They are not for people who want to enjoy the plot or explore the world. Speedruns are usually created as an attempt to show off one's skills. Many a popular Self-Imposed Challenge are also up for grabs. Any% runs usually comprise completing the game as fast as possible, with nothing off limits to assist with this goal, be it glitches that skip 80% of the game, momentum conservation, and other huge game changers. There are three common, typical categories: " 100% run" (where the player tries to collect everything in the game as quickly as possible), " minimalist runs" or "Low%" (where the player must skip all non essential items while still completing the game as quickly as possible), and the "pure speedrun", also known as "Any%", or "Beat the game", "Complete (character)'s story", and so on, depending on the game. It is worth noting, however, that some games simply don't have any (or have extremely few) currently known glitches to take advantage of, and as such no sequence breaking or out of bounds of any sort can be performed, meaning that the speedrun is simply a matter of figuring out the most optimal way through every required part of the game. The notion of completing a game as fast as possible is frequently an example of Emergent Gameplay (excluding those games where speed is the whole point, such as racing games). In both versions, Sequence Breaking, route planning, and tight play are the key. For TAS, timing is always from boot to "last input" (the last recorded D-pad/joystick/button press). While they are technically possible, they will use methods that no human player has the reflexes or timing to pull off with any consistency in real-time, and some of them will use control inputs that would not be available on a normal controller, such as left and right on the d-pad at the same time or in most extreme examples, using up to 8 controllers at the same time. Tool-assisted (TAS) - Use emulation to play the game frame-by-frame to create the optimal time possible, often exploiting glitches and manipulating random events along the way.For segmented runs, some players may only use save states between segments as a method of saving time. Sometimes, emulators are used, but only for the purpose of actually playing a game as opposed to using any of the available tools, aside from possibly any recording functions they may have.Instead of playing the entire game in one sitting, the player is allowed to get the best time possible for each segment, retrying each segment as much as desired. Each segment consists of a level or group of levels. The clock starts ticking at the beginning of the game and doesn't stop until the ending is achieved note The exact timing varies between games and even between speedrunning communities some begin at the moment the game boots and others the moment the player pushes start (or when they gain meaningful control), for example. Consists of a player sitting down with an actual copy of the game and playing it normally, using only whatever features are available on the original hardware. Real time attack (RTA) note This term's exact meaning varies between regular and TAS communities: For regulars, RTA is used in opposition to IGT (in-game timer) for TASers, RTA means anything that's not a TAS, regardless of which timer it uses. There are two types of speedruns: "regular" and "tool-assisted". A playthrough of a game with the intent of completing it as fast as possible for the purposes of entertainment and/or competition.
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