Follow TV Tropes

Following

History Main / Speedrun

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SlowPacedBeginning: This can be the case for some games, particularly if signature abilities or tricks can only be exploited after reaching a certain part of the run.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' is widely-liked for being a very balanced mix of interesting tricks and glitches alongside skilful 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''.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/LikeADragon'', "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for ''VideoGame/YakuzaLikeADragon'' going by "LAD ASS".

to:

** In ''VideoGame/LikeADragon'', "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for ''VideoGame/YakuzaLikeADragon'' going by "LAD ASS", and ''VideoGame/FistOfTheNorthStarLostParadise'' being "Fist ASS".
Is there an issue? Send a MessageReason:
None


Three of the most common speedrun categories are:

to:

Three Four of the most common notable speedrun categories are:




to:

* '''Low%:''' Beat the game as fast as possible, using the ''least'' amount of items/things possible. Finishes are sorted by the number of items used, then by final time, meaning that new world records could be ''slower'' than previous ones. For example, between a run that takes 5 minutes and uses 4 items and a run that takes 5 hours and uses 3 items, the latter would be considered better. Runs typically use glitches to skip otherwise necessary items.

Added: 107

Changed: 967

Is there an issue? Send a MessageReason:
I couldn't find any evidence of the specific gamer term "manipulates luck". Luck manipulation is more of a concept than a term.


* LuckBasedMission: Most games are non-deterministic, which means that they don't play out the same way every time.
** This means that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck. For [=TAS=]es, setting up the run for ridiculously good luck is all part of the challenge (known in gamer terms as "Manipulates luck").

to:

* LuckBasedMission: Most Some games are non-deterministic, which means that they don't play out the same way every time.
**
time. This means that things often have the length of each run may be dependent on luck to go perfectly to get an extent, and getting a good time. This time requires a combination of good skill ''and'' good luck. If the luck requirement is too great, this can make some games undesirable for realtime speedrunning, if runs human speedrunning.
** A notorious example is the "hand levels" in ''VideoGame/SuperMarioBros3'', where there
are too often ruined by 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. luck.
**
For [=TAS=]es, Tool Assisted Speedruns, setting up the run for ridiculously good luck is all part of the challenge (known in gamer terms as "Manipulates luck").challenge.
Is there an issue? Send a MessageReason:
None


* CurbStompBattle: Pretty much everything else on a speedrunner's list of necessary kills is subjected to one of these, due to manipulating critical hits or using techniques to deal extra damage during bosses' vulnerability periods.

to:

* CurbStompBattle: Pretty much everything else on a speedrunner's list of necessary kills is subjected to one of these, due as speedrunners will figure out the fastest way to manipulating critical hits or using techniques to deal extra damage execute a kill. Doing so is especially important during bosses' [[BossBattle Boss Battles]], as bosses often have long attack cycles with narrow windows of vulnerability periods.- killing the boss as soon as you can may save a significant amount of time in the run. In speedrun parlance, this is usually referred to as a "quick kill".
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/LikeADragon'', "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for ''VideoGame/YakuzaLikeADragon'' going by "LAD ASS",

to:

** In ''VideoGame/LikeADragon'', "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for ''VideoGame/YakuzaLikeADragon'' going by "LAD ASS", ASS".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FunWithAcronyms: Pops up occasionally in category or trick names:
** In ''VideoGame/LikeADragon'', "All Sub-Story" runs are abbreviated as "[Game Name] ASS". Bonus points for ''VideoGame/YakuzaLikeADragon'' going by "LAD ASS",
Is there an issue? Send a MessageReason:
None


* HouseRules: All speedruns have to have rules about how they are conducted, even if it's just so people know when to stop the clock. These rules are decided and agreed upon by the community, and a particular ruleset is referred to as a "category". Even if the game has built-in support for speedrunning, communities will nearly always impose additional rules on what's allowed.

to:

* HouseRules: All speedruns have to have rules about how they are conducted, even if it's just so people know when to start and stop the clock. These rules are decided and agreed upon by the community, and a particular ruleset is referred to as a "category". Even if the game has built-in support for speedrunning, communities will nearly always impose additional rules on what's allowed.
Is there an issue? Send a MessageReason:
None


* LuckBasedMission: Most games are non-deterministic, which means that they don't play out the same way every time. This means that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck.
** For [=TAS=]es, setting up the run for ridiculously good luck is all part of the challenge.

to:

* LuckBasedMission: Most games are non-deterministic, which means that they don't play out the same way every time. time.
**
This means that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck.
**
luck. For [=TAS=]es, setting up the run for ridiculously good luck is all part of the challenge.challenge (known in gamer terms as "Manipulates luck").
Is there an issue? Send a MessageReason:
None


* ViolationOfCommonSense: ''Everywhere''. Taking any sort of damage on purpose, dying, failing challenges that would be easily winnable where success is optional to progress, skipping normally mandatory items and skills, buffing your character very early on to breeze through the rest of the game, and even setting the game to display in a language you can't read are all examples of common speedrun tactics. Watching a speedrun can be a bizarre and puzzling experience if you aren't aware of the reasons behind the runner's actions.

to:

* ViolationOfCommonSense: ''Everywhere''. Taking any sort of damage on purpose, dying, purpose in one area just to set up a death warp in the next, failing challenges that would be easily winnable where success is optional to progress, skipping normally mandatory items and skills, buffing your character very early on to breeze through the rest of the game, and even setting the game to display in a language you can't read are all examples of common speedrun tactics. Watching a speedrun can be a bizarre and puzzling experience if you aren't aware of the reasons behind the runner's actions.
Is there an issue? Send a MessageReason:
None


* SawStarWarsTwentySevenTimes: A natural consequence of playing a game over and over until everything comes together in one perfect playthrough.

to:

* SawStarWarsTwentySevenTimes: A natural consequence of playing a game over and over until everything comes together in one perfect playthrough. TAS runs generally track the number of rerecord attempts.

Added: 451

Changed: 376

Is there an issue? Send a MessageReason:
None


* WeDoTheImpossible: For TAS players.

to:

* WeDoTheImpossible: For TAS players.Speedrunners have the dedication to attempt and pull off gameplay feats that seem almost unbelievable to the casual player. Most people, for example, might find it hard to complete ''[[VideoGame/PunchOut Mike Tyson's Punch Out]]'' at all, let alone quickly. But how about completing it in under twenty minutes, ''[[https://www.youtube.com/watch?v=jc9XE6zns7A whilst blindfolded]]''?
** In the VideoGame/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.
** Escalated even further by tool-assisted speedruns, which are capable of going beyond even what humans are capable of, and in the most extreme cases even bending the game to their control using exploits such as Arbitrary Code Execution.
Is there an issue? Send a MessageReason:
Challenge Gamer is a player archetype, not a description of how easy or hard it is to play a game.


* ChallengeGamer: Everyone who does this. Even easy games are very likely to have at least a glitch or two that save time and are very hard to pull off. (Not to mention that, once a game's speedrunning community is large enough, it doesn't matter how easy it is to play the game casually; the speedrun route is going to be optimised enough that surpassing others' times is going to require a ''massive'' amount of practice to pull off.)

to:

* ChallengeGamer: Everyone who does this. Even easy games are very likely to Most speedrunners have at least this mentality - they live for the challenge of pushing their skills as far as they can. Runners use a glitch metric called the Personal Best, or two that save PB, which is the fastest time and are very hard they've managed to pull off. (Not to mention that, once achieve in a game's speedrunning community is large enough, it doesn't matter how easy it is to play the particular game casually; the speedrun route is going or category, and gives them a way to be optimised enough that surpassing others' times is going track their improvement or compare themselves to require a ''massive'' amount of practice to pull off.)others.

Added: 818

Changed: 293

Is there an issue? Send a MessageReason:
None


* LuckBasedMission: Most games don't play out the same way every time, meaning that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck. This being too important can ultimately kill a category for the majority of runners, such as any% in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. For [=TAS=]es, setting up the run for ridiculously good luck is all part of the challenge.

to:

* LuckBasedMission: Most games are non-deterministic, which means that they don't play out the same way every time, meaning time. This means that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck. This being too important can ultimately kill a category for the majority of runners, such as any% in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. luck.
**
For [=TAS=]es, setting up the run for ridiculously good luck is all part of the challenge.challenge.
** {{Roguelike}} games, despite being inherently random, actually tend to make surprisingly good speedrun games, as their randomness is usually constrained by the generation algorithm - this means that they're not wildly unpredictable, and a sufficiently knowledgeable speedrunner can even use their knowledge of the algorithm to make predictions. It also provides a unique opportunity for speedrunners to test thinking on their feet, while still offering the tantalizing possibility of that one perfect run when everything falls into place. And if the randomness isn't desired, most roguelikes also offer a way to seed the generator to produce the same results each time, which can be used for things like competitive races.
Is there an issue? Send a MessageReason:
None


* NoDamageRun: Often averted -- luck manipulation makes not taking damage much easier, however it's rarely a category in itself, and makes less sense in action games with characters who are resilient enough to take a few hits. Also, in games with {{knockback}}, it is sometimes possible to {{sequence break|ing}} by deliberately taking damage in such a way that the knockback knocks you somewhere that you normally can't get to yet (e.g. you need to learn a specific ability, or it's a DoorToBefore from somewhere else), referred to as a "damage boost".
* NoDeathRun: Simply avoiding death tends to be a large factor in completing NintendoHard games quickly; in games where dying saves time (see Resurrection Teleportation below), "without deaths" is often treated as a separate category.

to:

* NoDamageRun: Often averted -- Usually seen in Tool-Assisted Speedruns, where the computer's precision allows it to avoid every single hit by even the narrowest margin, or to manipulate luck manipulation makes not so that it never gets hit. Otherwise, this is rarely a speedrun category in itself - in fact, speedrunners embrace taking damage much easier, however it's rarely a category in itself, and makes less sense in action games with characters who are resilient enough to take a few hits. Also, in games with {{knockback}}, when it is sometimes possible to {{sequence break|ing}} by deliberately taking damage in such gives them a way that the knockback knocks you somewhere that you normally can't get to yet (e.g. you need to learn a specific ability, or it's a DoorToBefore from somewhere else), speed advantage (sometimes referred to as a "damage boost".
boost").
* NoDeathRun: Simply avoiding death tends to be a large factor in completing NintendoHard games quickly; in games where dying quickly. However, speedrunners will take intentional deaths if it saves time (see Resurrection Teleportation below), them time. Sometimes, "without deaths" is often treated as a separate given its own speedrun category.
Is there an issue? Send a MessageReason:
attribution


-->-- '''Daniel Remar's''' ''VideoGame/{{Iji}}'' [[http://speeddemosarchive.com/Iji.html speedrun.]]

to:

-->-- '''Daniel Remar's''' '''Creator/DanielRemar's''' ''VideoGame/{{Iji}}'' [[http://speeddemosarchive.com/Iji.html speedrun.]]
Is there an issue? Send a MessageReason:
None


* ViolationOfCommonSense: ''Everywhere''. Taking any sort of damage on purpose, dying, skipping items that would normally be required to progress, buffing your character very early on to breeze through the rest of the game, and even setting the game to display in a language you can't read are all examples of common speedrun tactics. Watching a speedrun can be a bizarre and puzzling experience if you aren't aware of the reasons behind the runner's actions.

to:

* ViolationOfCommonSense: ''Everywhere''. Taking any sort of damage on purpose, dying, skipping items failing challenges that would normally be required easily winnable where success is optional to progress, skipping normally mandatory items and skills, buffing your character very early on to breeze through the rest of the game, and even setting the game to display in a language you can't read are all examples of common speedrun tactics. Watching a speedrun can be a bizarre and puzzling experience if you aren't aware of the reasons behind the runner's actions.
Is there an issue? Send a MessageReason:
Adding link to trope

Added DiffLines:

* AdvancedMovementTechnique: Tricks that can be used to speed up character movement will likely be exploited heavily.
Is there an issue? Send a MessageReason:
House rules


* HouseRules: These are often a necessity, since there are rarely any "official" rules on how speedrunning should be conducted.

to:

* HouseRules: All speedruns have to have rules about how they are conducted, even if it's just so people know when to stop the clock. These rules are often decided and agreed upon by the community, and a necessity, since there are rarely any "official" particular ruleset is referred to as a "category". Even if the game has built-in support for speedrunning, communities will nearly always impose additional rules on how speedrunning should be conducted.what's allowed.

Added: 294

Changed: 325

Is there an issue? Send a MessageReason:
A few readability edits


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 several different ways; each way is referred to as a '''category''', and each category has its own leaderboard. Different categories typically require different speedrunning skills, and runners will often specialize in a particular category.

to:

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 several 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 will often to specialize in a particular category.



[=TASes=] can be created for entertainment purposes, to show what a game would look like when played at perfect precision. However, they are also extremely useful 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 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.

to:

[=TASes=] can be created for entertainment purposes, to show what a game would look like when played at perfect precision. However, they are also extremely useful 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 time. 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.
human-viable, and may get incorporated into top-level speedruns.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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 ''VideoGame/SuperMarioSunshine'' (skipping two lengthy cutscenes and a short gameplay section, cutting out just under six minutes) and ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' (skipping the first cutscene, cutting out about four and a half minutes).
Is there an issue? Send a MessageReason:
None


->''"Iji throws herself into the following in-game cutscene with great haste. No, his life was not worth the 15 seconds to prevent that from happening. This is a speedrun, bro!"''

to:

->''"Iji throws herself into the following in-game cutscene with great haste. No, his [her brother's] life was not worth the 15 seconds to prevent that from happening. This is a speedrun, bro!"''

Changed: 70

Removed: 531

Is there an issue? Send a MessageReason:
Removing Luck Manipulation Mechanic as speedruns are specifically excluded from the definition.


[=TASes=] can be created for entertainment purposes, to show what a game can look like when played at perfect precision. However, they are also extremely useful to human runners as research tools; they can be used to algorithmically find potential strategies, and can be a way to benchmark a speedrun to provide a theoretical best 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.

to:

[=TASes=] can be created for entertainment purposes, to show what a game can would look like when played at perfect precision. However, they are also extremely useful 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 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.



* AbstractScale: Speedrunners sometimes create joke or niche categories which use the percentage-based format, but which describe a property that isn't quantifiable. For example, ''VideoGame/{{Portal}}'' has "LSD%" (use a console command to replace all the wall textures with a trippy rainbow effect) and "Death%" (die as quickly as possible), among others.

to:

* AbstractScale: Speedrunners sometimes create joke or niche categories which use the percentage-based format, but which describe a property that isn't quantifiable. For example, ''VideoGame/{{Portal}}'' has "LSD%" (use a console command to replace (play with all the wall textures with replaced by a trippy rainbow effect) and "Death%" (die as quickly as possible), among others.



* LuckManipulationMechanic: Speedrunners find everything they can, intentional or not [[note]]though keep in mind that unintentional examples should not be added to that trope's article[[/note]], as long as it ultimately saves time. [=TAS=]ers can make their own luck, though they might have to burn a few frames putting in inputs to get the exact outcome they want (accounting for whether those few frames will pay for themselves later is an oft-complicated process that may be subject to [[ForWantOfANail the Butterfly Effect]]).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AbstractScale: Speedrunners sometimes create joke or niche categories which use the percentage-based format, but which describe a property that isn't quantifiable. For example, ''VideoGame/{{Portal}}'' has "LSD%" (use a console command to replace all the wall textures with a trippy rainbow effect) and "Death%" (die as quickly as possible), among others.
Is there an issue? Send a MessageReason:
Tropeslashing


* TimedMission / TimeLimitBoss: The game itself may even encourage a speedrun playstyle, at least for a few levels or bosses. This often takes the form of [[BrutalBonusLevel extra levels that incorprate time limits on]] [[RemixedLevel levels that did not previously have them]].

to:

* TimedMission / TimeLimitBoss: TimedMission: The game itself may even encourage a speedrun playstyle, at least for a few levels or bosses. This often takes the form of [[BrutalBonusLevel extra levels that incorprate time limits on]] [[RemixedLevel levels that did not previously have them]].
Is there an issue? Send a MessageReason:
None


* MentalTimeTravel (for TAS players)

to:

* %%* MentalTimeTravel (for TAS players)
Is there an issue? Send a MessageReason:
None


* FailedASpotCheck: Is a common way for RPG runs to end. For example, in ''VideoGame/LufiaII'''s Ancient Cave, you can fail to notice the stairs and end up in a monster room, where the run dies.

to:

* FailedASpotCheck: Is a common way for RPG runs to end. For example, in ''VideoGame/LufiaII'''s ''VideoGame/LufiaIIRiseOfTheSinistrals'''s Ancient Cave, you can fail to notice the stairs and end up in a monster room, where the run dies.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* FailedASpotCheck: Is a common way for RPG runs to end. For example, in Lufia 2 ''VideoGame/LufiaII'''s Ancient Cave, you can fail to notice the stairs and end up in a monster room, where the run dies.
Is there an issue? Send a MessageReason:
None


* AIBreaker: Tool-assisted versions practically exploit all AIs on a frame-perfect basis, whether it's a flaw in the script or by exploiting luck manipulation. Regular speedruns can also exploit AI patterns to do things quickly, or learn from tactics discovered in the TAS version.

to:

* AIBreaker: Tool-assisted versions Tool-Assisted speedruns practically exploit all AIs on a frame-perfect basis, whether it's a flaw by taking advantage of known flaws in the script AI coding or by exploiting luck manipulation. Regular speedruns can also exploit AI patterns to do things quickly, or learn from tactics discovered in the TAS version.
Is there an issue? Send a MessageReason:
None


* WinsByDoingAbsolutelyNothing: In [=TAS=] runs, the goal is to reach the victory screen, but the clock stops once the player is finished entering input. If you can engineer the FinalBoss to do themselves in for the last part of the battle, it can shave precious time off of the run.

to:

* WinsByDoingAbsolutelyNothing: In [=TAS=] runs, the goal is to reach the victory screen, but the traditional timing convention is to stop the speedrun clock stops once on the last frame of player is finished entering input. If you can engineer the FinalBoss to do themselves in for the last part of the battle, it can shave precious time off of the run.

Top