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In general, for games with very rigid and obvious save locations - such as [[GoldenEye 007]], which saves automatically every time you complete a level - the "segmented run" is all but meaningless. Instead, each "segment" (level) is considered as a separate, independent single-segment challenge.
 
In general, for games with very rigid and obvious save locations - such as [[GoldenEye 007]], which saves automatically every time you complete a level - the "segmented run" is all but meaningless. Instead, each "segment" (level) is considered as a separate, independent single-segment challenge.
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However, games such as [[Metroid Prime]], which is open-ended but allow you to save whenever you reach a save point, or [[Half-Life]], which allow you to literally save and load ''anywhere'', raise a different question: how many segments should you have? In Half-Life the number of segments can be practically infinite, meaning Half-Life runs can theoretically be optimised frame-by-frame, like a [[TAS]]. Generally for situations like this, a time penalty is added for each segment to discourage overuse of quick-saving and -loading. This theoretically enables all runs, regardless of segment count, to be ranked alongside each other.
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However, games such as [[Metroid Prime]], which is open-ended but allow you to save whenever you reach a save point, or [[Half-Life]], which allows you to literally save and load ''anywhere'', raise a different question: how many segments should you have? In Half-Life the number of segments can be practically infinite, meaning Half-Life runs can theoretically be optimised frame-by-frame, like a [[TAS]]. Generally for situations like this, a time penalty is added for each segment to discourage overuse of quick-saving and -loading. This theoretically enables all runs, regardless of segment count, to be ranked alongside each other.
    
[[Category:Terminology]]
 
[[Category:Terminology]]
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