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=== Speed Demos Archive and video sharing === For five years, Speed Demos Archive hosted exclusively ''Quake'' speedruns, but in 2003 it published a 100% speedrun of ''[[Metroid Prime]]'' done by Pflug. Six months later, SDA began accepting runs from all games. Unlike its predecessor websites, SDA did not compile leaderboards for their games; they displayed only the fastest speedrun of each game.<ref name="SnyderBook" /> Until SDA's expansion into games other than ''Quake'' in 2004, speedrun video submissions were primarily sent to early video game record-keeper [[Twin Galaxies]].<ref name="SnyderBook" /><ref name=":52" /> The videos were often never publicly released, creating verifiability concerns that SDA aimed to address. It was often impossible to determine what strategies had gone into setting these records, hindering the development of speedrunning techniques.<ref name="SnyderBook" /> Sites dedicated to speedrunning, including game-specific sites, began to establish the [[subculture]] around speedrunning. These sites were not only used for sharing runs but also to collaborate and share tips to improve times, leading to collaborative efforts to continuously improve speedrunning records on certain games.<ref name="wired culture">{{cite magazine |last=Lenti |first=Erica |date=July 10, 2021 |title=Why Do Gamers Love Speedrunning So Much Anyway? |url=https://www.wired.com/story/why-gamers-love-speedrunning/ |url-status=live |magazine=[[Wired (magazine)|Wired]] |archive-url=https://web.archive.org/web/20210710110824/https://www.wired.com/story/why-gamers-love-speedrunning/ |archive-date=July 10, 2021 |accessdate=July 10, 2021}}</ref> In 2003, a video demonstrating a TAS of ''[[Super Mario Bros. 3]]'' garnered widespread attention on the internet; many speedrunners cite this as their first introduction to the hobby. It was performed and published by a Japanese user named Morimoto. The video was lacking context to indicate that it was a TAS, so many people believed it to be an actual human performance. It drew criticism from viewers who felt "cheated" when Morimoto later explained the process by which he created the video and apologized for the confusion.<ref name="SnyderBook" /> In December 2003, after seeing Morimoto’s TAS, a user named Bisqwit created TASVideos (initially named NESVideos<ref>{{Cite magazine |last=Simpkins |first=Jen |date=2019-09-12 |title=Rise of the Robot |url=https://www.pressreader.com/australia/edge/20190912/281595242215588 |magazine=[[Edge (magazine)|Edge]] |access-date=2022-03-18}}</ref>), a site dedicated to displaying tool-assisted speedruns.<ref>{{Cite web |title=SiteHistory |url=https://tasvideos.org/SiteHistory |access-date=2022-03-18 |website=TASVideos}}</ref> The creation of video-sharing and streaming websites in the late 2000s and early 2010s contributed to an increase in the accessibility and popularity of speedrunning. In 2005, the creation of YouTube enabled speedrunners to upload and share videos of speedruns and discuss strategies on the SDA [[Internet forum|forums]].<ref name="SnyderBook" /> Twitch, a livestreaming website centered around video gaming, was launched in 2011. The advent of livestreaming made for easier verification and preservation of speedruns, and some speedrunners believe it is responsible for a shift towards collaboration among members of the community.<ref name="SnyderBook" /> In 2014, ''Speedrun.com'' was created, which had less stringent submission guidelines than SDA and was intended to centralize speedrun leaderboards for many different games. Speedrunners' move towards using ''Speedrun.com'' and social media platforms like [[Skype]] and [[Discord]] contributed to SDA's relevance waning in the 2010s.<ref name="SnyderBook" />
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