History Main / SpeedRun

27th May '16 12:59:41 PM NoSpoilerz
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** The first raid instance of vanilla World of Warcraft saw a bit of a speedrun war break out. A Norwegian guild posted a speedrun of Molten Core being clared in [[http://www.youtube.com/watch?v=ZXNeUxN1oT8 1 hour and 35 minutes]]. Another guild saw that and decided to do it one faster, clearing it in 1 hour and 22 minutes. Cue the Norwegians to up the ante, reducing it to [[http://www.youtube.com/watch?v=6rUim7uPdPM 1 hour and 10 minutes]]. And this when 1 hour was considered reasonable for clearing the first two bosses (1 hour being respawn time of the trash leading up to it).

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** The first raid instance of vanilla World of Warcraft saw a bit of a speedrun war break out. A Norwegian guild posted a speedrun of Molten Core being clared cleared in [[http://www.youtube.com/watch?v=ZXNeUxN1oT8 1 hour and 35 minutes]]. Another guild saw that and decided to do it one faster, clearing it in 1 hour and 22 minutes. Cue the Norwegians to up the ante, reducing it to [[http://www.youtube.com/watch?v=6rUim7uPdPM 1 hour and 10 minutes]]. And this when 1 hour was considered reasonable for clearing the first two bosses (1 hour being respawn time of the trash leading up to it).
16th May '16 1:47:43 PM DecafGrub47393
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Added DiffLines:

* FailedASpotCheck: Is a common way for RPG runs to end. For example, in Lufia 2 Ancient Cave, you can fail to notice the stairs and end up in a monster room, where the run dies.
4th Apr '16 1:45:38 AM LucaEarlgrey
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* WeDoTheImpossible (for TAS players)

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* WeDoTheImpossible (for ViolationOfCommonSense: Many runners will take damage on purpose if it will save time. Some will even ''die'' on purpose, especially if dying respawns the player closer to their next target.
* WeDoTheImpossible: For
TAS players)
players
4th Apr '16 1:44:15 AM LucaEarlgrey
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* ChallengeGamer: Everyone who does this.
4th Apr '16 1:34:28 AM LucaEarlgrey
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** Richter mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is practically designed around speedrunning. Unlike the main Alucard game, you do not need to collect any {{MacGuffin}}s to unlock areas; just race to the Inverted Castle and beat Shaft, who serves as the FinalBoss in place of Dracula. On top of that, he has several DifficultButAwesome moves that greatly supplement his mobility. A good Richter run clocks in at around 5 1/2 to 6 minutes.

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** Richter mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is practically designed around speedrunning. Unlike the main Alucard game, you do not need to collect any {{MacGuffin}}s to unlock areas; just race to the Inverted Castle and beat Shaft, who serves as the FinalBoss in place of Dracula. On top of that, he Richter has several DifficultButAwesome moves that greatly supplement his mobility. A good Richter run clocks in at around 5 1/2 to 6 minutes.
4th Apr '16 1:33:44 AM LucaEarlgrey
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Added DiffLines:

** Richter mode in ''VideoGame/CastlevaniaSymphonyOfTheNight'' is practically designed around speedrunning. Unlike the main Alucard game, you do not need to collect any {{MacGuffin}}s to unlock areas; just race to the Inverted Castle and beat Shaft, who serves as the FinalBoss in place of Dracula. On top of that, he has several DifficultButAwesome moves that greatly supplement his mobility. A good Richter run clocks in at around 5 1/2 to 6 minutes.
4th Apr '16 1:24:11 AM LucaEarlgrey
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* A ''VideoGame/{{Touhou}}'' speedrun (or a speedrun of any fixed-pace ShootEmUp for that matter) is hard to find due to a. the games having fixed scrolling, meaning that only boss performance have any effect on your time and that the non-boss portions of stages are effectively FakeLongevity, and b. more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.

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* A ''VideoGame/{{Touhou}}'' speedrun (or a speedrun of any fixed-pace ShootEmUp for that matter) is hard to find due to a. the games having [[AutoScrollingLevel fixed scrolling, scrolling]], meaning that only boss performance have any effect on your time and that the non-boss portions of stages are effectively FakeLongevity, and b. more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.
4th Apr '16 1:20:39 AM LucaEarlgrey
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* A ''VideoGame/{{Touhou}}'' speedrun (or a speedrun of any fixed-pace ShootEmUp for that matter) is hard to find due to a. the games having fixed scrolling, meaning that only boss performance have any effect on your time and turning the non-boss portions of stages into FakeLongevity, and b. more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.

to:

* A ''VideoGame/{{Touhou}}'' speedrun (or a speedrun of any fixed-pace ShootEmUp for that matter) is hard to find due to a. the games having fixed scrolling, meaning that only boss performance have any effect on your time and turning that the non-boss portions of stages into are effectively FakeLongevity, and b. more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.
4th Apr '16 1:20:20 AM LucaEarlgrey
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* A ''VideoGame/{{Touhou}}'' speedrun is hard to find due to more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.

to:

* A ''VideoGame/{{Touhou}}'' speedrun (or a speedrun of any fixed-pace ShootEmUp for that matter) is hard to find due to a. the games having fixed scrolling, meaning that only boss performance have any effect on your time and turning the non-boss portions of stages into FakeLongevity, and b. more popular challenges such as [[NoDamageRun not dying or using bombs to escape death]] (a.k.a. Perfect run), [[PacifistRun pacifist runs]] and [[ScoringPoints highscoring]] (where one expects the game to be finished as ''slow'' as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games ''[[https://www.youtube.com/watch?v=R4z2HEjF-as Shoot the Bullet]]'' and ''[[https://www.youtube.com/watch?v=6TGRj4zFCqA Double Spoiler]]'' have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.
8th Feb '16 5:43:34 PM billybobfred
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* On the topic of [[MassivelyMultiplayerOnlineRoleplayingGame MMO]]s, ''VideoGame/WarhammerOnline'' often has fast respawn timers on PlayerVersusEnvironment enemies, good if there's competition for said monsters, but you'd better hurry up and grab/kill what you need before they're back if you're 1) alone and 2) squishy. A respawned monster can easily take out a [[SquishyWizard Bright Wizard or Sorcerer]] who's already in a fight.

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* On ''VideoGame/{{Undertale}}'' has a speedrunning community, despite the topic premise of [[MassivelyMultiplayerOnlineRoleplayingGame MMO]]s, the game seemingly discouraging that sort of thing. Either amusingly or disturbingly, it's been determined that the optimal path for a neutral speedrun is to take a murder run all the way to Hotland, and then do a complete 180 and fight as ''few'' monsters as you can manage.
*
''VideoGame/WarhammerOnline'' often has fast respawn timers on PlayerVersusEnvironment enemies, good if there's competition for said monsters, but you'd better hurry up and grab/kill what you need before they're back if you're 1) alone and 2) squishy. A respawned monster can easily take out a [[SquishyWizard Bright Wizard or Sorcerer]] who's already in a fight.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SpeedRun