Speedrun video games
https://gamesdonequick.com/schedule/53 https://www.twitch.tv/gamesdonequick
Beating COOLKID's 8:11.590 from 2 years ago
> The world first sub 20 minute time in the Super Mario 64 - 16 Star category blindfolded speedrun has finally been achieved. After 10 Months of restless grinding, 118 days / streams of practice, runs, and more, the most ambitious goal in blindfolded SM64 has finally been broken. Bubzia has broken the previous world record by more than 40 seconds, with a final time of 19 minutes and 43 seconds. > > The sub 20 minute barrier is an achievement that many people strive for when they start out speedrunning visually. Bubzia has written speedrunning history by achieving this milestone while entirely blindfolded. More than 7.5 years after his first blindfolded 16 Star speedrun, this is what the speedrun has evolved into. > > I am so incredibly happy that I pushed through all the hardships that this challenge has thrown into my face. It has been a really fun blast, there have been so many new viewers to blindfolded speedruns in general, and many sticked to me grinding this challenge daily for the last year. > > I honestly don't have much to say about the run, it can still be improved and maybe I will return one day. But as cliché as it might sound, the much more important part than me breaking this milestone and the world record is the absolutely amazing and kind community that I have. Thank you all so incredibly much! > > There will be more blindfolded speedruns in the future, stay tuned! 70 Star will be broken next!
Stream: https://www.twitch.tv/gamesdonequick Schedule: https://gamesdonequick.com/schedule/51 YouTube: https://youtube.com/gamesdonequick
This brought the WR down from 1h 12m 51s to just 46m 55s. This will probably be a separate category from the old any%. > Apparently, the Japanese community had quietly been working on this and just dropped this massive discovery out of nowhere. From Noki Doki in the Discord > You use cutscene underflow to replay the right bell Shine spawn cutscene played previously, but since you're on a different map (Ricco/Gelato unlock plaza vs. Shadow Mario chase plaza), the right bell Shine isn't at the same memory address anymore, and the old address (which the cutscene still has) now holds something else, in this case render data for the turbo gate behind the lighthouse. > We can line up that turbo gate at a very precise position on screen so that when trying to spawn the "Shine", the cutscene will read the position as a memory address and run code from wherever we want. The game keeps track of stick angles to check for spins, which is the easiest memory area to manipulate that we know of, so that's where we write the arbitrary code
cross-posted from: !deus_ex_randomizer@lemmy.mods4ever.com | https://lemmy.mods4ever.com/post/317 Another race between Nitram, Ramisme, and Voukras! This time played on v3.1 with the new randomized goal locations in Area 51.
I love Doom speedruns and this playlist is full of them! These were played August 8th to 11th. Unfortunately no Quake or Doom 3 lol.
Stream: https://www.twitch.tv/gamesdonequick Schedule: https://gamesdonequick.com/schedule/49 Youtube VODs Playlist: https://www.youtube.com/playlist?list=PLz8YL4HVC87WFP2-hT7xINWKn86RlL56X
> A 1 second improvement over the previous record by Connor Fitzgerald. > I finally put the theorised "grenadejump off the ogre" strat to the test, and it worked wonders. I did have some issues with the slope in the zombie room, so I decided to find a better alternative - a sliding grenadeboost off the zombie - that turned out to be quicker as well. I also found the last room to be slow in Connor's demo, and figured out quickly that you can bounce a grenade off the pillar, so when the main button gets hit the grenade explodes in front of the zombie just as the wall lowers. A bit rough in some spots, but unless new strats are found this is staying at 29. Here's a Quake Speedruns Explained video about this record: https://www.youtube.com/watch?v=ekUscpJbIak "RIP My Last Golden-Age Quake Run..."
For Quake's 28th birthday! > Full player commentary of Quake's faster ever co-op speedrun project, released on June 22, 2024. > > With: Chamburs, Connor, EddWardG, SphereMJ, kisimov4246 > > Project page: https://speeddemosarchive.com/quake/qdq/movies/qddqstlite.html > > Original Version: https://www.youtube.com/watch?v=KQoN0AgIX6k > > Movie Version: https://www.youtube.com/watch?v=yaPpQJd025g > > https://www.patreon.com/QuakeSpeedrunsExplained > Correction: This year was Quake's twenty-EIGHTH birthday, not twenty-sixth. I'm getting old... Quake speedruns are so amazing, I can't believe this game isn't in every single speedrun marathon ever.
Stream: https://twitch.tv/esamarathon Schedule and VODs: https://esamarathon.com/schedule/ Mirror of the schedule: https://oengus.io/marathon/ESA-Sum24/schedule/schedule-1 Yet another mirror of the schedule: https://horaro.org/esa/2024-summer More info: https://esamarathon.com/ettevent/esa-summer-2024/
btw reminder that ESA starts in 7 days https://esamarathon.com/schedule/
(btw reminder that ESA is starting in less than 8 days https://esamarathon.com/schedule/ )
While Summer Games Done Quick is finishing up their last day, Weegee just smashed his own WR by 19 seconds! This is 27 seconds ahead of 2nd place (Karin)
[Stream](https://www.twitch.tv/gamesdonequick) [Schedule](https://gamesdonequick.com/schedule/48) [YouTube Playlist](https://www.youtube.com/playlist?list=PLz8YL4HVC87VobIaDgy7SZ4Q-QivCYbyP) [iCal version of the schedule](https://aldaviva.com/docs/gdq.ics) - [source code](https://github.com/Aldaviva/GamesDoneQuickCalendarFactory) [Donations and Tracker](https://tracker.gamesdonequick.com/tracker/event/SGDQ2024) Non-English Restreams: Spanish: https://www.twitch.tv/speedrunsespanol French: https://www.twitch.tv/lefrenchrestream Japanese: https://www.twitch.tv/japanese_restream German: https://www.twitch.tv/germench Russian: https://www.twitch.tv/r_u_s_c Portuguese: https://www.twitch.tv/speedrunsbrasil There's also discussion over at !games@lemmy.world - https://lemm.ee/post/35912325
https://gamesdonequick.com/schedule/48 and then ESA Summer 2024 is not long after, July 20th to 27th
What a crossover
Beating glitchymon's 3:45:39 from 5 months ago https://www.speedrun.com/oot?h=100-no-srm&x=q255jw2o-jlzw5w7l.0133d8y1
https://gamesdonequick.com/schedule/48
Schedule: https://horaro.org/pace24s/schedule Stream: http://twitch.tv/Speedrun I'm always excited for the Mario 64 tournament!
https://www.twitch.tv/gtamarathon Schedule: https://oengus.io/marathon/gtam2024/schedule
Stream will be here: http://twitch.tv/gamesdonequick Schedule here: https://horaro.org/satsk-schedule/schedule (If you're on mobile you may need to tap on "Toggle full view")
The first ever race in Deus Ex Randomizer! Timezones have always been an issue for us with our top runners being spread out across the globe.
schedule: https://oengus.io/marathon/uksggre24/schedule Twitch stream: https://twitch.tv/UKSG_Marathon Youtube: https://www.youtube.com/@unitedkingdomspeedrunnerga1309/featured
https://www.twitch.tv/rpglimitbreak schedule: https://tracker.rpglimitbreak.com/runs/rpglb2024 schedule (alternate page): https://horaro.org/rpglb/2024 VODs: https://www.youtube.com/playlist?list=PL8PZB25uZuZ5YjPP-OA5OMHVaJ-MBJRDD > RPG Limit Break 2024 was an RPG charity speedrun marathon, held May 19-26, 2024 in Salt Lake City, UT, in support of the National Alliance on Mental Illness (http://www.nami.org). Well the description from the Youtube playlist is written as past tense, but the event is still going on, they just started today!
Apologies if this is the inappropriate community to post, - thought I'd share here since SS is a prominent member of the speedrun community
https://oengus.io/marathon/gtam2024/schedule GTAMarathon is always fun, it's a very close community https://twitch.tv/gtamarathon https://www.youtube.com/@gtamarathon https://discord.gg/wFFG85c7a7 https://twitter.com/GTAMarathon
excerpt from the description: > This TAS is an improvement of 3:01 over the older 11:55 TAS by ClumsyDoomer from 2017. It is the result of 490 (we made a point of counting) hours of work spanning 1 year, 10 months, and 15 days. However, we made the decision to not count the hours spent running brute forces long enough to walk away from our computers, and so only counted the hours spent “actively working on the run”. It also does not count quite a bit of time spent with routing and experimenting with test maps. Taking into account all of that, the time taken would probably be around 600 hours.
cross-posted from: https://programming.dev/post/13741856 From the video's description: Finally! In the next few days, I'll upload a commentary video that explains how this is possible. Some key points for those who are curious: * AutoHotKey (AHK) is a piece of software that allows the user to create custom keyboard macros and hotkeys. Using AHK, I set up my Numpad to control the mouse. For example, Numpad 4 moves the mouse 100 pixels left, and Numpad 6 moves the mouse 100 pixels right. * Most objects in the game require you to look directly at them in order to interact with them. For smaller objects, like elevator buttons and keys, we must memorize a series of precise movements and angle changes in order to line up our camera with the intended object. This can be quite tedious. * At 4:30 is the first big trick of the run. Throwing a gas grenade in a particular spot will cause the guard inside the building to panic. He runs to the front door to let us in, allowing us to skip the entire first mission. * At 6:50 you'll see some weird blue text on screen. If you hold down the quicksave button while a conversation is ending, sometimes this will cause what's known as a "glitchy save". Loading a glitchy save can produce a variety of interesting effects, which we'll abuse later in the run. * At 10:25 is perhaps the weirdest trick of the run. The goal is to shoot an explosive crate to clear out a bunch of enemies without taking damage from the explosion. At first glance it seems impossible to line up this shot while blindfolded, since there are no audio cues whatsoever. The rather strange solution I came up with was to move backwards while singing the chorus of the song "Benny and the Jets", which just happens to be the right tempo to put us in the correct position for the shot. * At 13:50 is the first use of the glitchy save. When you load a glitchy save file, maps adjacent to your current map will reset, which will respawn items. We abuse this to duplicate augmentation upgrade canisters, biocells, and flamethrower ammo, all of which are tools that we'll rely on heavily through the run. * At 18:35, you can survive a fall from any height by quicksaving+quickloading just before you land. This is a trick that can be abused anywhere in the game, although it eventually becomes obsolete once you get fully upgraded jumpy legs. * At 38:50, we clone items in our inventory. This can be achieved by binding the "use object" button to the mouse scroll wheel, then rapidly scrolling while looking at the object we want to clone. Note that this only works if you start with at least 2 copies of the item. * At 50:55 is the first example of a "superjump". If you activate jumpy legs, then open the options menu, this reapplies the jumpy leg buff. This can be done multiple times to jump to very large heights. We rely on this pretty heavily throughout the run. * At 54:55, the LAW is a powerful rocket launcher that is intended to be a single-use consumable item. However, if you pass through a loading zone immediately after firing LAW, it stays in your inventory. This can be used repeatedly to get a ton of mileage out of a single LAW. * At 1:12:00 is where the craziness begins. We fire a LAW to kill ourselves, sending us directly to the MJ12 prison level. Normally when the MJ12 prison level starts, it runs a script that restores our health, and removes all items from out inventory. By loading a glitchy save as soon as the level starts, we skip that script, allowing us to keep our inventory and remain at negative health. The reason we want negative health is an absolutely wild exploit called "Dead Man Walking". If you consume a small healing item (such as a candy bar) while at negative health, most enemies will think you are dead, and ignore you. This allows us to run straight past hordes of enemies that would normally be a deadly threat. It is the single most important exploit in the entire run, and we rely on it pretty heavily for the rest of the game. Without it, I highly doubt that a blindfolded run would be possible.
> Taking a look at all kinds of voreball-tricks in Quake. From the useful to the absurd!
https://gamesdonequick.com/games > "Remember, there is a second submission period, where Games Done Quick will be accepting games released after February 14th. The second submission period is open from May 18th - 25th." > "The draft schedule will be released on May 8th!" The event will take place June 30th - July 6th in Minneapolis, MN
cross-posted from: https://programming.dev/post/13009800 This is the fastest time since the release of v2.6 (which had a bunch of additions and changes that slowed down the speedrun for everyone) so we're calling this the new world record speedrun in this post-v2.6 era. This was played on v2.6.3.6 Alpha. Nitram came on to the scene very quickly getting sub-2 hour runs with a totally different strategy than we've been doing. Previously we were focusing on running past everything as quickly as possible and hacking all computers in our path. But Nitram starts the game with lots of looting, more careful combat with less deaths, and typically not getting the Computer skill until the end of the game or not at all! In this run he got Computer skill right at the very end (1:38:57 in the video) because of Silo. I guess since he found the computer right away he didn't have time to find the datacube before finding the computer. It is yet to be seen if the minimal, run past everything approach can beat this time in v2.6+, we will have to wait and see if other runners attempt it or follow this strategy. But it is exciting to have such a shakeup in the meta, and it seems the Randomizer is currently balanced enough to allow these completely different strategies to be viable even for the speedrun. The previous world record was 1:28:02 by Ramisme in v2.5.4, about 5 months ago: https://www.youtube.com/watch?v=lN7GkIGILwk (And yes, we have our own version of LiveSplit built right into the game's HUD. It autosplits and removes load times.)