Issue 52 - Speed Thrills

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Allen Varney"Ultima Underworld: The Stygian Abyss was designed to take at least 60 hours to complete. The lead tester could finish the entire game in 47 minutes." In Speed Thrills, Allen Varney explores the world of the speedrunners, gamers who get their kicks the old fashioned way: pure speed.
 

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Original Comment by: Brian Easton

Interesting article, but there's an error in it; you couldn't really jump in Doom. Sure in Doom II they made you jump by running off of a slightly higher edge to a lower one, using your momentum to clear a small gap but there wasn't any way to jump otherwise. Rocket jumping in Doom involved firing a rocket at the floor or nearby wall and using the force of the explosion to propel you over large horizontal distances. Really it's more of a rocket boost than anything else.

Rocket jumping as described in the article first appeared in Rise of the Triad, a year after Doom, and then in Quake and its subsequent sequels as well as countless other FPS games.
 

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Original Comment by: Patrick
http://www.kingludic.blogspot.com
Great article! I can't believe Fallout can be beaten in less than 10 minutes.
 

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Original Comment by: Jon Rimmer

Excellent article, it's nice to see speedrunning getting some coverage, as it's an often overlooked phenomenon compared to deathmatching. One thing not made clear in the article is how heavily competitive speedrunning, particularly for Doom and Quake, has been. Both Compet-n and the Speed Demos Archive award points for each world record in the various categories, with harder feats, such as beating the entire game, being worth multiple points. Players are ranked in league tables based on their points tally, their position rising and falling as they score new records, or others beat theirs. While the competition is almost always friendly (the often frustrating nature of speedrunning probably rules out players with fiery temperaments), it is intense. Oftentimes a player who beats a record will find the previous holder immediately strikes back with an even faster time, and repeat back and forth exchanges can often see a record that might have stood unchanged for some while drop precipitously in a short space of time.

This kind of competition encourages enhancements in routes, tricks and tactics, and drives down times to near optimum levels. Yet more than that, it also provides a truly level playing field for multiplayer comparsion. Back in the bad old days of modems, and even now broadband is commonplace, speedrunning provided a way for two places from anywhere in the world to pit their skills again oneanother in a truly fair way.

I'll admit a personal interest in the topic: I played at Compet-n for some time, and still hold a few world records in fact. For me though, the most rewarding aspect of speedrunning was in finding new tricks and shortcuts, and ways to beat the game engine. I discovered more than a handful of tricks and "rocket jumps" for Doom and Doom 2, and while I was never the fastest at executing them, I took pleasure in seeing better players use them to good effect. In my experience many modern games, with their far more complex worlds, physics and scripting are even more susceptable to finding tricks and shortcuts than their predecessors, although the switch from well partitioned levels to a more seamless experience has probably rendered the Compet-n style league tables obsolete.

One last thing I will say, I hope any games developers reading this might consider including built in support for demo recording in their games. While recording and distributing as mpg (or on youtube) is a more viable option nowadays, the kind of refilming and machinima that took off with Quake benefits hugely from having support for recording and playing demos within the engine itself. Internet ready demo compeitition itself could even be included in the game itself. It's easy to see how a service like Valve's Steam could be extended to include competitive speedrunning for their singleplayer titles. Players could opt to record attempted runs of either the entire game or specific sections, their results being transmitted back to a global leaderboard, with the fastest demos available for download right off the service. Now wouldn't that be something?
 

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Original Comment by: Gladiator_X
http://www.honestgamers.com/blogs/index.php?username=gladiator_x
Commenting on people pushing the limits of the game and going beyond designers expectations and how speedrunners are responsible, look outside one player marathon runs. A similar process happens in multiplayer. The one I am thinking of is Super Smash Bros Melee. Exploiting glitches and shortcuts is de rigeur for high levels of play. Watching the videos of good players fighting makes you realize how far the rules have been bent. The original animations and timing intended by developers have been mutated into these incredibly speedy and ugly abbrievations of motion. Players use their shield to break skip long, pointless post-attack or landing animations. Suddenly, Ganondorf can play with speed. This bizzare glitch called wavedashing is universally exploited. You've gotta see it to believe it.
www.smashboards.com Look at the glossary of terms for a real headache. Or be amazed at the videos.
 

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Original Comment by: Slartibartfast

None of us ever reached world records (which I think are about 9 hours) but every semester in college my friends and I would have a weekend-long Final Fantasy VII race. We'd set up a bunch of TV's and PS1's in somebody's apartment and play through the game at the same time in four or five sessions. Myself and another person tied for the best time at slightly over 14 hours, in-game time. It's impossible to be perfectly accurate because once you start the final battle you cannot check your in-game time anymore.

It was always a lot of fun and made me want to go play the game for real again.
 

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Original Comment by: Jason

Interesting article. I have been in QA for the game industry for a few years now and speedrunning falls under one of the more interesting parts of my job. Exploits described in the article are what we call "Aggressive User" bugs. For the most part we decide not to fix these bugs as they can be time consuming to fix and what do you really accomplish? If a player gets their enjoyment from finding glitches, hidden paths, and shortcuts through the levels then what is the harm if there are some in there? It is not, necessarily, up to me to decide what a player enjoys doing nor would it be a good use of time to restrict people to enjoying a game exactly as I decide they should. Now that is not to say the easy exploits aren't fixed but I doubt there are any games that could go though a 5-25 person QA department that will hold up to the army of testers that hit it when the game comes out.
 

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Original Comment by: spookmineer
http://www.own-age.com
Nice article. I did miss one spin off in particular though: the Q3 mod "defrag" where gameplay consists solely of going from A to B as fast as possible.

The mod has a built in timer, and demo names state the time needed to finish the map.
Strafing is a must but there are other skills needed to complete some maps: timing, accuracy, control, weapon skills all play a part to complete different maps.

In addition to the mention of machinima, there are quite a few "trickmovies" which show the best, fastest runs - on top of that, defrag offers a camera option in order to show each run in any way the editor chooses.

Combining top defraggers and very skilled movie editors result in some of the most amazing movies I've ever seen.

Freestyle tricking is another type of play, where there is no time limit set (most freestyle maps don't have a start and end of the map), the goal is to achieve near impossible tricks within the constraints of game physics.