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− | In the gaming world, a '''speed run''' is any attempt to get from the start of a videogame/level/area to the end as quickly as possible. Doing so may require the use of many different [[strategy|strategies]], tricks, and/or glitches. In racing games, speed runs are more usually refered to as '''time trials'''.
| + | #Redirect [[Speedrun]] |
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− | The nature of a speed run can vary massively. Speed runs may be timed using an in-game timer or using a real clock; they may be segmented or single-segment; they may involve 100% completion of all in-game objectives, or minimal percentage completion, or disregard this percentage entirely; they may allow or disallow certain tricks that can be used in the game to save time. Speed runs are usually also separated by difficulty setting, and, when it makes a difference, by system region (PAL or NTSC).
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− | ==Extremes of speed running==
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− | ===Shortest runs===
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− | The best known time for the completion of a Melee under any settings in [[Super Smash Bros. Melee]] for the [[Nintendo GameCube]] is 0.00 seconds. This can be done using the following settings, devised by [[Sam Hughes]]:
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− | * Select a Stock Match and set the stock to 1 life each.
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− | * Turn on the game timer for 1 minute (this is so you can see how long the melee lasts, that's all).
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− | * Set the Damage Multiplier to x2.0.
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− | * Select Super Sudden Death mode, so both players start on 300% damage.
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− | * Pick to play as Kirby against a large character such as Mewtwo, as players three and four respectively.
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− | * Select the Mute City stage, so the characters start off right next to each other.
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− | Have Kirby immediately do a horizontal smash attack at his enemy. It is relatively straightforward to time this so that the blow connects and knocks Mewtwo off the side of the screen ''before the game timer starts counting'', resulting in the game ending with the timer still at 1:00.00. This is, therefore, a zero-time run (plus or minus 1/200th of a second).
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− | The shortest speed run on record for a challenge ''without'' massively customisable settings as in SSB:M is [http://www.geocities.com/n64highscores/FiringRangeSilver.html 0.17 seconds], for completing the Silver [[K7 Avenger]] challenge in the [[Firing Range]] of [[Perfect Dark]], and was set by [[Chris Rayola]].
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− | ===Longest runs===
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− | [[Speed Demos Archive]] sets a soft upper limit of 7 hours on acceptable runs, and the longest run it lists is [http://speeddemosarchive.com/GrandTheftAutoSA.html 7 hours 46 minutes] for a run through [[Grand Theft Auto: San Andreas]] made by [[Andy Nelson|Andy "NTG" Nelson]].
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− | The longest ''known'' "speed" run is a 101% run through [[Donkey Kong 64]] made by [[Wouter Jansen]] which was unplanned, has very little emphasis on speed and acts mostly as a walkthrough. His time was roughly [http://www.archive.org/details/DonkeyKong64_101p 13 hours 20 minutes].
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− | Theoretically, there is no upper limit to the length of a speed run performed by a sufficiently incompetent player. Even assuming an active, capable player, an optimised route and a game with a definite ending (not a never-ending game such as [[Tetris]]), speed runs can have essentially unlimited length: for example, an exhaustive 100% completion of [[The Legend of Zelda: The Wind Waker]] would, optimistically, take more than 100 hours of play. Of course, such a run would be stretching the limits of "speedy".
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− | [[Category:Terminology]]
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