Playing Games the Wrong Way.
by alzabo
Posted on Wednesday, August 6, 2008When I got older my friends and I would try to best each other's accomplishments on NES. Many of the games had built in "yard sticks" for player skill, Metroid rewarded speedy play with bonus ending content and Super Mario Brothers 2 had hidden levels for expert players. Recent games are no different, with Xbox Live Achievement Points and PSN Trophies.
I don't have any complaints about these modern revisions of classic game extending modes and competitions. I just hope that the artificial creation of extended game play goals doesn't end up killing the idea of "screwing around" in a game just because.
When a player has extracted all the achievement points he can from a game, do they never return to it? I've started to notice this happening lately to games that should have absurd levels of replay value. I wonder if the current generation of games will have speed run communities build up around them?
What happened to the player "making their own fun?" What do you think?

This was all just an excuse for me to post this comic. Article Permalink
The End of Time
by Zen
Posted on Thursday, December 20, 2007Bear in mind that I chose these to be approachable and watchable as much as impressive or interesting. There are some really fine runs out there of RPGs and such that I didn't list, but watching an hour of leveling up kind of offsets however interesting the planning is.
Castlevania: Symphony of the Night in 43:51, Single-Segment
A game as winding and nonlinear as SotN has obvious potential for sequence breaking, but it took many a year before the glitches in this video were properly exploited. This run isn't the most spectacular, but the game gets dissected in some very cool ways.
Chrono Trigger in 3:34, 33 segments
The first run I saw of this game was around five and a half hours long, and very impressive. This beastly run on the Japanese version clocks in about two hours faster, and actually fights Lavos with the bucket way earlier than anyone thought possible.
Contra III Hard Mode in 17:00, Single-Segment
Maybe not the most interesting run, but in terms of sheer execution this is one of the most impressive.
Devil May Cry Dante Must Die! mode 100% in 1:35:34, 15 segments
The Devil May Cry games have been the subjects of some very fine speed runs, but this one is probably my favorite. Not only is it on the highest difficulty setting getting the highest rankings, but it was all done from a scratch save file and got enough orbs to get 100% along the way. This really wasn't intended by the developers, and if you check the comments you'll find out just how tight the timing was to accomplish it.
Mega Man X low% in 34:09, Single-Segment
Some speed runs are the clear product of a youth spent obsessing over a game, and in a way there could be no more poignant love letter to Mega Man X than this run. When I saw the first published run by Mike Uyama, I felt like the routes through the levels were so precise and practiced that you could almost picture him as a child playing through it over and over again. Subsequent competition and some cross-pollination with the TAS community has resulted in a much lower time and an extremely good run.
Mega Man X 100% in 39:41, Single-Segment
Not necessarily more impressive than the above run, but if you ever tried to get the Hadouken in this game it's wild and crazy to see it done in the context of a speed run, and the results are fun to watch, if a tad anticlimactic.
Metroid Prime any% in 1:03, 16 segments
SDA started out as a Quake speed run site way back in the day, and was somehow affiliated with PlanetQuake in ways I don't completely recall. The guy who ran the site was a Metroid buff, and decided to show his appreciation for the series by posting his speed run of Metroid Prime. I think the time was 1:37, and it went up with insanely detailed comments that clearly demonstrated the eye for lost seconds and possible improvements a good speed runner needs to have. That run was the seed for the entire site as it exists today, and this run is 34 minutes faster and impressive as fuck.
Metroid Prime 100% in 1:28, 21 segments
Was the any% run over too quick? Well, that's what 100% runs are for. Now you get to see how much of the game you can skip while still getting everything.
Metroid Prime low% in 1:18, 18 segments
And if you want to see the most insane sequence breaking there is, low% runs are your thing. If you've watched all these and you still aren't satisfied, I recommend watching their PAL equivalents. Several of the speed tricks used in these runs were made impossible in the PAL and Players' Choice versions of the game, but the low% is just as low and all the runs are almost as fast thanks to the ingenuity of everyone involved. This means completely new and more audacious tricks for us to watch.
Pikmin 9 days/50 pikmin, 8 segments
Some people liked to run Pikmin with the fewest Pikmin possible. Some people liked to finish it in as few in-game days as possible. It turned out that it was possible to do both in the same run. If you think that sounds like this speed run is carefully planned, tightly executed, and thoroughly refined, then you're absolutely correct.
Super Mario 64 70-star in 1:01:32, Single-Segment
I can remember the anticipation for this run approaching insanity. People love their Mario 64, and it happens to be a brilliant game to speed run. If you dig around you'll notice three different categories for the game, one of them being a much faster 16-star run. That run is mostly just about executing a particular glitch to cheat through the game, which is impressive in its own right but not nearly as entertaining as this stunningly-executed run on the game's intended path. This run's route planning, speed tricks, and sheer reckless abandon displayed in the final moments are the stuff of legend, and many people on the SDA forums consider this their favorite speed run ever.
Super Mario World 100% in 1:31:45, Single-Segment
SDA has very strict submission rules and a thorough verification process performed by some extremely talented people, so you can rest assured that any runs on the site were performed on a console without cheating. Even so, after watching this video people will head to the forums and insist that this run is a tool-assisted video that slipped through the cracks. This means you need to watch it.
Yoshi's Island 100% individual level runs see table
The first speed runs I saw of this game were fairly by-the-numbers, and I despaired at ever seeing truly clever runs full of speed tricks and daring maneuvers. Fortunately, trihex went absolutely fucking loco on this game's ass one level at a time, and then did it again. I hope he's not done, but there haven't been any new ones up in some time so it's safe to say the definitive runs are up right now. Downloading them all from the table is a bit unwieldy, but absolutely recommended. This is one of the absolute best experiences on SDA right now, in my opinion.
Super Metroid in 0:32, Single-Segment
Despite Super Metroid's primacy in the speed run field, its page was stagnant for a long time. Smokey had a run up that was I think around five segments, and clocked in somewhere around 35 or 36 minutes (depending on whether he used the then-controversial Murder Beam). Not too long ago this fine Japanese fellow completely ravaged that time, and in one segment. A lot of people say this run's overhyped, since it just applied modern speed run standards to an obsolete record, but any world-record run of this game deserves your attention.
Super Metroid 100% in 0:55, 7 segments
This is it: my favorite speed run of all time. It showcases numerous glitches in the game in ways that are intuitive and attractive, it bypasses major areas (and even one boss) while still getting 100%, and careful planning went into the navigation of each room. I own this on DVD. It may be one of the oldest runs on the site, but it's an absolute work of art.
A runner goes by the name TSA (The Silent Assassin) fancied himself God's gift to Zelda speed runs a while back and vowed to take every single Zelda record on the site. His credential was that he had the then-world record for Ocarina of Time, which I'll go into more below. He was basically well meaning, but his hubris was gargantuan and it started to spill over into some genuine lack of respect for existing runs. He was convinced he could take this record easily, but it ended up being a big project. To his enormous credit, he stuck with it and produced a very fine, very precise single-segment run. This is a really difficult game to run, but the results are great to watch.
Zelda: a Link to the Past in 1:39:47, Single-Segment
Back when most games were getting pretty straightforward treatments on SDA I remember being shocked to see a damage boost to bypass a small part of one of the dungeons in this game. By now things have progressed to full-on sequence breaks, and this remarkably... perfect game gets the thorough and loving thrashing it deserves.
Zelda: Ocarina of Time in 2:26:56, 25 segments
So the aforementioned TSA was the cock of the walk with his five-and-a-half-hour single-segment run of this game, and then he managed to break five hours. It was long the irritating banner raised by single-segment zealots who thought breaking a run up into segments was categorically and incontrovertibly inferior to the purity and intensity of the single-segment experience. The only pieces of evidence you need against this idiocy are the single-segment no-death 100% run of Super Mario Sunshine, which is totally impressive in theory but an absolute chore to watch, and this run which basically cuts TSA's record the fuck in half, bitch. It uses some save-warping, but the main time-saver is all the really precise tricks that no human being can perform when doing the whole game in one go. It's way, way, way more interesting to watch than any of TSA's runs of the game, and a must for anyone who wants to see the fruits of the most rabid persistence and ingenuity the speed running community has to offer.
Sea fish are fat in the belly; river fish are fat in the back.
by alzabo
Posted on Friday, December 14, 2007
I’ve got a surprise for you. You’ll never guess what’s getting ported to the PSP. . . Umihara Kawase!
Hey, why are you walking away! This is really cool! I know it’s anime, but it’s not crap. . . I promise.
Gamecenter CX has been discussed previously on this blog, but the article failed to mention how the show can raise a persons interest in titles that they may never have heard of before. This happened to me with Umihara Kawase.
Umihara Kawase shares game mechanics with Solomon’s Key and Bionic Commando. The player must navigate a series of enemy filled puzzles to reach the goal by using a bungie cord to fling themselves across gaps and defeat enemies. The game is quite impressive to watch and play, with branching paths that increase replay value and level design that may cause you to have an embolism.
The setting of the game is truly strange, a small, cute Japanese school girl must face hoards of sea creatures that have mutated (and grown human legs in some cases). The game’s artwork is detailed but the sprites have only have a handful of different animations, the backgrounds consist of low resolution photographs that’ve had their color palate reduced to make them look even more grainy. When looked at as a cohesive whole, the graphics of Umihara Kawase are not impressive, and screen grabs make the game look like countless other platformers of the era.

I recently discussed this game with fellow supple thinker Zen and he alerted me to the huge speed running community surrounding this game. Apparently the tool assisted runs are mind blowing.
Unfortunately Umihara Kawase was never released outside Japan, so most people have been forced to play it on an emulator. Piracy issues aside, it feels awkward because the imperfect nature of emulation screws up the timing for some of the jumps and makes the bungie cord physics faster and less smooth than they are on a real Super Famicom.
Lucky for us, there is no region hardware lockout on PSP games, so we’ll be able to play the PSP version that comes out in 2008. It’s not a port of the Super Famicom game, but rather the Playstation sequel Umihara Kawase Shun (example). The games are essentially the same, the Playstation version has less bungie slowdown and a vastly improved color palette. While I am excited about finally being able to play this game properly, I am worried that this game will not be brought out in the US. Puzzle/Exploration games are popular in the US, games like Exit and Loco Roco sold well. I feel that the weirdness of the game and entirely 2d nature of the game may kill the games chances. Let’s cross our fingers for a 2008 US release of this, along with Yuusha no Kuse ni Namaikida. Article Permalink
NEW EF PEE ESSS.
by alzabo
Posted on Wednesday, October 17, 2007
The game also caters to speed runners, as each puzzle can be solved in several "incorrect" ways. Youtube is already rife with videos of people completing puzzles in confusing and stomach churning ways (watching & playing this game can cause motion sickness). The game has built in optional features designed for ‘running, a clock to keep track of how fast you are and a “portal” counter to keep track of how many portals you’ve used (for “minimum complete” ‘runners”). Why aren’t you playing this right now!
What the internet thinks of Portal*:
- "I would set up a portal to Taco Bell inside my living room so when I get drunk I can just stumble in, get a chalupa, and leave"
- "one portal at hone one at gamestop so i could play the motorstorm demo all night when they closed"
- "ohm y fucking god i just came everyuwhere"
- "i would put one end in front of my fist and the other in front of nintendo so I COULD PUNCH THEM IN THE FACE FOR DELAYING MY SMASH BROSEH"
thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie thecakeisalie
The Speed Runner's School of Game Design -- The Circumspect, Heedful Everydayness of Metroid
by Zen
Posted on Tuesday, October 16, 2007
Another scourge of speed runs that hurts everyone is the forced delay. The freakish impulse to speed run every game ever made was savagely put down by the realization that a run of Xenogears would have seven hours of dialogue alone. I'm not making fun of the game for being wordy here (I'm in no position to, frankly), but rather for being unstoppably wordy. Four-thousand pages of shallow symbolism and mind-grindingly inane plot twists (spoiler alert: soylent green is people) are no problem as long as the text moves by at a good clip, but as in many games there is no control given to the player as the exposition grinds its way across the screen. I'm not just going out of my way to bash Xenogears here, either, since some of my favorite games ever are guilty of this--any Zelda game ever made has been full of slow text you can do nothing about, and I can't even count how many RPGs have had sluggish menus that make you wait for every input to register. A lot of thought goes into game flow, but at no point can I understand why it would be necessary to display text letter by letter rather than all at once, and when the majority of the notes on a speed run are there to describe the finely-tuned method of skipping text you know there's something very, very wrong. Voice acting has only aggravated this problem, as there are usually three second pauses between each line that make things take even longer than ever. Once again, an obstacle to speed running presents itself as an obstacle to casual, everyday play of the game.
A great example is Yakuza in Metroid Fusion. This boss fight is the bane of every speed runner's existence, and anyone who plays the game will feel their pain: Yakuza jumps around the room randomly until chance works in your favor and the game deigns to present his sole weak point. Most boss fights work on the mechanic of revealing a weak point, but ideally it is up to the player to coax it out, not the game. The beauty of fighting Kraid in Super Metroid is washed away when suddenly instead of forcing his mouth open you're waiting for it to open. These moments pull the player out of the situation, replacing challenge with frustration.The Speed Runner's School of Game Design -- Preamble
by Zen
Posted on Monday, July 23, 2007
Every Metroid game included a timer that changed the ending of the game depending on how quickly you beat it. This was actually pretty common practice in the NES days, but Metroid stands out because not only did it tell you what your time was after the credits rolled, but if you were extra speedy the reward was irresistible to my peurile fourth-grade mind: Samus would take off her power suit and reveal her hotness in her underwear. This was honestly better than any porn.
At any rate, speed running of Metroid really took off, especially with Super Metroid. The game was one of the most elegantly made in history, with a world that opened up as possibilities in an intricate environment rather than arbitrary barriers to linear progress. Even better than this, though, is that the developers included a few secret abilities that the player could use to bypass a lot of the game's "intended" progression. These abilities were intuitive yet difficult, and were not at all obvious; most players got through the game without learning them. On top of this, people learned to abuse the physics of the game in useful and consistent ways. These abuses seemed so natural they felt like intended moves, and terms like "spike jumping" and "mockballing" became part of the lexicon not just for speed runners but fans of the game in general.
When the series went 3D with Metroid Prime, it remained surprisingly easy to speed run. While most or all of the exploits seemed clearly unintended, the way players manipulated physics in the game still felt like it was "playing fair" with the game engine. Speed runs were just as interesting as ever, and continue to this day.
However, with the game's sequel the party ended. The developers of Metroid Prime 2 actually built the game deliberately so that sequence breaking, the way speed runners bypass chunks of the game to beat it in impressively minimalistic ways, would be impossible. When a game allows players to accidentally fall out of the sequence and get stuck or confused, it makes sense for the developers to program around it, but in this case it was simply that their vision of the game was completely linear. It was like a direct affront to the speed running community. The challenge was met, and the game was broken just the same, but it wasn't the same as before.
The main difference was that while Super Metroid and Metroid Prime placed certain areas legitimately out of reach to the player, it was possible to get there through arcane and inventive means without the intended ability or item. In Metroid Prime 2, they put invisible walls in place to make it completely impossible for anybody to get there who "wasn't supposed to". This sort of thing is now common practice, and raises the question: how much should game designers build their games with speed running in mind?Older games were packed with glitches and abusable oversights that made speed running interesting, much like with the first Metroid. Nowadays, though, the idea of a game's design being elegantly open is generally forgotten, and games are "open" in very controlled ways. Developers don't seem to realize that a game can be conducive to speed running without being glitchy. When discussion comes up of whether a game is going to be interesting for speed runs, recent games are usually wrapped in duct tape, holding the player on set paths through brute force. This is usually to keep the game from being confusingly open, but it seems like developers have forgotten how to make a game open while still making objectives clear and progress rewarding.
Not every game has to be open and nonlinear, but this phenomenon got me thinking about how all games could benefit from being made with speed runs in mind, and as someone who's watched basically every speed run ever made I've got a few observations about how design decisions that get in the way of speed running can get in the way of the game's fun even in an ordinary play context.
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