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{{short description|Act of playing a video game as quickly as possible}} {{Redirect|Speedrun|3=Speedrun (disambiguation)}} {{pp-vandalism|small=yes}} {{Use mdy dates|date=October 2017}} [[File:SuperTux Frosted Fields speedrun.webm|thumb|Speedrun of a ''[[SuperTux]]'' level]] '''Speedrunning''' is the act of playing a [[video game]], or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate [[sequence breaking]] and exploit [[glitch]]es that allow sections to be skipped or completed more quickly than intended. [[Tool-assisted speedrun|Tool-assisted speedrunning]] (TAS) is a subcategory of speedrunning that uses [[Emulator|emulation software]] or additional tools to create a precisely controlled sequence of inputs. Many [[online communities]] revolve around speedrunning specific games; community leaderboard rankings for individual games form the primary competitive metric for speedrunning. Racing between two or more speedrunners is also a popular form of competition. Videos and [[Livestreaming|livestreams]] of speedruns are shared via the internet on media sites such as [[YouTube]] and [[Twitch (service)|Twitch]]. Speedruns are sometimes showcased at marathon events, which are [[Gaming convention|gaming conventions]] that feature multiple people performing speedruns in a variety of games. == History == {{Multiple issues|{{Original research|section|date=January 2017}} {{Unreliable sources|section|date=January 2017}}|section=yes}} ===Early examples=== Speedrunning has generally been an intrinsic part of video games since the early days of the medium, similar to the chasing of high scores, though it did not achieve broad interest until 1993. Some groundwork for what would become modern speedrunning was established by [[id Software]] during the development for ''[[Wolfenstein 3D]]'' (1992), although prior games such as ''[[Metroid (video game)|Metroid]]'' (1986) and [[Prince of Persia (1989 video game)|''Prince of Persia'']] (1989) encouraged speedrunning by noting a player's time upon meeting certain metrics, including completion of the game. ''Wolfenstein 3D'' recorded a "par time" statistic which was based on [[John Romero]]'s personal records for each level. Romero's best level times were also printed in the official hint book, which was available via the same mail-order system used to distribute the game at the time. His intention was that players would attempt to beat his times.<ref>{{Cite book |last=Romero |first=John |title=DOOM Guy: Life in First Person |publisher=Abrams Press |year=2023 |isbn=978-1419758119 |pages=126-146}}</ref> === ''Doom'' and ''Quake'' demos, early Internet communities === The development of a strong speedrunning community is considered to have originated with the 1993 computer game [[Doom (1993 video game)|''Doom'']].<ref>{{Cite web |last=Paez |first=Danny |date=2020-03-10 |title=Coined: How "speedrunning" became an Olympic-level gaming competition |url=https://www.inverse.com/gaming/speedrun-meaning-definition-origin-gaming-coined |access-date=2022-03-18 |website=Inverse |language=en}}</ref><ref name="SmashingTheClock">{{cite web |author=Turner |first=Benjamin |date=2005-08-10 |title=Smashing the Clock |url=http://www.1up.com/do/feature?cId=3142599&did=1 |url-status=dead |archive-url=https://web.archive.org/web/20070927220042/http://www.1up.com/do/feature?cId=3142599&did=1 |archive-date=September 27, 2007 |access-date=August 13, 2005 |publisher=[[1Up.com]]}}</ref><ref name=":033">{{Cite web |last=Carter |first=Max |date=July 28, 2018 |title=A Quick History of Speedrunning: From Then to Now |url=https://www.viewsonic.com/elite/posts/6_a-quick-history-of-speedrunning |access-date=2022-03-15 |website=ViewSonic Elite Gaming}}</ref> The game retained the "par time" mechanic from ''Wolfenstein'' and included a feature that allowed players to record and play back gameplay using files called ''[[Game replay|demos]]'' (also known as game replays). Demos were lightweight files that could be shared more easily than video files on [[Internet]] [[Bulletin board system|bulletin board systems]] at the time.<ref name="SnyderBook" /> Internally,<ref>{{Cite web |last=Wall |first=Darren |date=2017-02-01 |title=A Brief History of Speedrunning |url=https://readonlymemory.com/a-brief-history-of-speedrunning/ |access-date=2024-07-19 |website=Read-Only Memory |language=en-US}}</ref> in January 1994, [[University of Waterloo]] student Christina Norman created a [[File Transfer Protocol]] server dedicated to compiling demos, named the LMP Hall of Fame (after the .lmp [[Filename extension|file extension]] used by ''Doom'' demos). The LMP Hall of Fame inspired the creation of the Doom Honorific Titles by Frank Stajano, a catalogue of titles that a player could obtain by beating certain challenges in the game.<ref name="SnyderBook" /><ref name="SmashingTheClock" /> The ''Doom'' speedrunning community emerged in November 1994, when Simon Widlake created COMPET-N, a website hosting leaderboards dedicated to ranking completion times of ''Doom''<nowiki/>'s single-player levels.<ref name="SnyderBook" /><ref name=":523">{{Cite web |last=Platts |first=Kieren |date=2020-03-24 |title=Keeping Up: An Introduction To Speedrunning {{!}} Redbrick Gaming |url=https://www.redbrick.me/intro-to-speedrunning/ |url-status=live |archive-url=https://web.archive.org/web/20200414025813/https://www.redbrick.me/intro-to-speedrunning/ |archive-date=April 14, 2020 |access-date=2020-04-20 |website=Redbrick}}</ref>[[File:Q1scr 0.png|thumb|A "[[grenade jumping|grenade jump]]" is used in ''[[Quake (video game)|Quake]]'' in order to jump over a large lava pit.|left]] In 1996, [[id Software]] released [[Quake (video game)|''Quake'']] as a successor to the [[Doom (franchise)|''Doom'' series]]. Like its predecessor, ''Quake'' had a demo-recording feature and drew attention from speedrunners.<ref name="SnyderBook" /><ref name=":523" /> In April 1997, Nolan "Radix" Pflug created Nightmare Speed Demos (NSD), a website for tracking ''Quake'' speedruns.<ref name="SnyderBook" /> In June 1997, Pflug released a full-game speedrun demo of ''Quake'' called ''[[Quake Done Quick]]'', which introduced speedrunning to a broader audience.<ref name="SnyderBook" /><ref name="SmashingTheClock" /> ''Quake'' speedruns were notable for their breadth of movement techniques, including "[[bunny hopping]]," a method of gaining speed also present in future shooting games like [[Counter-Strike (video game)|''Counter-Strike'']] and [[Team Fortress Classic|''Team Fortress'']].<ref name="SnyderBook" /><ref name="SmashingTheClock" /> In April 1998, NSD merged with another demo-hosting website to create [[Speed Demos Archive]].<ref name="SnyderBook" /> === 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" /> == Methodology == === Gameplay strategies === [[File:SuperTux 0.4.0 Ice in the Hole speedrun.webm|thumb|Speedrunners often find unconventional routes that save time.]] Routing is a fundamental process in speedrunning.<ref>{{Cite web |author=Matt Sayer |date=2016-11-23 |title=VICE - Routers Are the Pros Who Make Speedrunning Possible |url=https://www.vice.com/en/article/routers-are-the-pros-who-make-speedrunning-possible/ |url-status=live |archive-url=https://web.archive.org/web/20200706135906/https://www.vice.com/en_us/article/jm5gw3/routers-are-the-pros-who-make-speedrunning-possible |archive-date=July 6, 2020 |access-date=2020-07-06 |website=Vice.com |language=en}}</ref><ref name=":622">{{Cite book |last1=Groß |first1=Matthias |last2=Zühlke |first2=Dietlind |last3=Naujoks |first3=Boris |title=Applications of Evolutionary Computation |chapter=Automating Speedrun Routing: Overview and Vision |series=Lecture Notes in Computer Science |year=2022 |volume=13224 |pages=471–486 |doi=10.1007/978-3-031-02462-7_30 |arxiv=2106.01182|isbn=978-3-031-02461-0 |s2cid=235294112 }}</ref> Routing is the act of developing an optimal sequence of actions and stages in a video game. A route may involve skipping one or more important items or sections. Skipping a part of a video game that is normally required for progression is referred to as ''[[sequence breaking]]'',<ref name=":622" /> a term first used in reference to the 2002 action-adventure game ''[[Metroid Prime]]''.<ref name="SnyderBook">{{Cite book |last=Snyder |first=David |title=Speedrunning: Interviews with the Quickest Gamers |publisher=[[McFarland & Company]] |year=2017 |isbn=9781476630762}}</ref> Video game [[Glitch|glitches]] may be used to achieve sequence breaks,<ref name=":622" /> or may be used for other purposes such as skipping [[Cutscene|cutscenes]] and increasing the player's speed or damage output.<ref name="SnyderBook" /><ref name=":422">{{Cite web |last=Li |first=Roland |date=2014-01-09 |title=Making money as a Zelda speed runner |url=https://www.polygon.com/features/2014/1/9/5280786/making-money-zelda-speed-runner |url-status=live |archive-url=https://web.archive.org/web/20190330221338/https://www.polygon.com/features/2014/1/9/5280786/making-money-zelda-speed-runner |archive-date=March 30, 2019 |access-date=2020-04-20 |website=Polygon |language=en}}</ref> Some people, called ''glitch-hunters'', choose to focus on finding glitches that will be useful to speedrunners.<ref name=":0"/> In some games, [[arbitrary code execution]] exploits may be possible, allowing players to write their own code into the game's memory. Several speedruns use a "credits warp", a category of glitch that causes the game's [[End credits|credits sequence]] to play, which may require arbitrary code execution.<ref name=":82">{{Cite web |date=2021-05-01 |title=How Super Mario World Speedrunners Beat The Game in 40 Seconds By Writing Code With Koopa Shells |url=https://www.thegamer.com/how-super-mario-world-speedrunners-beat-the-game-in-40-seconds-by-writing-code-with-koopa-shells/ |access-date=2022-03-12 |website=TheGamer |language=en-US}}</ref><ref>{{Cite web |title=Speedrunners Shatter Ocarina of Time World Record By Warping Into The Credits |url=https://kotaku.com/speedrunners-shatter-ocarina-of-time-world-record-by-wa-1841045682 |access-date=2022-03-12 |website=Kotaku |date=January 16, 2020 |language=en-us}}</ref><ref>{{Cite web |title=Paper Mario Speedrunner Skips Straight To Credits With Help From Ocarina Of Time |url=https://www.gamespot.com/articles/paper-mario-speedrunner-skips-straight-to-credits-with-help-from-ocarina-of-time/1100-6488228/ |access-date=2022-03-12 |website=GameSpot |language=en-US}}</ref> The use of glitches and sequence breaks in speedruns was historically not allowed, per the rules of Twin Galaxies' early leaderboards. When speedrunning moved away from Twin Galaxies towards independent online leaderboards, their use became increasingly common.<ref name=":522">{{Cite web |last=Platts |first=Kieren |date=2020-03-24 |title=Keeping Up: An Introduction To Speedrunning {{!}} Redbrick Gaming |url=https://www.redbrick.me/intro-to-speedrunning/ |url-status=live |archive-url=https://web.archive.org/web/20200414025813/https://www.redbrick.me/intro-to-speedrunning/ |archive-date=April 14, 2020 |access-date=2020-04-20 |website=Redbrick}}</ref><ref>{{Cite web |last=Orland |first=Kyle |date=2021-04-09 |title=How a speedrunner broke Super Mario Bros.' biggest barrier |url=https://arstechnica.com/gaming/2021/04/new-super-mario-bros-record-breaks-speedrunnings-four-minute-mile/ |access-date=2022-03-13 |website=Ars Technica |language=en-us}}</ref> === Tool-assisted speedruns === {{main|Tool-assisted speedrun}}{{anchor|Real-time attack}} [[File:TASInput.png|thumb|Example tool-assisted speedrun input file, showing which buttons will be pressed at which point in the sequence]] A tool-assisted speedrun (TAS) is a speedrun that uses [[Emulator|emulation software]] and tools to create a "theoretically perfect playthrough".<ref name=":522" /> According to TASVideos, common examples of tools include advancing the game frame by frame to play the game more precisely, retrying parts of the run using savestates, and [[Hex editor|hex editing]].<ref>{{Cite web |title=Glossary |url=https://tasvideos.org/Glossary |access-date=2022-03-14 |website=TASVideos}}</ref> These tools are designed to remove restrictions imposed by human reflexes and allow for optimal gameplay.<ref>{{Cite web |title=FAQ/Site |url=https://tasvideos.org/FAQ/Site |access-date=2022-03-14 |website=TASVideos}}</ref><ref name=":102">{{Cite web |last=Degraffinried |first=Natalie |date=2019-05-01 |title=Speedrunner Smashes A Computer-Assisted Super Mario Bros. Record By A Single Frame |url=https://kotaku.com/speedrunner-smashes-a-computer-assisted-super-mario-bro-1834457319 |url-status=live |archive-url=https://web.archive.org/web/20190906043049/https://kotaku.com/speedrunner-smashes-a-computer-assisted-super-mario-bro-1834457319 |archive-date=September 6, 2019 |access-date=2020-04-20 |website=Kotaku |language=en-us}}</ref> The run is recorded as a series of controller inputs intended to be fed back to the game in sequence.<ref name="SnyderBook" /> Although generally recorded on an emulator, TASes can be played back on original console hardware by sending inputs into the console's controller ports, a process known as console verification (as some exploits are possible on emulation but not console).<ref>{{Cite web |last=Orland |first=Kyle |date=2014-01-14 |title=How an emulator-fueled robot reprogrammed Super Mario World on the fly |url=https://arstechnica.com/gaming/2014/01/how-an-emulator-fueled-robot-reprogrammed-super-mario-world-on-the-fly/ |access-date=2022-03-15 |website=Ars Technica |language=en-us}}</ref><ref>{{Cite web |title=ConsoleVerification/Movies |url=https://tasvideos.org/ConsoleVerification/Movies |access-date=2024-01-23 |website=TASVideos}}</ref> To differentiate them from tool-assisted speedruns, unassisted speedruns are sometimes referred to as ''real-time attack'' (RTA) speedruns. Due to the lack of a human playing the game in real time, TASes are not considered to be in competition with RTA speedruns.<ref name="SnyderBook" /> === Categorization and ranking === Speedruns are divided into various categories that impose additional limitations on a runner. It is common for category restrictions to require a certain amount of content to be completed in the game.<ref name="SnyderBook" /> Each video game may have its own speedrun categories, but some categories are popular irrespective of game.<ref name=":522" /> The most common are: * ''Any%'', which involves getting to the end as fast as possible with no qualifier, <ref name="SnyderBook" /><ref name=":032">{{Cite web |last=Carter |first=Max |date=July 28, 2018 |title=A Quick History of Speedrunning: From Then to Now |url=https://www.viewsonic.com/elite/posts/6_a-quick-history-of-speedrunning |access-date=2022-03-15 |website=ViewSonic Elite Gaming}}</ref> * ''100%,'' which requires full completion of a game. This may entail obtaining all items or may use some other metric.<ref name="SnyderBook" /><ref name=":032" /> * ''Low%'', the opposite of 100%, which requires the player to beat the game while completing the minimum amount possible.<ref name="SnyderBook" /><ref name=":032" /> * ''Glitchless'', which restricts the player from performing any glitches during the speedrun.<ref name=":622" /><ref name=":522" /> * ''No Major Glitches'', Which consist of beating the game as fast as possible while not using any "game breaking" glitches. {{anchor|Speedrun.com}}Speedrunners compete in these categories by ranking times on online leaderboards.<ref name="SnyderBook" /> According to [[Wired (magazine)|''Wired'']], the definitive website for speedrun leaderboards is ''Speedrun.com''. {{As of|2021|July|post=,}} the site hosts leaderboards for over 20,000 video games.<ref>{{Cite magazine |last=Lenti |first=Erica |date=July 10, 2021 |title=Why Do Gamers Love Speedrunning So Much Anyway? |language=en-US |magazine=Wired |url=https://www.wired.com/story/why-gamers-love-speedrunning/ |access-date=2022-03-15 |issn=1059-1028}}</ref> Runners usually record footage of their speedruns for accurate timing and verification, and may include a timer in their videos. They often use timers that keep track of splits—the time between the start of the run and the completion of some section or objective.<ref name="SnyderBook" /> Verification is usually done by leaderboard moderators who review submissions and determine the validity of individual speedruns.<ref name=":9">{{Cite news |last=Elker |first=Jhaan |date=July 13, 2021 |title=Speedrunning's starting line: An intro guide to gaming's seemingly intimidating subculture |newspaper=The Washington Post |url=https://www.washingtonpost.com/video-games/2021/07/13/how-get-into-speedrunning/ |access-date=March 11, 2022}}</ref> == Community == [[File:Speedrun Ocarina of Time - Team Superplay - Mang'Azur 2013 - P1590514.jpg|Two speedrunners playing ''[[The Legend of Zelda: Ocarina of Time]]'' at Mang'Azur 2013|thumb]]According to many speedrunners, community is an important aspect of the hobby. Matt Merkle, director of operations at [[Games Done Quick]], says that speedrunners "value the cooperation the community encourages,"<ref name=":0">{{Cite magazine |last=Muncy |first=Julie |title=Why It's So Fascinating to Watch Videogame Speedruns |language=en-US |magazine=Wired |url=https://www.wired.com/2016/01/speedruns/ |date=Jan 8, 2016 |access-date=2022-03-13 |issn=1059-1028}}</ref> and many speedrunners have said that their mental health has improved because of their involvement in the community.<ref name=":1">{{Cite magazine |last=Lenti |first=Erica |date=July 10, 2021 |title=Why Do Gamers Love Speedrunning So Much Anyway? |language=en-US |magazine=Wired |url=https://www.wired.com/story/why-gamers-love-speedrunning/ |access-date=2022-03-15 |issn=1059-1028}}</ref> Erica Lenti, writing for ''Wired,'' said a sense of community is vital to speedrunning because it motivates players and aids in the development of routes and tricks used in speedruns,<ref name=":1" /> and Milan Jacevic highlighted "years of research" and collective community efforts that contribute to world records.<ref name=Jacevic>{{cite thesis |last=Jacevic |first=Milan |date=2022 |title=A Study in Practice |url=https://adk.elsevierpure.com/files/69058717/Dissertation_Online_Milan_Jacevic.pdf |type=PhD |chapter= |publisher=[[The Royal Danish Academy of Fine Arts, School of Design]] |pages=3,131–133|access-date=2023-09-18}}</ref> Speedrunners use media-sharing sites like [[YouTube]] and [[Twitch (service)|Twitch]] to share videos and livestreams of speedruns.<ref name=":9" /> The speedrunning community is divided into many sub-communities focused on speedrunning specific games. These sub-communities can form their own independent leaderboards and communicate about their games using [[Discord (software)|Discord]].<ref name=":92">{{Cite news |last=Elker |first=Jhaan |date=July 13, 2021 |title=Speedrunning's starting line: An intro guide to gaming's seemingly intimidating subculture |url=https://www.washingtonpost.com/video-games/2021/07/13/how-get-into-speedrunning/ |access-date=March 11, 2022 |newspaper=The Washington Post}}</ref><ref name="SnyderBook" /> Many communities have used the centralized leaderboard hosting site ''Speedrun.com'' since its founding in 2014.<ref name="SnyderBook" /> === Marathons === {{See also|Games Done Quick|European Speedrunner Assembly}} Speedrunning marathons, a form of [[gaming convention]],<ref name=":92" /> feature a series of speedruns by multiple speedrunners. While many marathons are held worldwide,<ref>{{Cite web |date=2017-10-22 |title=There's An Aussie Speedrun Marathon At PAX Australia |url=https://www.gizmodo.com.au/2017/10/australian-speedrun-marathon-at-pax-australia/ |access-date=2022-03-16 |website=Gizmodo Australia |language=en-AU}}</ref> the largest event is [[Games Done Quick]], a semiannual marathon held in the United States.<ref>{{Cite web |last=Newell |first=Adam |date=2019-01-13 |title=AGDQ 2019 raised over $2.39 million for charity |url=https://dotesports.com/culture/news/agdq-2019-raised-over-2-39-for-charity |access-date=2022-03-16 |website=Dot Esports |language=en-US}}</ref> {{As of|2022|January|post=,}} it has raised over $37 million for charity organizations since its inception in 2010.<ref>{{Cite web |last=Bankhurst |first=Adam |date=2022-01-16 |title=Awesome Games Done Quick 2022 Sets a New Record By Raising Over $3.4 Million for Charity |url=https://www.ign.com/articles/awesome-games-done-quick-2022-sets-a-new-record-by-raising-over-34-million-for-charity-agdq |access-date=2022-03-14 |website=IGN |language=en}}</ref> The largest marathon in Europe is the [[European Speedrunner Assembly]], held in Sweden. Both events broadcast the speedruns on [[Twitch (service)|Twitch]] and raise money for various charity organizations.<ref name=":03">{{Cite web |last=Carter |first=Max |date=July 28, 2018 |title=A Quick History of Speedrunning: From Then to Now |url=https://www.viewsonic.com/elite/posts/6_a-quick-history-of-speedrunning |access-date=2022-03-15 |website=ViewSonic Elite Gaming}}</ref> Speedruns at marathons are done in one attempt and often have accompanying commentary.<ref name="SnyderBook" /> Many people consider marathons to be important to runners and spectators in the speedrunning community. Peter Marsh, writing for the [[Australian Broadcasting Corporation]], says that the Games Done Quick events provide an inclusive space for women and the [[LGBT community|LGBTQ community]] in contrast to the related cultures of gaming and Twitch streaming.<ref>{{Cite news |last=Marsh |first=Peter |date=2020-01-04 |title=Awesome Games Done Quick is about two things — going really fast and raising millions for charity |language=en-AU |work=ABC News |url=https://www.abc.net.au/news/2020-01-05/awesome-games-done-quick-millions-for-charity/11802682 |access-date=2022-03-16}}</ref> Alex Miller of ''Wired'' says the events have played an important role in connecting people and supporting international humanitarian organization [[Médecins Sans Frontières]] during the [[COVID-19 pandemic]].<ref>{{Cite magazine |last=Miller |first=Alex |date=2021-07-02 |title=The Games Done Quick Marathon Is More Important Than Ever |language=en-US |magazine=Wired |url=https://www.wired.com/story/games-done-quick-gdq-more-important-than-ever/ |access-date=2022-03-16 |issn=1059-1028}}</ref> === Speedrun races === Races between two or more speedrunners are a common competition format. They require players to be skilled at recovering from setbacks during a speedrun because they cannot start over.<ref name=":52">{{Cite web |last=Platts |first=Kieren |date=2020-03-24 |title=Keeping Up: An Introduction To Speedrunning {{!}} Redbrick Gaming |url=https://www.redbrick.me/intro-to-speedrunning/ |url-status=live |archive-url=https://web.archive.org/web/20200414025813/https://www.redbrick.me/intro-to-speedrunning/ |archive-date=April 14, 2020 |access-date=2020-04-20 |website=Redbrick}}</ref> Occasionally, races are featured at marathons; a 4-person ''[[Super Metroid]]'' race is a popular recurring event at Games Done Quick marathons.<ref name="SnyderBook" /> The Global Speedrun Association (GSA) have organized head-to-head tournaments for multiple games, including [[Celeste (video game)|''Celeste'']], ''[[Super Mario 64]]'', and ''[[Super Mario Odyssey]]''. In 2019, GSA organized an in-person speedrun race event called PACE. Their efforts have drawn criticism from some speedrunners who believe that they "undermine the community spirit", citing cash prizes as incentives to avoid collaboration with other speedrunners and ignore games without prize money.<ref>{{Cite web |last=Garst |first=Aron |date=2019-04-24 |title=PACE is bringing competition and controversy to speedrunning |url=https://www.espn.com/esports/story/_/id/26597705/pace-bringing-competition-controversy-speedrunning |access-date=2022-03-17 |website=[[ESPN]] |language=en}}</ref> {{Anchor|Randomizers|Randomizer|Rando}}Video game randomizers—[[ROM hacking|ROM hacks]] that randomly shuffle item locations and other in-game content—are popular for speedrun races as well. Tournaments and other events have been organized for randomizer races, and they have been featured at speedrun marathons.<ref>{{Cite web |last=White |first=Scott |date=2019-12-03 |title=How "randomizers" are breathing new life into old games |url=https://arstechnica.com/gaming/2019/12/how-randomizers-are-breathing-new-life-into-old-games/ |access-date=2022-03-17 |website=Ars Technica |language=en-us}}</ref> == Cheating == === Methods === ==== Splicing ==== Splicing is by far the most popular cheating method in speedrunning.<ref name=":2">{{Cite web |last=Frank |first=Allegra |date=2017-05-22 |title=Cheating in speedrunning is easier than you'd think |url=https://www.polygon.com/2017/5/22/15675028/speedrunning-cheats |access-date=2022-06-15 |website=Polygon |language=en-US}}</ref><ref name=":3">{{Cite web |last=Staff |first=Ars |date=2019-12-22 |title=How the scourge of cheating is changing speedrunning |url=https://arstechnica.com/gaming/2019/12/how-the-scourge-of-cheating-is-changing-speedrunning/ |access-date=2022-06-15 |website=Ars Technica |language=en-us}}</ref> Here, a speedrun is not recorded continuously, as is usually the case, but instead composed of various video snippets recorded at different times, sometimes with gameplay stolen from TAS composers or legitimate players.<ref name=":2" /> At [[Games Done Quick|SGDQ]] 2019, speedrunner "ConnorAce" used a spliced run to illegitimately claim the world record on ''[[Clustertruck]]'' for the "NoAbility%" category, depriving the legitimate record holder from being invited to the event. The run was treated with suspicion due to it not being submitted officially to ''Speedrun.com'', with the video being unlisted on YouTube prior to ConnorAce's acceptance into SGDQ. In October 2019, ConnorAce's run was exposed by the YouTube documentarian Apollo Legend.<ref>{{Cite web |title=Summer Games Done Quick Returns to Live Events After 2 Years |url=https://www.pcmag.com/news/summer-games-done-quick-returns-to-live-events-after-2-years |access-date=2023-02-21 |website=PCMAG |language=en}}</ref> In a typical case, splicing allows difficult segments to be repeated to perfection and edited together afterwards into one seemingly continuous effort, which can sometimes dramatically reduce the amount of time needed to grind out a comparable score.<ref name=":3" /> However, a spliced run is not considered cheating if it is announced to be a multi-segment run upon submission; for example, this community-made [https://www.youtube.com/watch?v=HGWeydSDtIY multi-segment compilation] for ''[[Super Mario Bros.]]'' ==== TASbotting ==== When '[[TASBot|TASbotting]]', the player records their controller inputs as a tool-assisted run in an external device in order to then have this device reproduce the inputs on a real console.<ref name=":3" /> As with splicing, the inputs of individual segments can be combined and, as is usual for tool-assisted runs, inputs can be made frame by frame. As long as these inputs are authentic and seem realistic for a human being, such manipulations are much more difficult to detect in the resulting video product than splicing.<ref name=":3" /> If, on the other hand, a TAS is not outputted on the original hardware but, as usual, on emulators, it can sometimes be alleged from the resulting video that such auxiliary programs were used; additionally, some emulators never perfectly imitate the desired hardware, which can cause synchronization issues when replayed on a console.<ref name=":3" /> ==== Modifying the timer or playback speed ==== Modifying game timers, especially on computer games, is another common method to improve one's recorded times. However, this is a very noticeable manipulation, especially in highly competitive areas, since the speedruns in the upper area of leaderboards are repeatedly analyzed by other players in order to check their legitimacy and playback reproducibility, including a temporal check known as "retiming". This often reveals discrepancies between one's recording time and a speedrun in the leaderboards.<ref name=":3" /> Another method, a variation of splicing, includes speeding up cutscenes or compressing transitional black space. Again, such methods are likely to be detected by a speedrun moderator, although some games, especially where PC speed can have an effect, may actually vary depending on hardware. Finally, another common cheating method is to play the game using frame-by-frame advancement or in slow motion, which is similar to normal tool-assisted speedrunning but without the ability to redo inputs. Playing in slow motion is often effective for games that require very precise movements. ==== Modifying in-game files ==== While it is often possible to use traditional cheats such as a [[GameShark]] to increase character speed, strength, health, etc., such cheats are generally quite easy for an experienced moderator to detect, even when applied subtly. However, the modification of internal files to improve [[Random number generation|RNG]] can often be much more difficult to detect. One of the most infamous examples of file modification was several cheated runs by the speedrunner [[Dream (YouTuber)|Dream]] in 2020, whose luck was considered so extreme in a series of [[Minecraft speedrunning|''Minecraft'' speedruns]] that they were considered exceedingly unlikely to have been done without cheating (with an approximately 1 in 20 [[sextillion]] chance of occurring, as estimated by [[Matt Parker]] from ''[[Numberphile]]'') by both the moderators at ''Speedrun.com'' and various YouTubers, such as [[Karl Jobst]] and Matt Parker, whose videos on Dream gained a combined 5.7 million and 6.5 million views, respectively, as of January 2024.<ref>{{Cite web |date=2021-02-13 |title=Dream did cheat or he's statistically luckiest person that has ever walked the planet, at least according to the Science Channel's Matt Parker |url=https://www.ginx.tv/en/minecraft/dream-did-cheat-or-he-s-statistically-luckiest-person-that-has-ever-walked-the-planet-and-it-isn-t-even-close-at-least-according-to-the-science-channel-s-matt-parker |access-date=2023-02-07 |website=GINX |language=en}}</ref><ref name=":32">{{cite web |last=Orland |first=Kyle |date=June 2, 2021 |title=After months of drama, Minecraft speedrunner Dream admits he used mods |url=https://arstechnica.com/gaming/2021/06/months-later-dream-admits-suspect-minecraft-speedruns-used-illegal-mods/ |access-date=June 21, 2021 |website=[[Ars Technica]]}}</ref><ref>{{Citation |title=Dream's Cheating Confession: Uncovering The Truth | date=June 30, 2021 |url=https://www.youtube.com/watch?v=G3Yzk-3SZfs |access-date=2024-01-23 |language=en}}</ref><ref>{{Citation |title=The Biggest Cheater In Minecraft History Was Just Exposed | date=November 27, 2022 |url=https://www.youtube.com/watch?v=pCF4k2_-C40 |access-date=2024-01-23 |language=en}}</ref><ref>{{Citation |title=The Biggest Cheating Scandal In Speedrunning History | date=December 31, 2020 |url=https://www.youtube.com/watch?v=f8TlTaTHgzo |access-date=2024-01-23 |language=en}}</ref><ref>{{Citation |title=How lucky is too lucky?: The Minecraft Speedrunning Dream Controversy Explained | date=February 4, 2021 |url=https://www.youtube.com/watch?v=8Ko3TdPy0TU |access-date=2024-01-23 |language=en}}</ref> Dream later admitted to the runs being cheated about five months after his runs were rejected, although he claimed he did not know he was using a modified version of the game.<ref>{{Cite web |last=Chalk |first=Andy |date=June 1, 2021 |title=Minecraft speedrunner Dream admits to accidentally cheating in record-setting run |url=https://www.pcgamer.com/minecraft-speedrunner-dream-admits-to-accidentally-cheating-in-record-setting-run/ |access-date=2023-02-09 |website=PC Gamer}}</ref><ref>{{Cite web |last=Michael |first=Cale |date=May 30, 2021 |title=Dream admits to cheating in Minecraft speedrun, claims he was unaware of illegal mod |url=https://dotesports.com/news/dream-admits-to-cheating-in-minecraft-speedrun-claims-he-was-unaware-of-illegal-mod |access-date=2023-02-09 |website=Dot Esports}}</ref><ref>{{Citation |title=Dream's Cheating Confession: Uncovering The Truth | date=June 30, 2021 |url=https://www.youtube.com/watch?v=G3Yzk-3SZfs |access-date=2024-01-23 |language=en}}</ref> Nearly two years later, the player who helped uncover Dream's cheated runs, MinecrAvenger, was also found to be using similar luck manipulation in late 2022.<ref>{{Cite web |last=Stanton |first=Rich |date=December 1, 2021 |title=Minecraft world record speedrunner who exposed Dream as a cheat is exposed as a cheat |url=https://www.pcgamer.com/minecraft-world-record-speedrunner-who-exposed-dream-as-a-cheat-is-exposed-as-a-cheat/ |access-date=2023-02-09 |website=PC Gamer}}</ref> ==== Lying about times ==== While all of the aforementioned methods are deceptive in nature, the simplest way of cheating is merely to lie about a time. One of the most infamous cases of this was done by [[Todd Rogers (gamer)|Todd Rogers]]. Several of his records have come under scrutiny for being seemingly impossible or lacking sufficient proof. In 2002, Robert Mruczek, then chief referee at Twin Galaxies, officially rescinded Todd's record time in [[Barnstorming (video game)|''Barnstorming'']] after other players pointed out that his time of 32.04 seconds did not appear to be possible, even when the game was hacked to remove all obstacles. Upon further investigation, Twin Galaxies referees were unable to find independent verification for this time, having instead been relying on erroneous information from Activision.<ref>{{cite web |author=Robert Mruczek |date=July 17, 2002 |title=Barnstorming - Game #1 - 32.04 - What the...?!?!! |url=https://atariage.com/forums/topic/10989-%C2%A0barnstorming-game-1-3204-what-the/page/8/#comments |at=Page 8. #200}}</ref><ref name="Barn">{{Cite journal |last=Beschizza |first=Rob |date=January 24, 2018 |title=Video game record-setter accused of cheating |url=https://boingboing.net/2018/01/24/video-game-record-setter-accus.html |journal=[[Boing Boing]] |access-date=January 30, 2018}}</ref> As listed on the Twin Galaxies leaderboard until January 2018, Rogers's record in the 1980 Activision game ''[[Dragster (video game)|Dragster]]'' was a time of 5.51 seconds from 1982.<ref name="WR2">{{Cite news |title=Longest-standing videogame record |work=[[Guinness World Records]] |url=http://www.guinnessworldrecords.com/world-records/106130-longest-standing-videogame-record |access-date=January 29, 2018 |archive-url=https://web.archive.org/web/20180129171456/http://www.guinnessworldrecords.com/world-records/106130-longest-standing-videogame-record |archive-date=January 29, 2018}}</ref> At the time, Activision verified high scores by [[Polaroid camera|Polaroid]].<ref name="TG2">{{cite web |date=January 23, 2018 |title=Dragster Designer David Crane Has No Doubts Of Todd Rogers' Record |url=https://www.twingalaxies.com/feed_details.php/87/dragster-designer-without-a-shadow-of-a-doubt-about-todd-rogers-record |publisher=Twin Galaxies}}</ref> According to Rogers, after he submitted a photo of this time, he was called by Activision, who asked him to verify how he achieved such a score, because they had programmed a 'perfect run' of the game and were unable to achieve better than a 5.54.<ref>{{Cite web |title=- YouTube |url=https://www.youtube.com/watch?v=bmXFb-ElXm |website=[[YouTube]]}}</ref> The game's programmer [[David Crane (programmer)|David Crane]] would later confirm that he had a vague recollection of programming test runs, but did not remember the results.<ref name="TG2" /> In 2012, Todd received a [[Guinness World Record]] for the longest-standing video game score record, for his 1982 ''Dragster'' record.<ref>{{cite news |date=May 5, 2017 |title=Gamers on the Edge: Meet Todd Rogers |work=[[WMOR-TV]] |url=http://www.mor-tv.com/article/gamers-on-the-edge-meet-todd-rogers/9599864 |accessdate=January 30, 2018}}</ref> In 2017, a speedrunner named Eric "Omnigamer" Koziel disassembled the game's code and concluded that the fastest possible time was 5.57 seconds. With a [[Netcode#Tick rate|tick rate]] of 0.03 seconds, the record claim is two ticks faster than Omnigamer's data and one tick faster than the reported Activision 'perfect run'.<ref name="Cheat2">{{Cite news |last=Alexandra |first=Heather |date=July 7, 2017 |title=Doubt And Drama Still Haunt An Old, Seemingly Impossible Atari World Record |journal=[[Kotaku]] |url=https://kotaku.com/doubt-and-drama-still-haunt-an-old-seemingly-impossibl-1796714894 |access-date=January 30, 2018}}</ref> === Cheat detection === In order to prevent most of these methods, some games require a video of the hands on the controller or keyboard ("handcam"), in addition to the screen recording, so that game-specific moderators in charge of authenticating a submission can ensure that the inputs are really done in the specified combination and by a human.<ref>{{Cite web |last=Ritchie |first=Stuart |date=2021-07-02 |title=Why Are Gamers So Much Better Than Scientists at Catching Fraud? |url=https://www.theatlantic.com/science/archive/2021/07/gamers-are-better-scientists-catching-fraud/619324/ |access-date=2022-06-15 |website=The Atlantic |language=en}}</ref> Other methods include [[Audio forensics|forensic audio analysis]], which is a common method for detecting telltale signs of video splicing; this is why runs without high-quality audio streams are often rejected on speedrun boards.<ref>{{Citation |title=10 Speedrunners Who Were Caught Cheating | date=December 13, 2017 |url=https://www.youtube.com/watch?v=JdvFSQFZfK8 |language=en |access-date=2023-02-07}}</ref><ref>{{Cite web |last=Wright |first=Steven T. |date=2019-12-22 |title=How the scourge of cheating is changing speedrunning |url=https://arstechnica.com/gaming/2019/12/how-the-scourge-of-cheating-is-changing-speedrunning/ |access-date=2024-07-08 |website=Ars Technica |language=en-us}}</ref><ref>{{Cite web |last=Ritchie |first=Stuart |date=2021-07-02 |title=Why Are Gamers So Much Better Than Scientists at Catching Fraud? |url=https://www.theatlantic.com/science/archive/2021/07/gamers-are-better-scientists-catching-fraud/619324/ |access-date=2024-07-08 |website=The Atlantic |language=en}}</ref><ref>{{Cite web |title=Rules - SDA Knowledge Base |url=https://kb.speeddemosarchive.com/Rules |access-date=2024-07-08 |website=kb.speeddemosarchive.com}}</ref> Additional detection methods are the use of mathematics (as in the aforementioned Dream case) or human moderation of suspicious inputs (in games which record them such as ''Doom'' and ''TrackMania''). Cheat detection software created for ''TrackMania'' was used to analyze over 400,000 replays and isolate a handful of cheaters, leading to hundreds of world records being determined to have been cheated using slowdown tools. This included those of Burim "riolu" Fejza, who was signed to the [[Esports|eSports]] team Nordavind (now known as 00 Nation) before being dropped following the scandal.<ref name=":4">{{Citation |title=These DOOM Cheaters Were Caught Red Handed | date=November 25, 2019 |url=https://www.youtube.com/watch?v=Jv0ZRTlIXR0 |language=en |access-date=2023-02-07}}</ref><ref name=":5">{{Citation |title=The Biggest Cheating Scandal in Trackmania History | date=May 23, 2021 |url=https://www.youtube.com/watch?v=yDUdGvgmKIw |language=en |access-date=2023-02-07}}</ref><ref name=":6">{{Citation |title=Multiple Speedrunners Caught Cheating In Trackmania! | date=May 31, 2021 |url=https://www.youtube.com/watch?v=Ww7x5elophk |language=en |access-date=2023-02-07}}</ref><ref>{{Cite web |last=Plunkett |first=Luke |date=2021-05-25 |title=Trackmania Cheating Scandal Is Utterly Fascinating |url=https://kotaku.com/trackmania-cheating-scandal-is-utterly-fascinating-1846960428 |access-date=2024-07-08 |website=Kotaku |language=en}}</ref><ref>{{Cite news |author1=Natalie Clayton |date=2021-05-25 |title=Cheating allegations catch up with some of Trackmania's fastest drivers |url=https://www.pcgamer.com/cheating-allegations-catch-up-with-some-of-trackmanias-fastest-drivers/ |access-date=2024-07-08 |work=PC Gamer |language=en}}</ref> == See also == *[[Donkey Kong high score competition|''Donkey Kong'' high score competition]] *[[Nintendo World Championships]] *[[Games Done Quick]] *[[European Speedrunner Assembly]] *''[[Running with Speed]]'' *[[Time attack#Video games|Time attack]] == References == {{Reflist}} == External links == * [[Karl Jobst]]: [https://www.youtube.com/watch?v=a6j5lLdXISo ''The Evolution Of Speedrunning''] (Video essay on [[YouTube]]) * [https://speedrun.com/ Speedrun.com], popular leaderboard-hosting website {{Speedrunning|state=uncollapsed}} {{video game gameplay}} {{Subject bar|Video games|auto=y|wikt=speedrun}} {{Authority control}} [[Category:Speedrunning| ]] [[Category:Video game terminology]] [[Category:Articles containing video clips]] [[Category:1990s neologisms]]
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