![]() The fact of the matter is that anything that's doable within the game without external interference is fair play, because even if it wasn't intended by the developers, it's still part of that package. Your goal is to reach the end of that self-contained game as quickly as possible by any means necessary. It really comes down to a few simple things that easily explain why glitches are perfectly acceptable in almost every case. This argument about glitches is one that speed runners like myself have had to have countless times over the years. In most games, nearly all but the most game-breaking glitches are allowed. For the most part, however, glitch exploitation has come to be a normal - even expected - aspect of speedrunning. Any% Completion: This kind of speedrun puts no requirements or limitations on the player other than to beat the game as quickly as possible.Īs far as glitches are concerned, there are purists in the community who believe that they invalidate a speedrun.This is usually the most difficult kind of speedrun. ![]() Low% Completion: This kind of speedrun is the opposite of the 100% Completion in that the goal is to beat the game in record time while foregoing as many items, upgrades, and other gameplay elements as possible.The actual requirements depend on the game itself, but the general idea is that player must beat every aspect of the game as quickly as possible. 100% Completion: This kind of speedrun requires the player to unlock all major gameplay items and upgrades, find all secret treasures and collectibles, defeat all bosses and stages, etc.One such nuance can be posed as a question: "Does it count if glitches are involved?" Another nuance: "How much of the game needs to be completed?" These questions, and others like them, caused schisms within the community.Īs a result, there are now several types of speedruns: Over the years, the activity evolved and developed several nuances. Though the "speedrun" term wouldn't be popularized until later, COMPET-N is widely recognized as the first speedrunning website. The ability to share speedruns made it possible for players to compete through a single player game in an age where online multiplayer was rare.Ībout a year after Doom launched, Simon Widlake opened a website called COMPET-N which was to be an online ranking of the fastest Doom playthroughs. This demo file could be distributed to others, loaded into their copy of Doom, then viewed from start to finish. A demo, or demonstration, was a recording of the player's exact playthrough of a particular level.
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