. Thardus, a fictional creature in the Metroid series
, was designed to be a mandatory boss
before the Gravity Suit and Ice Beam could be obtained, hence the novelty of bypassing the boss while still obtaining the items. The author of the thread was Steven Banks, who reported to have successfully performed this sequence break on January 18, 2003, after the possibility of such an act was suggested by "kip". Banks posted his findings about the act being possible on the Metroid Prime message board on GameFAQs
in a thread which attracted a number of interested gamers. The gamers fast became a separate community and strove to accomplish more and better feats in the game. It is currently assumed that the term, as used in this context, was first used by a person known online as "SolrFlare" in this thread on February 5, 2003. Since its initial discovery, sequence breaking has become an integral part of speedrunning and has been applied to many other games.
can be found in the "16-star" run of Super Mario 64
: in this game, the protagonist, Mario
, normally needs to collect at least 70 of the 120 power stars before he is allowed to play the final level, but a glitch makes it possible for a runner to access that level with only 16 stars. More specifically, with the right kind of movement, the runner is able to pass through a wall by pushing into it in a certain way while holding MIPS, an NPC
. Seen in the image is runner Eddie "kirbykarter" Taylor performing this trick in his 19:47 speedrun of the game. See section "Media" for an excerpt of this video in which the trick is demonstrated. Since then, ways have been found to complete the game with 1 star, or even none.
While some speedrun rules require that the skipping of such events be avoided, it is often desirable—connate with the act of route planning—to make full use of such possibilities.
ning (commonly abbreviated TAS) which removes the need for the recording to be devised by typical means (such as recording the speedrun on a VCR tape while it is being played on the original hardware) and instead allows authors to use "tools" to aid their playing. Essentially, these tools can be anything that eases the game-play and thus improves the final result; some prime examples, commonly provided by the use of an emulator
, include the usage of save states that allow the author to "go back in time" and revise mistakes (in this context, this is called re-recording
), as well as slowing down the (virtual) hardware that the game is running on so that the runner can play the game much more accurately than would otherwise be viable. One common requirement of tool-assisted speedrunning, stemming directly from the abilities that said tools provide, is the attainment of "perfection"; the knowledge that it is not possible, by current abilities, to record the speedrun in any way that would warrant a lower completion time. The practical result is that human limitations, such as skill
and reflex
, are no longer an issue in the creation of a run; tool-assisted runs have (sometimes significantly) lower completion times than their "unassisted" equivalents.
It has been argued by members of TASVideos, a major tool-assisted speedrun community, that the runs produced by them could be considered a form of art
, claiming that they significantly hold "creativity, variability, surprising outcomes, and speed", which makes them "beautiful to watch". Additionally, these members have outlined the qualities that, according to them, make a tool-assisted run entertaining: they should be interesting to watch (the play should not be slow or repetitive), they should surprise the viewer (the runner must perform the unexpected), and they must depict a very high level of play (the runner must be able to handle awkward situations efficiently and creatively). When a new run is submitted to the site, it first gets voted on by the site's members to assess whether it is suitable for publication; in case a run is found to be substandard, it is rejected.
The usage of tools to aid the player is mostly forbidden in regular speedrunning, and it is for this reason that tool-assistance is seen as controversial by some. When a tool-assisted speedrun of Super Mario Bros. 3
was released in mid-2003 by an anonymous speedrunner using the nickname "Morimoto" (originally "もりもと"), its incredible quality of play became a phenomenon; since few people knew how the video was made, it was widely believed that it was played in real-time by an extremely skilled player. When Morimoto detailed the making of the run on his website, many felt deceived and turned to criticizing the video's "illegitimacy" instead. In 2006, Joel Yliluoma, the webmaster of TASVideos, had been quoted as saying "Two years ago, I fought against claims of cheating and other bad-mouthing. Today, although I still see some people who hate the movies and consider them cheating, I see more people who recognize the value of both types of speedruns." Another point of criticism is that a properly executed tool-assisted speedrun may disillusion runners from making an unassisted version.
pertaining to video games in general, primarily through discussion forums
. When the activity became popular enough to accede to 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, providing coverage of its members' achievements and serving as a platform for related discussions.
Doom. Among some of its major features, like at that time very sophisticated 3D graphics, LAN- and Internet-based multiplayer support, and user modification possibilities, it also gave the players the ability to record demo files of their play-through. 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, fast followed up by the DOOM Honorific Titles (also known as the "DHT"), launched in May 1994 by Frank Stajano, which introduced the first serious competition between players. This site, designed around a notion of earning titles by successfully recording a particular type of demo on one of the pre-determined maps
in the "IWADs", would create the basis for all Doom demo sites that would follow. These so-called "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: Hell on Earth 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 in-game 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. As an authentication method to prevent players from submitting demos made by other people, it was required that they performed a distinct "dance" during their demo (often at the very beginning). With such varied categories, the DHT was appealing to a diverse group of players. However, the DHT had trouble retaining a permanent Internet location. This, combined with the constantly changing rules and the diminished importance of most of the titles, caused public interest to wane as the years went by.
In November 1994, the definitive installment Doom speedrunning scene, in the form of the COMPET-N website, was launched. Its creator, Simon Widlake, intended the site to be a record scoreboard for a variety of Doom-related achievements, but unlike its predecessors, they were all based on the idea of fast completion, thus making it the first actual speedrunning site. 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, leading to demo material gradually amounting to hundreds of hours of recorded gameplay.
Like the DOOM Honorific Titles, this site experienced multiple location changes over time; it was hosted on the Simtel
servers for a while, before Istvan Pataki took over as maintainer and moved the site to a now defunct FTP server of the Technical University of Budapest. From there on, since early 1998, it has been administered by Adam Hegyi, who is still the maintainer of the site as of 2007. It is currently located at Doom2.net.
As of November 2007, 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.
's Quake file hierarchy. There were two distinct kinds of demos: those in which the player killed all monsters and found all secrets on the map (called "100% demos") and those in which the player ignored these goals in order to finish the level as fast as possible (called "runs"). All levels were, at that time, recorded solely on the "Nightmare" difficulty level, the highest in the game.
In April 1997, Nolan "Radix" Pflug first started the Nightmare Speed Demos website to keep track of the fastest demos. In June that same year, the first Quake done Quick
project was finalized; Quake done Quick, unlike the conventional record demos, featured a full playthrough of the game, carrying over one level's finishing statistics to the next. The project members ended up making a movie in which the entire game is finished on Nightmare difficulty in 0:19:49; it was a collection of the best runs that the members of the site had been made thus far, and at that time, there was no other run that came close. The run was "recammed", reconstructed so that it could be also viewed from a third-person perspective, which gained it its machinima
status. It received widespread attention from gaming magazines, being distributed as part of the free CDs
that they came with. This popularized speedrunning for a much larger audience than before and attracted many newcomers. Not all of those newcomers agreed with the old-timers' dogma that runs should be made on the hardest possible skill level. Thus, in August 1997 Muad'Dib's Quake Page came to be, run by Gunnar "Muad'Dib" Andre Mo and specializing in "Easy" difficulty runs. One month after that, the Quake done Quick movie was superseded by a new movie called Quake done Quick
er, on September 14, 1997, which shortened the game's fastest playthrough to 0:16:35.
In April 1998, Pflug and Mo merged their pages, thus creating the Speed Demos Archive
, which, as of 2007, is still the dominant community for Quake speedrunning and also acts as repository for demos, maps, statistics and software pertaining to the practice. Ever since its creation, a large variety of tricks have been discovered in Quake's physics. Despite being released as early as 1996, Quake has steadily remained popular with its players, who subsequently released the Quake done Quick with a Vengeance
movie on September 13, 2000, which featured a complete run through Quake in 0:12:23. Primarily tricks that had not been used in both its predecessors allowed for this improvement, as the run's manual states that it "[makes] use of every known trick, including unrestricted bunny-hopping, to represent the state-of-the-art in Nightmare running".
As of March 2006, Speed Demos Archive can be found at the web address http://speeddemosarchive.com/ and contains a total amount of 8481 demos (on both official and custom maps), accounting for a total time of 253 hours, 44 minutes and 39 seconds. Although no new installment of the Quake done Quick series has been released yet, a new version called Quake done Quickest is in the making. The improvements that have been made as of November 2007 would result in a time of 0:11:30 for the entire game, an improvement over its predecessor of 53 seconds.
was one of the earliest games to introduce special rewards for fast completion times. As is the case for the rest of the games in the series, highly non-linear gameplay
makes it possible for runners to search extensively for different routes towards the end of the game. In particular, the ability to perform sequence breaking has been researched thoroughly, leading to the discovery of ways to complete the games while obtaining only a small percentage of items. Prior to the inception of Metroid speedrunning there were special website
s which documented these so-called "low-percentage" completion possibilities.
The first game to be exceedingly popular with the speedrunning audience was Super Metroid
, released in 1994, which proved to lend itself to fast completion purposes very well. It featured a physics system that allowed for a wide array of skills for mobility, like "wall jumping" or the "Shinespark", allowing players to skip over large areas of the game, or play through the game in different manners based on how well they can perform these tricks in contextual situations. Additionally, it had the same non-linear gameplay as its predecessors. Due to the way the game was laid out, several different run types or tier
s that incorporate different completion percentages have been performed. One type of run is the maximum or 100% run, in which as many items as possible are obtained. Speedruns which focus solely on finishing the game as fast as possible with no other prerequisites are described as any% runs.
Runs in which as few items as possible are obtained, slowing down the player's progress due to the need to avoid as much items as possible, have also been made.
As the Internet
became more available to the general public, groups of players started collaborating on message boards
to discuss these tricks with one another in what became a community
based on playing the games speedily.
The first Metroid community that was created for the purpose of fast completion was Metroid Prime Discoveries, created and led by Jean-Sebastien "Zell" Dubois. Rather than being a site that focused on speedrunning, it was dedicated to documenting the possibilities of sequence breaking in the game Metroid Prime
. When the interest arose to begin the documentation of other games in the series, however, the new site Metroid 2002 was created by Nathan Jahnke in August 2003.http://www.metroid2002.com/ Initially, the only incentive was to document the two Metroid games released in 2002—Metroid Prime and Metroid Fusion—but this changed when Nathan was asked to take all content of Metroid Online—another site that had been developed at that time and contained sequence breaking documentation, a message board, and a 1% Metroid Fusion run—and relaunch Metroid 2002 as "the one resource for Metroid Prime sequence breaking info." This relaunch happened less than two weeks after the proposition and came to be in November. Ever since, it has been the central repository for everything related to speedrunning the Metroid series.
It was also in November 2003 that Metroid speedrunning reached its peak, after Nolan Pflug released his 100% run of Metroid Prime
, in which he finished the entire game in 1:37. Since it was featured in the games section of Slashdot
, it gained widespread attention. Publications in numerous different languages ran stories on the run, and topics about the run were made on gaming message boards around the world. The first segment of his run was being downloaded over five thousand times a day at the peak of its popularity. The Metroid 2002 IRC channel was flooded with people who had heard about the run and wanted to know more about it, fast dwarfing the original population, and its message board
saw its member count double in size the month following the run's release. As a result of the popularity of this run, it was decided that in order to best serve the growing bandwidth consumption, Metroid 2002 would have to merge its array of videos with Speed Demos Archive
, which was at that time being provided nearly limitless server capacity for their runs on the Internet Archive
.
As of July 2010, the best completion time for the North American version of Metroid Prime is 1:01 by Paul "Bartendorsparky" Evans, and the best 100% time was reduced to 1:24 by Besmir "Zoid" Sheqi, making Nolan's once popular run obsolete.
" was first coined, during the early days of Doom speedrunning, although they were also called "built demos", in accordance with the "demo" terminology. Players first started recording these special demos when Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions. A couple of months afterwards, in June 1999, the first site made for the purpose of sharing these demos, aptly called "Tools-Assisted Speedruns", was opened by Esko Koskimaa, Peo Sjoblom and Yonatan Donner.
Like other such communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to have the fastest time possible with tools itself became a competition as well. The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. The site was active until August 10, 2001, at which point a news message was posted to state that the site would cease its regular updates and act as archive from then on. The popularity of Doom tool-assisted speedrunning has dwindled since then.
In mid-2003, an anonymous speedrunner using the nickname "Morimoto" (originally "もりもと") released a video in which he played through Super Mario Bros. 3
with an unprecedented level of skill: he beat the entire game in just over 11 minutes without making a single mistake, and managed to score 99 lives while in a level during which he had to wait. In addition, he put himself in dangerous situations over and over, only to escape them without sustaining any damage. Although it was widely believed that the video was made by an extremely skilled player, it was actually the first tool-assisted speedrun made with a special emulator to generate widespread interest. When Morimoto detailed the making of the run on his website, many felt deceived and turned to criticizing the video's "illegitimacy" instead. The knowledge that the video was constructed through tedious and careful selective replaying also raised some questions about the authenticity of video game replays; after all, if it is practically impossible to tell the videos of both kinds apart, one cannot possibly know whether a run was made with or without the use of a special emulator. It was even feared that this fact would cause the downfall of competitive speedrunning. Neither the Speed Demos Archive nor Metroid 2002 have ever published runs that were known to be made with a special emulator. Nolan Pflug, the webmaster of Speed Demos Archive, has been quoted as saying "My basic thought is 'don't like them, haven't made them, don't watch them,'" when asked for his opinion on the subject.
Thus, in late late 2003, the first public website that served tool-assisted speedrun videos from multiple authors, TASVideos (then known as NESVideos), was created. It was originally created by Joel "Bisqwit" Yliluoma for the purpose of showcasing, sharing and discussing speedruns made with special emulator
s—at first, the site only held videos of Nintendo
(NES) games, in part due to the fact that the only emulator suitable for this specialist purpose was, at that time, the Famtasia NES emulator. Besides just serving the speedrun recordings in the emulator's original format (which, much like Doom and Quake demos, required both the emulator and the game in order to be played back), the site also held AVI files, which were made available using the BitTorrent protocol. As of January 2011, it holds 1698 complete speedruns, of which 817 are the fastest of their kind.
Level (computer and video games)
A level, map, area, or world in a video game is the total space available to the player during the course of completing a discrete objective...
) performed with the intent of completing it as fast as possible, optionally under certain prerequisites, mainly for the purposes of entertainment and competition. The term, a compound
Compound (linguistics)
In linguistics, a compound is a lexeme that consists of more than one stem. Compounding or composition is the word formation that creates compound lexemes...
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
Racing game
A racing video game is a genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, air, or sea vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings...
; in those cases the game's standard setting for achieving and recording fast times is called a time attack
Time attack
A time attack is another term for time trial. The term is commonly used in Japan for individual time trial events for motor vehicles that involves a vehicle running around the circuit in lieu of a qualifying lap and the term is widely adopted outside the country for tuner event and...
or time trial
Time trial
In many racing sports an athlete will compete in a time trial against the clock to secure the fastest time. In cycling, for example, a time trial can be a single track cycling event, or an individual or team time trial on the road, and either or both of the latter may form components of...
mode). Commonly, speedruns are recorded on either an analog media such as a video tape (predominantly when games on consoles
Video game console
A video game console is an interactive entertainment computer or customized computer system that produces a video display signal which can be used with a display device to display a video game...
are concerned), or as a digital file
Computer file
A computer file is a block of arbitrary information, or resource for storing information, which is available to a computer program and is usually based on some kind of durable storage. A file is durable in the sense that it remains available for programs to use after the current program has finished...
, by the people ("players") who make them, for entertainment, time refinement, or verifiability purposes. Entertainment has traditionally been the reason for the creation of speedruns, as the phenomenon was originally devised by enthusiasts who began comparing each others' playing skills via movies exchanged over the Internet
Internet
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide...
, while verifiability stems from the necessity to provide evidence that one's playthrough went by the typical or game-specific speedrun rules and thus counts as a valid attempt to beat the record.
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 from the way that most casual gamers would. Generally, it is usually required that speedruns are planned out carefully before they are attempted; this need stems from the complexity of the separate areas in which the gameplay takes place. Additionally, games and their physics engines are not flawless and will allow the runner to do unexpected things that could save time. Despite their inherent differences, they seem to share a lot of common traits in this context, such as the ability to disjunct the common sequence of events in a game and thus skip entire parts of it—the act of sequence breaking
Sequence breaking
In computer and video games, sequence breaking is the act of performing actions or obtaining items out of the intended linear order, or of skipping “required” actions or items entirely...
—and the ability to use programming errors, or glitches, to one's advantage.
Some games are considered to be ideal specimen for fast completion purposes and have online communities
Virtual community
A virtual community is a social network of individuals who interact through specific media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals...
dedicated to them, which provide (or have provided) a highly active platform for discussing the speedrunning of one or more of these particular games.
While speedrunning initially started out as a small project, initiated by a few enthusiasts who shared their demos online, it has since become a phenomenon that encompasses several active websites and an increasingly expansive assortment of speedrun videos that are freely and widely circulated on the Internet.
Common procedures and preparation
There are several important things that one needs to keep in mind during the making of a speedrun. These pertain to how good one is at playing the game, which primarily means that the player must be competent at using the gameplay mechanics, and must instinctively know the workings of the in-game physics and any special techniques or tricks that can be used to one's advantage. Secondly, good knowledge of the game and the events that occur within it are crucial, as one needs to know exactly what to expect during a "run" through the game, and also realize the optimal method to do so. Additionally, runners require perseverance, as it is quite difficult to be able to do a run correctly during a single attempt. As it requires some degree of luck to be able to perform all important events to a satisfactory degree, runners will usually have to simply try again constantly until they are all done right in the same recording (although this differs per run type; different run types were briefly mentioned in the abstract and will be explained further down). The requirement to do this depends on whether the runner is trying to beat another record. When attempting to do so, making mistakes could annul one's chances of doing so (especially if the holder of the current record did not make that same mistake). For some speedruns records, especially those of popular games such as Quake or some games from the Metroid series, years of intensive competition have brought about very high quality standards. Runners therefore practice intensively to attain the ability to play at such a high level of skill. In some cases, Internet communities that relate to speedrunning are able to keep active improvement on a particular speedrun going for years.As mentioned, the actual recording of a run is preceded by a research phase. The things a runner can do during this phase pertain to finding out possible ways to save time, most of which are likely specific to the particular game under consideration. Naturally, it must be known beforehand that there is a certain route through the game that will yield a fast time. Such a route can describe various things, including a number of abilities that the game's character must obtain or avoid, which enemies to gain "experience point
Experience point
An experience point is a unit of measurement used in many role-playing games and role-playing video games to quantify a player character's progression through the game...
s" from, or which levels to choose playing (in case there is a choice at all). The devised routes can be highly creative and may include doing things that are out of ordinary or intended play style. It is not uncommon for routes to even "skip" parts of regular gameplay in events known as "sequence breaking
Sequence breaking
In computer and video games, sequence breaking is the act of performing actions or obtaining items out of the intended linear order, or of skipping “required” actions or items entirely...
", sometimes through the use of programming errors (called "glitches" in this case) that can work to the runner's advantage. These things both pertain to the most important preparation work: route planning.
Route planning
Before one begins creating a speedrun, it is of importance that the most feasible routeRoute
Route may refer to:* Route or thoroughfare for transportation* Route number or road number*Trade route, a commonly used path for the passage of goods*Scenic route, a thoroughfare designated as scenic based on the scenery through which it passes...
that leads to the completion of the game is determined. A route, in this context, is a course of action by which to get from one point in the game to another—it could cover only a single level
Level (computer and video games)
A level, map, area, or world in a video game is the total space available to the player during the course of completing a discrete objective...
, or the entire game in general.
The need for determining such a route stems from the complexity of the separate areas in which the gameplay
Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it...
takes place; runners must ensure that, in order to be as fast as possible, they know which actions to take in which order to avoid having to do unnecessary things. If one does not take the game's flow of events into proper consideration, the resulting speedrun may be tainted by requirements such as having to pass through more levels, having to use less effective means of fighting enemy characters, or having to "level up
Level Up
Level Up was a UK children's TV programme that was broadcast on CBBC. It was launched on the 3rd April 2006, replacing Xchange. The show was an hour long and during the school year broadcasting from 7:30am until 8:30am...
" more. The amount of planning per section of a game differs. For example, extensive planning is required to find the best possible method for passing a level that contains a lot of traps or enemy characters, more so than levels in which most such obstacles are optional and can be easily avoided. Even in games in which the levels seem fairly straightforward, it is often required that a route is taken that ensures some kind of advantage, such as a certain degree of safety or the possibility of picking up beneficial items or weapons along the way; an "optimal" route is designed not only to be fast, but also to take into account the effect it might have on other resources that might affect later levels.
Some games lend themselves to this better than others. Generally, non-linear
Linearity (computer and video games)
A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player sees only some of the challenges possible, and the same challenges may be played in a different order. A video game with linear gameplay will confront a player...
games will have more branches of possibilities, as the lack of a fixed sequence of events causes there to be many choices that the player can make that require extensive research to appraise.
Sequence breaking
During the making of a route, it sometimes becomes apparent that some of the goals in the game do not need to be achieved for completion. While the route itself pertains mostly to the way levels or their segments are passed, additional elements of the game that may be seen as integral to its natural or artistic flow, or the continuity of its gameplay, may sometimes be avoided partially or entirely. Such elements include cutsceneCutscene
A cutscene is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduces enemy characters, and provide background information, atmosphere, dialogue, and clues...
s that need to be watched before the player can progress, items that the player needs to possess in order to continue to a next stage, or even entire parts of the gameplay that may convey a part of the game's plot or subplot. Skipping a part of the game in such a fashion that it can be described as a disjunction with the game's intent or common sequence of events, is referred to as sequence breaking.
The term sequence break was first used in 2003 in an online discussion forum thread concerning the Nintendo GameCube
Nintendo GameCube
The , officially abbreviated to NGC in Japan and GCN in other regions, is a sixth generation video game console released by Nintendo on September 15, 2001 in Japan, November 18, 2001 in North America, May 3, 2002 in Europe, and May 17, 2002 in Australia...
game Metroid Prime
Metroid Prime
Metroid Prime is a video game developed by Retro Studios and Nintendo for the Nintendo GameCube, released in North America on November 17, 2002...
. This thread was called "Gravity Suit and Ice Beam before Thardus"; using the since then common "x before y" notation in the nomenclature of speedrunning. Thardus, a fictional creature in the Metroid series
Metroid series
is a series of science fiction action-adventure video games by Nintendo. It chronicles the missions of bounty hunter Samus Aran who protects the galaxy from the depredations of the Space Pirates and their attempts to harness the power of the eponymous Metroids. It is noted for having one of the...
, was designed to be a mandatory boss
Boss (video games)
A boss is an enemy-based challenge which is found in video games. A fight with a boss character is commonly referred to as a boss battle or boss fight...
before the Gravity Suit and Ice Beam could be obtained, hence the novelty of bypassing the boss while still obtaining the items. The author of the thread was Steven Banks, who reported to have successfully performed this sequence break on January 18, 2003, after the possibility of such an act was suggested by "kip". Banks posted his findings about the act being possible on the Metroid Prime message board on GameFAQs
GameFAQs
GameFAQs is a website that hosts FAQs and walkthroughs for video games. It was created in November 1995 by Jeff "CJayC" Veasey and was bought by CNET Networks in May 2003. It is currently owned by CBS Interactive. The site has a database of video game information, cheat codes, reviews, game saves,...
in a thread which attracted a number of interested gamers. The gamers fast became a separate community and strove to accomplish more and better feats in the game. It is currently assumed that the term, as used in this context, was first used by a person known online as "SolrFlare" in this thread on February 5, 2003. Since its initial discovery, sequence breaking has become an integral part of speedrunning and has been applied to many other games.
Glitch usage
An example of sequence breaking as a result of a glitchGlitch
A glitch is a short-lived fault in a system. It is often used to describe a transient fault that corrects itself, and is therefore difficult to troubleshoot...
can be found in the "16-star" run of Super Mario 64
Super Mario 64
is a platform game, published by Nintendo and developed by its EAD division, for the Nintendo 64. Along with Pilotwings 64, it was one of the launch titles for the console. It was released in Japan on June 23, 1996, and later in North America, Europe, and Australia. Super Mario 64 has sold over...
: in this game, the protagonist, Mario
Mario
is a fictional character in his video game series, created by Japanese video game designer Shigeru Miyamoto. Serving as Nintendo's mascot and the main protagonist of the series, Mario has appeared in over 200 video games since his creation...
, normally needs to collect at least 70 of the 120 power stars before he is allowed to play the final level, but a glitch makes it possible for a runner to access that level with only 16 stars. More specifically, with the right kind of movement, the runner is able to pass through a wall by pushing into it in a certain way while holding MIPS, an NPC
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...
. Seen in the image is runner Eddie "kirbykarter" Taylor performing this trick in his 19:47 speedrun of the game. See section "Media" for an excerpt of this video in which the trick is demonstrated. Since then, ways have been found to complete the game with 1 star, or even none.
While some speedrun rules require that the skipping of such events be avoided, it is often desirable—connate with the act of route planning—to make full use of such possibilities.
Tool-assistance
While it is typical of generic speedruns, as described in the opening paragraph, to be recordings of skilled playing of the game, there is one particular branch of the phenomenon called tool-assisted speedrunTool-assisted speedrun
A tool-assisted speedrun is a speedrun movie or performance of a video game produced by means of emulation and using features unavailable to regular players, such as slow motion or frame-by-frame advance of the gameplay, and re-recording of previous portions of a performance...
ning (commonly abbreviated TAS) which removes the need for the recording to be devised by typical means (such as recording the speedrun on a VCR tape while it is being played on the original hardware) and instead allows authors to use "tools" to aid their playing. Essentially, these tools can be anything that eases the game-play and thus improves the final result; some prime examples, commonly provided by the use of an emulator
Video game console emulator
A video game console emulator is a program that allows a computer or modern console to emulate a different video game console's behavior. Emulators are most often used to play older video games on personal computers and modern video game consoles, but they are also used to play games translated...
, include the usage of save states that allow the author to "go back in time" and revise mistakes (in this context, this is called re-recording
Re-recording (video gaming)
Re-recording is the act of using a save state while recording a tool-assisted speedrun ; by loading a saved version of a prior machine state during the emulation, the movie that is being recorded will be trimmed to the point in time at which this prior state was current, allowing one to continue...
), as well as slowing down the (virtual) hardware that the game is running on so that the runner can play the game much more accurately than would otherwise be viable. One common requirement of tool-assisted speedrunning, stemming directly from the abilities that said tools provide, is the attainment of "perfection"; the knowledge that it is not possible, by current abilities, to record the speedrun in any way that would warrant a lower completion time. The practical result is that human limitations, such as skill
Skill
A skill is the learned capacity to carry out pre-determined results often with the minimum outlay of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills...
and reflex
Reflex
A reflex action, also known as a reflex, is an involuntary and nearly instantaneous movement in response to a stimulus. A true reflex is a behavior which is mediated via the reflex arc; this does not apply to casual uses of the term 'reflex'.-See also:...
, are no longer an issue in the creation of a run; tool-assisted runs have (sometimes significantly) lower completion times than their "unassisted" equivalents.
It has been argued by members of TASVideos, a major tool-assisted speedrun community, that the runs produced by them could be considered a form of art
Art
Art is the product or process of deliberately arranging items in a way that influences and affects one or more of the senses, emotions, and intellect....
, claiming that they significantly hold "creativity, variability, surprising outcomes, and speed", which makes them "beautiful to watch". Additionally, these members have outlined the qualities that, according to them, make a tool-assisted run entertaining: they should be interesting to watch (the play should not be slow or repetitive), they should surprise the viewer (the runner must perform the unexpected), and they must depict a very high level of play (the runner must be able to handle awkward situations efficiently and creatively). When a new run is submitted to the site, it first gets voted on by the site's members to assess whether it is suitable for publication; in case a run is found to be substandard, it is rejected.
The usage of tools to aid the player is mostly forbidden in regular speedrunning, and it is for this reason that tool-assistance is seen as controversial by some. When a tool-assisted speedrun of Super Mario Bros. 3
Super Mario Bros. 3
, also referred to as Super Mario 3 and SMB3, is a platform video game developed and published by Nintendo for the Nintendo Entertainment System , and is the third game in the Super Mario series. The game was released in Japan in 1988, in the United States in 1990, and in Europe in 1991...
was released in mid-2003 by an anonymous speedrunner using the nickname "Morimoto" (originally "もりもと"), its incredible quality of play became a phenomenon; since few people knew how the video was made, it was widely believed that it was played in real-time by an extremely skilled player. When Morimoto detailed the making of the run on his website, many felt deceived and turned to criticizing the video's "illegitimacy" instead. In 2006, Joel Yliluoma, the webmaster of TASVideos, had been quoted as saying "Two years ago, I fought against claims of cheating and other bad-mouthing. Today, although I still see some people who hate the movies and consider them cheating, I see more people who recognize the value of both types of speedruns." Another point of criticism is that a properly executed tool-assisted speedrun may disillusion runners from making an unassisted version.
History
Historically, speedruns have been performed by members of online communitiesVirtual community
A virtual community is a social network of individuals who interact through specific media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals...
pertaining to video games in general, primarily through discussion forums
Internet forum
An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. They differ from chat rooms in that messages are at least temporarily archived...
. When the activity became popular enough to accede to subculture
Subculture
In sociology, anthropology and cultural studies, a subculture is a group of people with a culture which differentiates them from the larger culture to which they belong.- Definition :...
, 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, providing coverage of its members' achievements and serving as a platform for related discussions.
COMPET-N (Doom)
December 1993 saw the release of id Software'sId Software
Id Software is an American video game development company with its headquarters in Richardson, Texas. The company was founded in 1991 by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack...
Doom. Among some of its major features, like at that time very sophisticated 3D graphics, LAN- and Internet-based multiplayer support, and user modification possibilities, it also gave the players the ability to record demo files of their play-through. 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, fast followed up by the DOOM Honorific Titles (also known as the "DHT"), launched in May 1994 by Frank Stajano, which introduced the first serious competition between players. This site, designed around a notion of earning titles by successfully recording a particular type of demo on one of the pre-determined maps
Level (computer and video games)
A level, map, area, or world in a video game is the total space available to the player during the course of completing a discrete objective...
in the "IWADs", would create the basis for all Doom demo sites that would follow. These so-called "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: Hell on Earth 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 in-game fists and pistol, while killing all monsters on a map, became known as "Tyson" mode, named after the heavyweight boxer Mike Tyson
Mike Tyson
Michael Gerard "Mike" Tyson is a retired American boxer. Tyson is a former undisputed heavyweight champion of the world and holds the record as the youngest boxer to win the WBC, WBA and IBF world heavyweight titles, he was 20 years, 4 months and 22 days old...
. "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. As an authentication method to prevent players from submitting demos made by other people, it was required that they performed a distinct "dance" during their demo (often at the very beginning). With such varied categories, the DHT was appealing to a diverse group of players. However, the DHT had trouble retaining a permanent Internet location. This, combined with the constantly changing rules and the diminished importance of most of the titles, caused public interest to wane as the years went by.
In November 1994, the definitive installment Doom speedrunning scene, in the form of the COMPET-N website, was launched. Its creator, Simon Widlake, intended the site to be a record scoreboard for a variety of Doom-related achievements, but unlike its predecessors, they were all based on the idea of fast completion, thus making it the first actual speedrunning site. 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, leading to demo material gradually amounting to hundreds of hours of recorded gameplay.
Like the DOOM Honorific Titles, this site experienced multiple location changes over time; it was hosted on the Simtel
Simtel
Simtel is an Internet-based archive of shareware for various operating systems, particularly Microsoft Windows and MS-DOS. The Simtel archive has been available on the public Internet since 1993, when its older ARPANET host was shut down....
servers for a while, before Istvan Pataki took over as maintainer and moved the site to a now defunct FTP server of the Technical University of Budapest. From there on, since early 1998, it has been administered by Adam Hegyi, who is still the maintainer of the site as of 2007. It is currently located at Doom2.net.
As of November 2007, 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.
Speed Demos Archive
Following the success of the Doom speedrunning community, people first started recording demos of Quake playthroughs when it was released in June 1996 and sharing them with others on the demos/e directory in SimtelSimtel
Simtel is an Internet-based archive of shareware for various operating systems, particularly Microsoft Windows and MS-DOS. The Simtel archive has been available on the public Internet since 1993, when its older ARPANET host was shut down....
's Quake file hierarchy. There were two distinct kinds of demos: those in which the player killed all monsters and found all secrets on the map (called "100% demos") and those in which the player ignored these goals in order to finish the level as fast as possible (called "runs"). All levels were, at that time, recorded solely on the "Nightmare" difficulty level, the highest in the game.
In April 1997, Nolan "Radix" Pflug first started the Nightmare Speed Demos website to keep track of the fastest demos. In June that same year, the first Quake done Quick
Quake done Quick
Quake done Quick is a series of machinima and speedrun movies in which Quake, its mission packs, and a few of its related games, are completed as fast as possible, utilizing any shortcut or trick necessary...
project was finalized; Quake done Quick, unlike the conventional record demos, featured a full playthrough of the game, carrying over one level's finishing statistics to the next. The project members ended up making a movie in which the entire game is finished on Nightmare difficulty in 0:19:49; it was a collection of the best runs that the members of the site had been made thus far, and at that time, there was no other run that came close. The run was "recammed", reconstructed so that it could be also viewed from a third-person perspective, which gained it its machinima
Machinima
Machinima is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation...
status. It received widespread attention from gaming magazines, being distributed as part of the free CDs
Compact Disc
The Compact Disc is an optical disc used to store digital data. It was originally developed to store and playback sound recordings exclusively, but later expanded to encompass data storage , write-once audio and data storage , rewritable media , Video Compact Discs , Super Video Compact Discs ,...
that they came with. This popularized speedrunning for a much larger audience than before and attracted many newcomers. Not all of those newcomers agreed with the old-timers' dogma that runs should be made on the hardest possible skill level. Thus, in August 1997 Muad'Dib's Quake Page came to be, run by Gunnar "Muad'Dib" Andre Mo and specializing in "Easy" difficulty runs. One month after that, the Quake done Quick movie was superseded by a new movie called Quake done Quick
Quake done Quick
Quake done Quick is a series of machinima and speedrun movies in which Quake, its mission packs, and a few of its related games, are completed as fast as possible, utilizing any shortcut or trick necessary...
er, on September 14, 1997, which shortened the game's fastest playthrough to 0:16:35.
In April 1998, Pflug and Mo merged their pages, thus creating the Speed Demos Archive
Speed Demos Archive
Speed Demos Archive is a site dedicated to speedruns done on many computer and video games.-History:The site originally began as a demo archive of Quake play throughs. SDA was formed initially by Nolan "Radix" Pflug of Pittsburgh, Pennsylvania by merging with a site created by Gunnar and Jesse in...
, which, as of 2007, is still the dominant community for Quake speedrunning and also acts as repository for demos, maps, statistics and software pertaining to the practice. Ever since its creation, a large variety of tricks have been discovered in Quake's physics. Despite being released as early as 1996, Quake has steadily remained popular with its players, who subsequently released the Quake done Quick with a Vengeance
Quake done Quick
Quake done Quick is a series of machinima and speedrun movies in which Quake, its mission packs, and a few of its related games, are completed as fast as possible, utilizing any shortcut or trick necessary...
movie on September 13, 2000, which featured a complete run through Quake in 0:12:23. Primarily tricks that had not been used in both its predecessors allowed for this improvement, as the run's manual states that it "[makes] use of every known trick, including unrestricted bunny-hopping, to represent the state-of-the-art in Nightmare running".
As of March 2006, Speed Demos Archive can be found at the web address http://speeddemosarchive.com/ and contains a total amount of 8481 demos (on both official and custom maps), accounting for a total time of 253 hours, 44 minutes and 39 seconds. Although no new installment of the Quake done Quick series has been released yet, a new version called Quake done Quickest is in the making. The improvements that have been made as of November 2007 would result in a time of 0:11:30 for the entire game, an improvement over its predecessor of 53 seconds.
Metroid 2002 (Metroid series)
Released in August 1986, MetroidMetroid
is an action-adventure video game, and the first entry in the Metroid series. It was co-developed by Nintendo's Research and Development 1 division and Intelligent Systems, and was released in Japan in August 1986, in North America in August 1987, and in Europe in January 1988...
was one of the earliest games to introduce special rewards for fast completion times. As is the case for the rest of the games in the series, highly non-linear gameplay
Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it...
makes it possible for runners to search extensively for different routes towards the end of the game. In particular, the ability to perform sequence breaking has been researched thoroughly, leading to the discovery of ways to complete the games while obtaining only a small percentage of items. Prior to the inception of Metroid speedrunning there were special website
Website
A website, also written as Web site, web site, or simply site, is a collection of related web pages containing images, videos or other digital assets. A website is hosted on at least one web server, accessible via a network such as the Internet or a private local area network through an Internet...
s which documented these so-called "low-percentage" completion possibilities.
The first game to be exceedingly popular with the speedrunning audience was Super Metroid
Super Metroid
, also known as Metroid 3, is an action-adventure video game and the third game in the Metroid series. It was designed by Nintendo Research & Development 1, programmed by Intelligent Systems, and published by Nintendo for the Super Nintendo Entertainment System video game console...
, released in 1994, which proved to lend itself to fast completion purposes very well. It featured a physics system that allowed for a wide array of skills for mobility, like "wall jumping" or the "Shinespark", allowing players to skip over large areas of the game, or play through the game in different manners based on how well they can perform these tricks in contextual situations. Additionally, it had the same non-linear gameplay as its predecessors. Due to the way the game was laid out, several different run types or tier
Tier
TIER may refer to:* Taiwan Institute of Economic Research, one of two major economic research institutes in TaiwanTier may refer to:* a layer or ranking or classification-group in any real or imagined hierarchy...
s that incorporate different completion percentages have been performed. One type of run is the maximum or 100% run, in which as many items as possible are obtained. Speedruns which focus solely on finishing the game as fast as possible with no other prerequisites are described as any% runs.
Runs in which as few items as possible are obtained, slowing down the player's progress due to the need to avoid as much items as possible, have also been made.
As the Internet
Internet
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide...
became more available to the general public, groups of players started collaborating on message boards
Internet forum
An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. They differ from chat rooms in that messages are at least temporarily archived...
to discuss these tricks with one another in what became a community
Community
The term community has two distinct meanings:*a group of interacting people, possibly living in close proximity, and often refers to a group that shares some common values, and is attributed with social cohesion within a shared geographical location, generally in social units larger than a household...
based on playing the games speedily.
The first Metroid community that was created for the purpose of fast completion was Metroid Prime Discoveries, created and led by Jean-Sebastien "Zell" Dubois. Rather than being a site that focused on speedrunning, it was dedicated to documenting the possibilities of sequence breaking in the game Metroid Prime
Metroid Prime
Metroid Prime is a video game developed by Retro Studios and Nintendo for the Nintendo GameCube, released in North America on November 17, 2002...
. When the interest arose to begin the documentation of other games in the series, however, the new site Metroid 2002 was created by Nathan Jahnke in August 2003.http://www.metroid2002.com/ Initially, the only incentive was to document the two Metroid games released in 2002—Metroid Prime and Metroid Fusion—but this changed when Nathan was asked to take all content of Metroid Online—another site that had been developed at that time and contained sequence breaking documentation, a message board, and a 1% Metroid Fusion run—and relaunch Metroid 2002 as "the one resource for Metroid Prime sequence breaking info." This relaunch happened less than two weeks after the proposition and came to be in November. Ever since, it has been the central repository for everything related to speedrunning the Metroid series.
It was also in November 2003 that Metroid speedrunning reached its peak, after Nolan Pflug released his 100% run of Metroid Prime
Metroid Prime
Metroid Prime is a video game developed by Retro Studios and Nintendo for the Nintendo GameCube, released in North America on November 17, 2002...
, in which he finished the entire game in 1:37. Since it was featured in the games section of Slashdot
Slashdot
Slashdot is a technology-related news website owned by Geeknet, Inc. The site, which bills itself as "News for Nerds. Stuff that Matters", features user-submitted and ‑evaluated current affairs news stories about science- and technology-related topics. Each story has a comments section...
, it gained widespread attention. Publications in numerous different languages ran stories on the run, and topics about the run were made on gaming message boards around the world. The first segment of his run was being downloaded over five thousand times a day at the peak of its popularity. The Metroid 2002 IRC channel was flooded with people who had heard about the run and wanted to know more about it, fast dwarfing the original population, and its message board
Internet forum
An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. They differ from chat rooms in that messages are at least temporarily archived...
saw its member count double in size the month following the run's release. As a result of the popularity of this run, it was decided that in order to best serve the growing bandwidth consumption, Metroid 2002 would have to merge its array of videos with Speed Demos Archive
Speed Demos Archive
Speed Demos Archive is a site dedicated to speedruns done on many computer and video games.-History:The site originally began as a demo archive of Quake play throughs. SDA was formed initially by Nolan "Radix" Pflug of Pittsburgh, Pennsylvania by merging with a site created by Gunnar and Jesse in...
, which was at that time being provided nearly limitless server capacity for their runs on the Internet Archive
Internet Archive
The Internet Archive is a non-profit digital library with the stated mission of "universal access to all knowledge". It offers permanent storage and access to collections of digitized materials, including websites, music, moving images, and nearly 3 million public domain books. The Internet Archive...
.
As of July 2010, the best completion time for the North American version of Metroid Prime is 1:01 by Paul "Bartendorsparky" Evans, and the best 100% time was reduced to 1:24 by Besmir "Zoid" Sheqi, making Nolan's once popular run obsolete.
TASVideos (tool-assisted speedruns)
It was in early 1999 that the term "tool-assisted speedrunTool-assisted speedrun
A tool-assisted speedrun is a speedrun movie or performance of a video game produced by means of emulation and using features unavailable to regular players, such as slow motion or frame-by-frame advance of the gameplay, and re-recording of previous portions of a performance...
" was first coined, during the early days of Doom speedrunning, although they were also called "built demos", in accordance with the "demo" terminology. Players first started recording these special demos when Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions. A couple of months afterwards, in June 1999, the first site made for the purpose of sharing these demos, aptly called "Tools-Assisted Speedruns", was opened by Esko Koskimaa, Peo Sjoblom and Yonatan Donner.
Like other such communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to have the fastest time possible with tools itself became a competition as well. The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. The site was active until August 10, 2001, at which point a news message was posted to state that the site would cease its regular updates and act as archive from then on. The popularity of Doom tool-assisted speedrunning has dwindled since then.
In mid-2003, an anonymous speedrunner using the nickname "Morimoto" (originally "もりもと") released a video in which he played through Super Mario Bros. 3
Super Mario Bros. 3
, also referred to as Super Mario 3 and SMB3, is a platform video game developed and published by Nintendo for the Nintendo Entertainment System , and is the third game in the Super Mario series. The game was released in Japan in 1988, in the United States in 1990, and in Europe in 1991...
with an unprecedented level of skill: he beat the entire game in just over 11 minutes without making a single mistake, and managed to score 99 lives while in a level during which he had to wait. In addition, he put himself in dangerous situations over and over, only to escape them without sustaining any damage. Although it was widely believed that the video was made by an extremely skilled player, it was actually the first tool-assisted speedrun made with a special emulator to generate widespread interest. When Morimoto detailed the making of the run on his website, many felt deceived and turned to criticizing the video's "illegitimacy" instead. The knowledge that the video was constructed through tedious and careful selective replaying also raised some questions about the authenticity of video game replays; after all, if it is practically impossible to tell the videos of both kinds apart, one cannot possibly know whether a run was made with or without the use of a special emulator. It was even feared that this fact would cause the downfall of competitive speedrunning. Neither the Speed Demos Archive nor Metroid 2002 have ever published runs that were known to be made with a special emulator. Nolan Pflug, the webmaster of Speed Demos Archive, has been quoted as saying "My basic thought is 'don't like them, haven't made them, don't watch them,'" when asked for his opinion on the subject.
Thus, in late late 2003, the first public website that served tool-assisted speedrun videos from multiple authors, TASVideos (then known as NESVideos), was created. It was originally created by Joel "Bisqwit" Yliluoma for the purpose of showcasing, sharing and discussing speedruns made with special emulator
Emulator
In computing, an emulator is hardware or software or both that duplicates the functions of a first computer system in a different second computer system, so that the behavior of the second system closely resembles the behavior of the first system...
s—at first, the site only held videos of Nintendo
Nintendo
is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889 by Fusajiro Yamauchi, it produced handmade hanafuda cards. By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel....
(NES) games, in part due to the fact that the only emulator suitable for this specialist purpose was, at that time, the Famtasia NES emulator. Besides just serving the speedrun recordings in the emulator's original format (which, much like Doom and Quake demos, required both the emulator and the game in order to be played back), the site also held AVI files, which were made available using the BitTorrent protocol. As of January 2011, it holds 1698 complete speedruns, of which 817 are the fastest of their kind.
See also
- Tool-assisted speedrunTool-assisted speedrunA tool-assisted speedrun is a speedrun movie or performance of a video game produced by means of emulation and using features unavailable to regular players, such as slow motion or frame-by-frame advance of the gameplay, and re-recording of previous portions of a performance...
– a speedrun in which one uses tools such as slow motion and re-recording. - Notable games for speedrunningNotable games for speedrunningTraditionally, 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 accede subculture, the first sites dedicated to speedrunning...
– an extensively documented list of noteworthy games for speedrunning purposes. - Time attackTime attackA time attack is another term for time trial. The term is commonly used in Japan for individual time trial events for motor vehicles that involves a vehicle running around the circuit in lieu of a qualifying lap and the term is widely adopted outside the country for tuner event and...
– a mode which allows the player to finish a game (or a part of it) as fast as possible, saving record times. - Score attack – the attempt to reach a record logged point value in a game.
- Sequence breakingSequence breakingIn computer and video games, sequence breaking is the act of performing actions or obtaining items out of the intended linear order, or of skipping “required” actions or items entirely...
– the act of performing actions or obtaining items in a video game out of the intended order, or of skipping said actions or items entirely while still successfully completing the game. - Electronic sportsElectronic sportsElectronic sports comprises the competitive play of video games. Other terms include competitive gaming, professional gaming and cybersports...
– a general term used to describe computer and video games which are played as competitive sports. - Speed Demos ArchiveSpeed Demos ArchiveSpeed Demos Archive is a site dedicated to speedruns done on many computer and video games.-History:The site originally began as a demo archive of Quake play throughs. SDA was formed initially by Nolan "Radix" Pflug of Pittsburgh, Pennsylvania by merging with a site created by Gunnar and Jesse in...
– the largest speedrunning community on the Internet.
External links
These external resources are generally web links that lead to sites that specialize in speedrunning, and are therefore reliable locations for further research on the subject. Among the listed sites are also communities that have been created so that players of video games may compete against each other for fast times and high scores. For reasons of practicality, sites which only give a brief description or passing remark about speedruns, of which there are many, are not included.General speedrun, time attack and high-score sites
- Speed Demos Archive – The largest repository and community of speedrunning
- Collection of speedrun videos at the Internet ArchiveInternet ArchiveThe Internet Archive is a non-profit digital library with the stated mission of "universal access to all knowledge". It offers permanent storage and access to collections of digitized materials, including websites, music, moving images, and nearly 3 million public domain books. The Internet Archive...
- Speedrunwiki - Video game strategy website dedicated to the theory and practice of advanced gaming
- TASVideos – Community aimed at creating tool-assisted speedrunTool-assisted speedrunA tool-assisted speedrun is a speedrun movie or performance of a video game produced by means of emulation and using features unavailable to regular players, such as slow motion or frame-by-frame advance of the gameplay, and re-recording of previous portions of a performance...
s made with emulation and by slowing down the gameplay
Game-specific sites
- Metroid 2002 – MetroidMetroidis an action-adventure video game, and the first entry in the Metroid series. It was co-developed by Nintendo's Research and Development 1 division and Intelligent Systems, and was released in Japan in August 1986, in North America in August 1987, and in Europe in January 1988...
series - ZeldaSpeedRuns – The Legend of ZeldaThe Legend of ZeldaThe Legend of Zelda, originally released as in Japan, is a video game developed and published by Nintendo, and designed by Shigeru Miyamoto and Takashi Tezuka. Set in the fantasy land of Hyrule, the plot centers on a boy named Link, the playable protagonist, who aims to collect the eight fragments...
series