Difference between revisions of "FAQ"

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Other Important Pages:
 
Other Important Pages:
  
* [http://speeddemosarchive.com/rules_en.html Rules]
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* [[Rules]]
 
* [[Submit|Submissions/Contact]]
 
* [[Submit|Submissions/Contact]]
* [http://speeddemosarchive.com/kb/ Knowledge Base]
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* [[Main Page|Knowledge Base]]
  
FAQ Sections:
 
  
* [[FAQ#watching|Visiting and watching runs]]
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==Watching==
* [[FAQ#planning|Planning runs]]
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===Who runs SDA?===
* [[FAQ#submitting|Recording and submitting runs]]
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The main man behind SDA is Nolan 'Radix' Pflug. He founded SDA in April 1998 with the merger of two Quake sites, then expanded it with his Metroid Prime 100% 1:37 run in November of 2003, and opened it to all games in March 2004. [[User:Njahnke|Nathan Jahnke]] joined in summer 2004 with his valuable capturing services. He encodes all runs submitted on DVD (about half the site's content). With the site's popularity increasing and the existing staff's free time decreasing towards late 2006, [[User:Mikwuyma|Mike Uyama]] was drafted in to take over the contact and verification process. Alastair 'DJGrenola' Campbell took over the updating and site maintenance duties. When the hard-working Alastair encountered too much stress working for SDA, he left the site in January 2008. Kevin 'Enhasa' Juang signed on to take his place. Nowadays Radix makes infrequent appearances, mostly to delete bot posts and yell at the people who responded to them.
  
 +
===How can I help the site?===
 +
Just doing runs is one option, but you can also volunteer to help verify a run. [http://speeddemosarchive.com/forum/index.php?topic=1285.0 A topic on the forum] keeps track of the list of runs needing verification.
  
<hr id="watching"/>
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If you're feeling generous, you can use [http://www.paypal.com/ PayPal] or just a credit card to send some spare cash to SDA using the donate button on [http://speeddemosarchive.com/ the site main page]. If you would like to donate to individual staff members, please contact them privately to do so.
 
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<span style="color:#FF7;">Who runs SDA?</span><br/>
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The main man behind SDA is Nolan 'Radix' Pflug.
+
He founded SDA in April 1998 with the merger of two Quake sites, then expanded it with his Metroid Prime 100% 1:37 run in November of 2003, and opened it to all games in March 2004.
+
Nathan Jahnke joined in summer 2004 with his valuable capturing services.
+
He encodes all runs submitted on DVD (about half the site's content).
+
With the site's popularity increasing and the existing staff's free time decreasing towards late 2006, Mike Uyama was drafted in to take over the contact and verification process.
+
Alastair 'DJGrenola' Campbell took over the updating and site maintenance duties.
+
When the hard-working Alastair encountered too much stress working for SDA, he left the site in January 2008.
+
Kevin 'Enhasa' Juang signed on to take his place.
+
Nowadays Radix makes infrequent appearances, mostly to delete bot posts and yell at the people who responded to them.
+
 
+
<span style="color:#FF7;">How can I help the site?</span><br/>
+
Just doing runs is one option, but you can also volunteer to help verify a run.
+
[http://speeddemosarchive.com/forum/index.php?topic=1285.0 A topic on the forum] keeps track of the list of runs needing verification.
+
 
+
If you're feeling generous, you can use [http://www.paypal.com/ PayPal] or just a credit card to send some spare cash to SDA using the donate button below.
+
If you would like to donate to individual staff members, please contact them privately to do so.
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Keep in mind that none of this would be possible without the hard work and vision of Radix.
 
Keep in mind that none of this would be possible without the hard work and vision of Radix.
  
PAYPAL BUTTON
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===The run of game X is great! May I link to it?===
 +
Feel free to link to the individual game pages, the news, threads on the forum, etc. However, please do not link directly to the download pages or the movie files themselves. This way, visitors can read the runner's comments and explore other areas of the site.
  
<span style="color:#FF7;">The run of game X is great! May I link to it?</span><br/>
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===Could you host videos that show all the cutscenes, plot, tricks, glitches, or sidequests?===
Feel free to link to the individual game pages, the news, threads on the forum, etc.
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Sorry, but exhibition videos are not SDA's focus. If a game allows cutscenes to be skipped, then we require runners to skip them, and they are probably not interested in watching them for the hundredth time either. Depending on the game, you may catch some of these aspects in a run if you're lucky.
However, please do not link directly to the download pages or the movie files themselves.
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This way, visitors can read the runner's comments and explore other areas of the site.
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<span style="color:#FF7;">Could you host videos that show all the cutscenes, plot, tricks, glitches, or sidequests?</span><br/>
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===Could you please do a run of game X?===
Sorry, but exhibition videos are not SDA's focus.
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Most of our runners speedrun for personal reasons and not because someone else wants them to do a run. If you really want to see a particular run, however, feel free to put a [http://speeddemosarchive.com/forum/index.php?topic=8815.0 bounty] on its completion. Naturally, the more money you are willing to place on a bounty, the more attention it will attract. Of course, SDA does not officially endorse these bounties, and transactions will be negotiated solely on a private basis between the runner and the person who offered the bounty.
If a game allows cutscenes to be skipped, then we require runners to skip them, and they are probably not interested in watching them for the hundredth time either.
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Depending on the game, you may catch some of these aspects in a run if you're lucky.
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<span style="color:#FF7;">Could you please do a run of game X?</span><br/>
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===What if I don't want to click on lots of segments or individual levels to download a run?===
Most of our runners speedrun for personal reasons and not because someone else wants them to do a run.
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Some segmented runs (usually for PC) have multiple segments appended to one file, but many runs are available as multiple smaller files. We do this because not everyone wants to watch an entire run. Maybe they only want to see boss fights, or maybe they have dial-up and don't want to wait a week before they can watch anything. We recommend downloading multi-segment or individual-levels runs using a good [http://en.wikipedia.org/wiki/List_of_download_managers download manager] such as [http://www.downthemall.net/ DownThemAll].
If you really want to see a particular run, however, feel free to put a [http://speeddemosarchive.com/forum/index.php?topic=8815.0 bounty] on its completion.
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Naturally, the more money you are willing to place on a bounty, the more attention it will attract.
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Of course, SDA does not officially endorse these bounties, and transactions will be negotiated solely on a private basis between the runner and the person who offered the bounty.
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<span style="color:#FF7;">What if I don't want to click on lots of segments or individual levels to download a run?</span><br/>
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===Do you post everything that's submitted?===
Some segmented runs (usually for PC) have multiple segments appended to one file, but many runs are available as multiple smaller files.
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Obviously, cheated runs or runs with inconsistencies such as missing segments are rejected. If a run's video quality isn't good enough, such as a run captured with a webcam, that's not posted either. Finally, if the verifiers think that a submission could be a lot faster, then the run is rejected. Note that it is possible for a run to be faster than the previous run in the same category and still be rejected. Perhaps the runner used a faster system, but otherwise the play quality was worse.
We do this because not everyone wants to watch an entire run.
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Maybe they only want to see boss fights, or maybe they have dial-up and don't want to wait a week before they can watch anything.
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We recommend downloading multi-segment or individual-levels runs using a good [http://en.wikipedia.org/wiki/List_of_download_managers download manager] such as [http://www.downthemall.net/ DownThemAll].
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<span style="color:#FF7;">Do you post everything that's submitted?</span><br/>
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===Do published runs stay on SDA forever?===
Obviously, cheated runs or runs with inconsistencies such as missing segments are rejected.
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If a run's video quality isn't good enough, such as a run captured with a webcam, that's not posted either.
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Finally, if the verifiers think that a submission could be a lot faster, then the run is rejected.
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Note that it is possible for a run to be faster than the previous run in the same category and still be rejected.
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Perhaps the runner used a faster system, but otherwise the play quality was worse.
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<span style="color:#FF7;">Do published runs stay on SDA forever?</span><br/>
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No. Whenever a run in a particular category is improved upon, the old run is obsoleted and removed from the game pages.
 
No. Whenever a run in a particular category is improved upon, the old run is obsoleted and removed from the game pages.
 
However, they are not gone from the Internet.
 
However, they are not gone from the Internet.
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Even when a run is obsoleted from SDA, you can still find it there.
 
Even when a run is obsoleted from SDA, you can still find it there.
  
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==Planning==
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===What types of games do you accept runs on?===
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Any computer or video game is acceptable, including freeware games. Be warned that if you run an ''extremely'' obscure game, your run might have trouble finding verifiers. Please note that we have many dedicated gamers at SDA, and if the game has even a single review at [http://www.gamefaqs.com/ GameFAQs], it is not too obscure. Our policy is to look for [http://speeddemosarchive.com/forum/index.php?topic=1285.0 verifiers] before a run is actually sent in to SDA.
  
<hr id="planning"/>
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Not every game is fit for speedrunning. A game has to be able to be beaten, so something like The Sims or World of Warcraft obviously doesn't qualify. Some games are just too long; most people don't want to watch a 20 hour "speedrun" of mostly cutscenes (like Xenogears). The soft limit for a run is 7 hours, but at our discretion we will stretch that limit. Another issue is the type of game itself. We will accept any game where the speed of a speedrun is faster than that of experienced, normal play. This means that games such as fixed autoscrollers or rhythm games are generally not acceptable.
  
 +
Many games are available on multiple systems. You may produce your run on whichever system you prefer, but many people would rather watch runs on their original systems. If the differences between game versions are severe, they will be counted as separate categories. For manually timed runs, if the only difference is in loading times, those will be factored out to ensure fair comparison between runs on different systems. If a game has been patched and there are multiple versions, it is recommended to use whichever version makes for the fastest run. However, you may not change your game version in the middle of a run.
  
<span style="color:#FF7;">What types of games do you accept runs on?</span><br/>
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===What are the different categories like any%, low%, 100%?===
Any computer or video game that was ever distributed by a third-party retailer (i.e. not homebrew, shareware, pre-release copies, etc.). Exceptionally good freeware games (such as Cave Story for PC) can be allowed case-by-case by the site admins.
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In general, there are three types of runs. The first type is the any% run, where you do whatever it takes to get to the end of the game as fast as possible, acquiring or ignoring items as you see fit. This can be considered the "default" category.
Be warned that if you run an ''extremely'' obscure game, your run might have trouble finding verifiers.
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Please note that we have many dedicated gamers at SDA, and if the game has even a single review at [http://www.gamefaqs.com/ GameFAQs], it is not too obscure.
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Our policy is to look for [http://speeddemosarchive.com/forum/index.php?topic=1285.0 verifiers] before a run is actually sent in to SDA.
+
  
Not every game is fit for speedrunning.
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Next is the low%, where you get the bare minimum number of items and upgrades necessary to complete the game, and still try to go as quickly as possible. This can be subjective, so ask Mike or discuss on the [http://speeddemosarchive.com/forum/ forum] if you are unsure what constitutes a low% for your game. A low% run does not restrict the ''usage'' of items you are forced to obtain. A good example is in Mega Man games, where you always collect a weapon from each robot master or Maverick. You shouldn't minimize the use of your weapons or your run will be rejected. The low% run will almost always be slower than the any% run, but sometimes skipping everything possible might be the fastest method. In this case, the two categories are functionally the same, and the run will be listed as low% since that is more restrictive.
A game has to be able to be beaten, so something like The Sims or World of Warcraft obviously doesn't qualify.
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Some games are just too long; most people don't want to watch a 20 hour "speedrun" of mostly cutscenes (like Xenogears).
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The soft limit for a run is 7 hours, but at our discretion we will stretch that limit.
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Another issue is the type of game itself.
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We used to ban certain genres like fighting games for various reasons, but now we will accept any game where the speed of a speedrun is faster than that of experienced, normal play.
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This means that games such as fixed autoscrollers or rhythm games are generally not acceptable.
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Many games are available on multiple systems.
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The third type of run is the 100% run where you collect "everything" in the game. How to define 100% for any given game is usually quite subjective unless the game tracks percentage, and some games just don't lend themselves to a 100% category. Because of this, it is imperative to ask Mike or discuss the 100% definition on the [http://speeddemosarchive.com/forum/ forum]. Generally, we prefer concise, non-arbitrary definitions (instead of "comprehensive" laundry lists) that allow enough differentiation from the any%. A good example is "all stages." A bad example is "all items" in an RPG. Do you need max of each? What about dummy items? Mutually exclusive items? If we're getting all items, why not all skills? Max levels? Max playtime? And so on.
You may produce your run on whichever system you prefer, but many people would rather watch runs on their original systems.
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If the differences between game versions are severe, they will be counted as separate categories.
+
For manually timed runs, if the only difference is in loading times, those will be factored out to ensure fair comparison between runs on different systems.
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If a game has been patched and there are multiple versions, it is recommended to use whichever version makes for the fastest run.
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<span style="color:#FF7;">What are the different categories like any%, low%, 100%?</span><br/>
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===What about unlockable rewards and alternate modes?===
In general, there are three types of runs.
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If a game has an unlockable character, bonus weapon, etc. that you collect as a reward, or other such alternate modes, a run on this mode will also be treated as a separate category. While not required we recommend you to submit a new game run for that game first if there isn't already one on this site since the new game category is typically the most popular, and most people would prefer that such a run be available.
The first type is the any% run, where you do whatever it takes to get to the end of the game as fast as possible, acquiring or ignoring items as you see fit.
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This can be considered the "default" category.
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Next is the low%, where you get the bare minimum number of items and upgrades necessary to complete the game, and still try to go as quickly as possible.
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===What about games with more than one playable character?===
This can be subjective, so ask Mike or discuss on the [http://speeddemosarchive.com/forum/ forum] if you are unsure what constitutes a low% for your game.
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If the characters have differences that would affect a speedrun (different abilities, paths, etc.), the characters will be treated separately. If they're the same other than cosmetic differences, they are considered equal.
A low% run does not restrict the ''usage'' of items you are forced to obtain.
+
A good example is in Mega Man games, where you always collect a weapon from each robot master or Maverick.
+
You shouldn't minimize the use of your weapons or your run will be rejected.
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The low% run will almost always be slower than the any% run, but sometimes skipping everything possible might be the fastest method.
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In this case, the two categories are functionally the same, and the run will be listed as low% since that is more restrictive.
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The third type of run is the 100% run where you collect "everything" in the game.
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===Can I do a multiplayer speedrun with some of my friends?===
How to define 100% for any given game is usually quite subjective unless the game tracks percentage, and some games just don't lend themselves to a 100% category.
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Yes, but be aware that your play quality will only be as good as your weakest link, and that multiplayer runs are harder to coordinate. Multiplayer runs are a separate category much like the idea of single-segment vs. segmented: you may use whatever number of players you find optimal. A faster single-player run will obsolete your run only if multiplayer mode doesn't increase difficulty (e.g. by strengthening enemies or increasing their number). You should exploit as many multiplayer-exclusive strategies as possible.
Because of this, it is imperative to ask Mike or discuss the 100% definition on the [http://speeddemosarchive.com/forum/ forum].
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Generally, we prefer concise, non-arbitrary definitions (instead of "comprehensive" laundry lists) that allow enough differentiation from the any%.
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A good example is "all stages."
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A bad example is "all items" in an RPG.
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Do you need max of each? What about dummy items? Mutually exclusive items? If we're getting all items, why not all skills? Max levels? Max playtime? And so on.
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<span style="color:#FF7;">What about unlockable rewards and alternate modes?</span><br/>
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===Why do you allow glitch X to be used but not glitch Y?===
If a game has an unlockable character, bonus weapon, etc. that you collect as a reward, or other such alternate modes, a run on this mode will also be treated as a separate category.
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According to the [[rules]] glitches that skip almost the entire game are forbidden but this is seldom. More common is a "no major glitches" category, forbidding glitches that allow players to otherwise skip large parts of the game; this doesn't mean those glitches are forbidden, using them just puts your speedrun into another category. However, please note, that these basic rules must be construed per game and it also heavily depends on the game whether and where the boundary is drawn. In a game where there's one glitch that allows skipping half the game and all other glitches are way less powerful the decision is easy while in a game where there are tens of glitches that all allow skipping increasing fractions of the game with no major gap in this series any such boundary would be arbitrary so there won't be a "no major glitches" category.
We used to only allow alternate mode runs when there was already a completed new game run for that game, but now this is just a recommendation.
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Keep in mind that the new game category is typically the most popular, and most people would prefer that such a run be available.
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<span style="color:#FF7;">What about games with more than one playable character?</span><br/>
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===Why do you allow glitches but disallow cheat codes and tricks like crooked cartridge?===
If the characters have differences that would affect a speedrun (different abilities, paths, etc.), the characters will be treated separately.
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Using glitches is simply trying to use whatever is within the rules of the game to your advantage. When you use a cheat device or outside alteration, then you're breaking the game's rules. As for cheat codes and debug codes, they differ from glitches in being ''intentionally'' programmed, so they are naturally outside the rules of the game as defined by the designers.
If they're the same other than cosmetic differences, they are considered equal.
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<span style="color:#FF7;">Can I do a multiplayer speedrun with some of my friends?</span><br/>
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==Submitting==
Yes, but be aware that your play quality will only be as good as your weakest link, and that multiplayer runs are harder to coordinate.
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===How are runs timed?===
Multiplayer runs are a separate category much like the idea of single-segment vs. segmented: you may use whatever number of players you find optimal. A faster single-player run will obsolete your run only if multiplayer mode doesn't increase difficulty (e.g. by strengthening enemies or increasing their number).
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If a game displays a time upon completion, and this time is tested to be accurate, then the timer will be used. An example of an inaccurate game timer is one that doesn't display the exact time when a player saves, such as Star Ocean 2's timer, which drops seconds when saving. Some game timers don't count time at pause/inventory screens, dialogs, cutscenes, etc., so the time can be significantly less than the video length. Some games have a timer but it can't be seen at the end of the game. In most of those cases the timer will be ignored. For some games like RPGs, however, such timers are displayed in a menu screen that you would be looking at before the final battle; that time will be noted and real time from that point added on.
You should exploit as many multiplayer-exclusive strategies as possible.
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<span style="color:#FF7;">Why do you allow glitch X to be used but not glitch Y?</span><br/>
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For games without timers, a simple real-time measure is used. When the player first gains control of the game's character, timing begins. At the end when control is lost, even if that's long after the final battle, the timing stops. Possible movement that can occur during or after the ending credits does not count. For segmented runs, timing for a segment stops at the first system-dependent activity, usually the actual saving. When loading, the timing resumes at the point when the game was saving or displaying the password. For runs over three hours, the seconds are dropped because slight variations in recording speed can become significant.
We strive for a universal set of [[rules]] that apply to all games, to avoid explicitly laying out rules for every game.
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In practice though, some games need rule adjustments, and there isn't anything that can be done about it.
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Things like the "4 minute" Zelda glitch aren't allowed because Radix doesn't like them.
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<span style="color:#FF7;">Why do you allow glitches but disallow cheat codes and tricks like crooked cartridge?</span><br/>
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For games that let you save anywhere (i.e. without save points), a half second save penalty is added for each save. This is designed to discourage someone from potentially using thousands of segments in a run and to compensate for many games skipping fractions of a second of gameplay when saving or loading. We do not restrict segmentation in games with save points because the save points themselves are already a form of restriction. The half second penalty applies to both regular saves and quicksaves; menu time isn't counted for regular saves. However, autosaves incur no save penalty since the runner cannot avoid them.
Using glitches is simply trying to use whatever is within the rules of the game to your advantage.
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When you use a cheat device or outside alteration, then you're breaking the game's rules.
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As for cheat codes and debug codes, they differ from glitches in being ''intentionally'' programmed, so they are naturally outside the rules of the game as defined by the designers.
+
  
 +
===How do I record my run?===
 +
For PC games, you'll need software that captures your playing. Commonly used software for newer games include Fraps, Camtasia, and CamStudio. Unfortunately, there's no reliable way to record older DOS-based games yet, unless you output to a DVD recorder.
  
<hr id="submitting"/>
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For console games, the recommended method is to connect your console's output to a DVD recorder and record it. Webcam or digital camera recordings are not allowed. You should use XP or SP speed for the best quality. For Game Boy and Game Boy Advance games, use the Game Boy Player add-on for GameCube: set the screen size to Normal with the filter set to Sharp, use picture frame 20 (the blank one), and do not stretch the image to full screen. Once you have recorded your run to disc, you must finalize the disc so that computers can read it.
  
 +
To send us the video, you have several options. The simplest method is to mail the finalized discs to Nate. Alternately, you can copy the VOB files from the discs to your computer and use BitTorrent to send those files to Nate's computer. When you contact him, Mike will give you the necessary information on how to send your run to Nate.
  
<span style="color:#FF7;">How are runs timed?</span><br/>
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If you wish, you can also try to encode your run by yourself. Please read the [[Main Page|Knowledge Base]] for detailed instructions on how to do it. You should be prepared to post a one-minute quality test file in the [http://speeddemosarchive.com/forum/index.php?board=5.0 Tech Support forum] before processing the entire run. Runs with no sound, horribly loud or overpeaked sound, or mixed-in music are unacceptable.
If a game displays a time upon completion, and this time is tested to be accurate, then the timer will be used.
+
An example of an inaccurate game timer is one that doesn't display the exact time when a player saves, such as Star Ocean 2's timer, which drops seconds when saving.
+
Some game timers don't count time at pause/inventory screens, dialogs, cutscenes, etc., so the time can be significantly less than the video length.
+
Some games have a timer but it can't be seen at the end of the game.
+
In most of those cases the timer will be ignored.
+
For some games like RPGs, however, such timers are displayed in a menu screen that you would be looking at before the final battle; that time will be noted and real time from that point added on.
+
  
For games without timers, a simple real-time measure is used.
+
===May I pause while recording? What if the telephone rings or I need to go to the bathroom?===
When the player first gains control of the game's character, timing begins.
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If the pausing is beneficial for your speedrun (e.g., speeding up boss fights in Mega Man), it is recommended to do so. However, don't try to manipulate the timer. We will switch to manual timing in that case, and you would only be hurting your time. Extraneous pausing will not be factored out of your time, and your run will probably be rejected for poor play quality. Thus, before you begin running, it is probably a good idea to go to the bathroom, turn off your cell phone, and eliminate any other possible distractions.
At the end when control is lost, even if that's long after the final battle, the timing stops.
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Possible movement that can occur during or after the ending credits does not count.
+
For segmented runs, timing for a segment stops at the first system-dependent activity, usually the actual saving.
+
When loading, the timing resumes at the point when the game was saving or displaying the password.
+
For runs over three hours, the seconds are dropped because slight variations in recording speed can become significant.
+
  
For games that let you save anywhere (i.e. without save points), a half second save penalty is added for each save.
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===I'm using a DVD recorder, and the single-segment run I'm about to attempt is over two hours. Am I allowed to switch discs?===
This is designed to discourage someone from potentially using thousands of segments in a run.
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Yes, you are actually supposed to pause and switch discs, for the sake of good quality video. As long as you point out when the disc switch occurs, it will be factored out of timing, so don't worry about switching DVDs quickly. Many runners will intentionally pause at a location that is difficult to reproduce, to demonstrate that they could not use the disc switch as an opportunity for segmentation, but this is not required.
We do not restrict segmentation in games with save points because the save points themselves are already a form of restriction.
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The half second penalty applies to both regular saves and quicksaves; menu time isn't counted for regular saves.
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However, autosaves incur no save penalty since the runner cannot avoid them.
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<span style="color:#FF7;">How do I record my run?</span><br/>
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===Yay, I've recorded a great run! How do I submit?===
For PC games, you'll need software that captures your playing.
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Read the [[Submit|submissions page]] and contact Mike.
Commonly used software for newer games include Fraps, Camtasia, and CamStudio.
+
Unfortunately, there's no reliable way to record older DOS-based games yet, unless you output to a DVD recorder.
+
  
For console games, the recommended method is to connect your console's output to a DVD recorder and record it.
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===What format should I submit my run comments in?===
Webcam or digital camera recordings are not allowed.
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Please submit your comments as plain text. If you wish to have greater control over how your comments are formatted, or if you want to save the SDA staff a little work, you may include basic HTML tags, but no inline images please. Feel free to use our [http://speeddemosarchive.com/sda.css CSS file] (place it in the same folder as the HTML) and look at currently published runs to get an idea of how your comments will look on our site.
You should use XP or SP speed for the best quality.
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For Game Boy and Game Boy Advance games, use the Game Boy Player add-on for GameCube: set the screen size to Normal with the filter set to Sharp, use picture frame 20 (the blank one), and do not stretch the image to full screen.
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Once you have recorded your run to disc, you must finalize the disc so that computers can read it.
+
  
To send us the video, you have several options.
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===There was a new run on a separate category and it looks much better than my run. Can I have my run removed?===
The simplest method is to mail the finalized discs to Nate.
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Of course! It's your choice whether or not you still want your run posted. Just ask [http://speeddemosarchive.com/forum/index.php?action=profile;u=1405 Enhasa].
Alternately, you can copy the VOB files from the discs to your computer and use BitTorrent to send those files to Nate's computer.
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When you contact him, Mike will give you the necessary information on how to send your run to Nate.
+
  
If you wish, you can also try to encode your run by yourself.
+
==Other==
Please read the [http://speeddemosarchive.com/kb/ Knowledge Base] for detailed instructions on how to do it.
+
You should be prepared to post a one-minute quality test file in the [http://speeddemosarchive.com/forum/index.php?board=5.0 Tech Support forum] before processing the entire run.
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Runs with no sound, horribly loud or overpeaked sound, or mixed-in music are unacceptable.
+
  
<span style="color:#FF7;">May I pause while recording? What if the telephone rings or I need to go to the bathroom?</span><br/>
+
Put everything here that was ever decided by an admin (and not corrected since then) and is not too game specific. Describe in your own words if you like to. Things will get reviewed by admins anyway so don't feel shy.
If the pausing is beneficial for your speedrun (e.g., speeding up boss fights in Mega Man), it is recommended to do so.
+
However, don't try to manipulate the timer.
+
We will switch to manual timing in that case, and you would only be hurting your time.
+
Extraneous pausing will not be factored out of your time, and your run will probably be rejected for poor play quality.
+
Thus, before you begin running, it is probably a good idea to go to the bathroom, turn off your cell phone, and eliminate any other possible distractions.
+
  
<span style="color:#FF7;">I'm using a DVD recorder, and the single-segment run I'm about to attempt is over two hours. Am I allowed to switch discs?</span><br/>
+
===Do I have to include intro / game menus in my recordings?===
Yes, you are actually supposed to pause and switch discs, for the sake of good quality video.
+
As long as you point out when the disc switch occurs, it will be factored out of timing, so don't worry about switching DVDs quickly.
+
Many runners will intentionally pause at a location that is difficult to reproduce, to demonstrate that they could not use the disc switch as an opportunity for segmentation, but this is not required.
+
  
<span style="color:#FF7;">Yay, I've recorded a great run! How do I submit?</span><br/>
+
If there are any game-relevant options to choose from you need to include video footage of you making your way through the game's menus. Intro videos before that (e.g. those annoying unskippable publisher logos) don't need to be included. Exceptions can be made if your recording method doesn't let you record that *and* it's obvious what you've picked.
Read the [[Submit|submissions page]] and contact Mike.
+
 
 +
===Do I have to include outro / credits in my recordings?===
 +
 
 +
Most runners do, but you are not required to show anything that's not relevant gameplay after you finally lose control when finishing the game.
 +
 
 +
===My game lets me choose difficulty anytime I want to. May I do so?===
 +
 
 +
If you change difficulty during gameplay then your run will get into another difficulty category named "flexible difficulty". You should however only do so if using "flexible difficulty" is faster than picking and staying with any difficulty.
 +
 
 +
===Are bonus levels also part of IL tables?===
 +
 
 +
Generally yes, of course except bonus levels that are pointless to run, e.g. because they lack a definite ending point (such as staying alive as long as you can)
 +
 
 +
===May I add/replace game files if explicitly permitted by that game?===
 +
 
 +
While generally we don't allow players to alter game files there are cases where game developers encourage players to add or alter files. Still, we don't accept changes that alter gameplay compared to an original install. Besides that, it depends. For copyright reasons we won't accept runs of games to which you've added your own music. Things that are clearly either selfmade or don't reach the threshold of originality (such as Half-Life spraypaints) are okay.
 +
 
 +
===My game has a big glitch related to restarting levels/loading savegames. Any chance I may use this in a single segment run?===
 +
 
 +
(this is being discussed)
 +
 
 +
===Is saving/loading absolutely forbidden during single segment runs?===
 +
 
 +
You may save/load if it's neccessary to complete the game. Examples are games where you need to save/load to be able to reach 100% or that crash when playing too many levels in succession.
 +
 
 +
===Can I redo just a part of my segmented run?===
 +
 
 +
Yes, but you must make sure that all transitions match perfectly. You cannot end a part with 70 ammo and then suddenly have 75 ammo.
 +
 
 +
===I've accidentally introduced a misalignment into my segmented run but noticed it too late. What next?===
 +
 
 +
Your only chance is to redo some segments around the misalignment to make all transitions match perfectly again. For games with very fine-grained stats (e.g. 6 digits of experience plus 3 digits of gold plus whatever else) when making everything match up would be too tedious due to game randomness we can grant exceptions on case-by-case basis, but still you have to ensure that all remaining misalignments are solely to your disadvantage. (E.g. "magically" losing a gem at a misalingment is not always to your disadvantage since it might free some space you then use later for picking up something more valuable which you couldn't without wasting time for getting rid of the gem first if there wasn't that misalignment).
 +
 
 +
===May I alt+tab out of a game?===
 +
 
 +
Yes when it has a practical use (e.g. Diablo I where it skips an otherwise unskippable video). No when it just confuses the game timing or does nothing at all.
 +
 
 +
===My version of game XYZ has many useful glitches fixed! May I still use it for a run?===
 +
 
 +
Usually you should pick whatever version lets you finish the game in the shortest time. Please try to get the best version for running, we simply don't want to judge whether a sloppy run beats a well-executed run that just had the bad luck of being played on the wrong version. In cases where it's nearly impossible to get a given version of the game (e.g. steam games): discuss it.
 +
 
 +
===Why not a WoW speedrun? Because...===
 +
 
 +
No.
 +
 
 +
===May I use external tools for *inspecting* my run?===
 +
 
 +
(being discussed)
  
<span style="color:#FF7;">What format should I submit my run comments in?</span><br/>
+
===May I deprive console games of memory cards to shorten auto-save delays?===
Please submit your comments as plain text.
+
If you wish to have greater control over how your comments are formatted, or if you want to save the SDA staff a little work, you may include basic HTML tags, but no inline images please.
+
Feel free to use our [http://speeddemosarchive.com/sda.css CSS file] (place it in the same folder as the HTML) and look at currently published runs to get an idea of how your comments will look on our site.
+
  
<span style="color:#FF7;">There was a new run on a separate category and it looks much better than my run. Can I have my run removed?</span><br/>
+
Of course. As long as you don't pull a memory card *during* a save. (being discussed)
Of course! It's your choice whether or not you still want your run posted.
+
Just ask [http://speeddemosarchive.com/forum/index.php?action=profile;u=1405 Enhasa].
+

Latest revision as of 01:07, 28 October 2009

This page is a draft for a new official page. Feel free to make text easier to understand or reflect changes that have been approved by SDA admins, and be sure to fill in the Summary line. To suggest changes or discuss changes that have been made, use the talk page or the forums.

Other Important Pages:


Contents

Watching

Who runs SDA?

The main man behind SDA is Nolan 'Radix' Pflug. He founded SDA in April 1998 with the merger of two Quake sites, then expanded it with his Metroid Prime 100% 1:37 run in November of 2003, and opened it to all games in March 2004. Nathan Jahnke joined in summer 2004 with his valuable capturing services. He encodes all runs submitted on DVD (about half the site's content). With the site's popularity increasing and the existing staff's free time decreasing towards late 2006, Mike Uyama was drafted in to take over the contact and verification process. Alastair 'DJGrenola' Campbell took over the updating and site maintenance duties. When the hard-working Alastair encountered too much stress working for SDA, he left the site in January 2008. Kevin 'Enhasa' Juang signed on to take his place. Nowadays Radix makes infrequent appearances, mostly to delete bot posts and yell at the people who responded to them.

How can I help the site?

Just doing runs is one option, but you can also volunteer to help verify a run. A topic on the forum keeps track of the list of runs needing verification.

If you're feeling generous, you can use PayPal or just a credit card to send some spare cash to SDA using the donate button on the site main page. If you would like to donate to individual staff members, please contact them privately to do so. Keep in mind that none of this would be possible without the hard work and vision of Radix.

The run of game X is great! May I link to it?

Feel free to link to the individual game pages, the news, threads on the forum, etc. However, please do not link directly to the download pages or the movie files themselves. This way, visitors can read the runner's comments and explore other areas of the site.

Could you host videos that show all the cutscenes, plot, tricks, glitches, or sidequests?

Sorry, but exhibition videos are not SDA's focus. If a game allows cutscenes to be skipped, then we require runners to skip them, and they are probably not interested in watching them for the hundredth time either. Depending on the game, you may catch some of these aspects in a run if you're lucky.

Could you please do a run of game X?

Most of our runners speedrun for personal reasons and not because someone else wants them to do a run. If you really want to see a particular run, however, feel free to put a bounty on its completion. Naturally, the more money you are willing to place on a bounty, the more attention it will attract. Of course, SDA does not officially endorse these bounties, and transactions will be negotiated solely on a private basis between the runner and the person who offered the bounty.

What if I don't want to click on lots of segments or individual levels to download a run?

Some segmented runs (usually for PC) have multiple segments appended to one file, but many runs are available as multiple smaller files. We do this because not everyone wants to watch an entire run. Maybe they only want to see boss fights, or maybe they have dial-up and don't want to wait a week before they can watch anything. We recommend downloading multi-segment or individual-levels runs using a good download manager such as DownThemAll.

Do you post everything that's submitted?

Obviously, cheated runs or runs with inconsistencies such as missing segments are rejected. If a run's video quality isn't good enough, such as a run captured with a webcam, that's not posted either. Finally, if the verifiers think that a submission could be a lot faster, then the run is rejected. Note that it is possible for a run to be faster than the previous run in the same category and still be rejected. Perhaps the runner used a faster system, but otherwise the play quality was worse.

Do published runs stay on SDA forever?

No. Whenever a run in a particular category is improved upon, the old run is obsoleted and removed from the game pages. However, they are not gone from the Internet. In addition to SDA, we also upload our published runs to archive.org. Even when a run is obsoleted from SDA, you can still find it there.

Planning

What types of games do you accept runs on?

Any computer or video game is acceptable, including freeware games. Be warned that if you run an extremely obscure game, your run might have trouble finding verifiers. Please note that we have many dedicated gamers at SDA, and if the game has even a single review at GameFAQs, it is not too obscure. Our policy is to look for verifiers before a run is actually sent in to SDA.

Not every game is fit for speedrunning. A game has to be able to be beaten, so something like The Sims or World of Warcraft obviously doesn't qualify. Some games are just too long; most people don't want to watch a 20 hour "speedrun" of mostly cutscenes (like Xenogears). The soft limit for a run is 7 hours, but at our discretion we will stretch that limit. Another issue is the type of game itself. We will accept any game where the speed of a speedrun is faster than that of experienced, normal play. This means that games such as fixed autoscrollers or rhythm games are generally not acceptable.

Many games are available on multiple systems. You may produce your run on whichever system you prefer, but many people would rather watch runs on their original systems. If the differences between game versions are severe, they will be counted as separate categories. For manually timed runs, if the only difference is in loading times, those will be factored out to ensure fair comparison between runs on different systems. If a game has been patched and there are multiple versions, it is recommended to use whichever version makes for the fastest run. However, you may not change your game version in the middle of a run.

What are the different categories like any%, low%, 100%?

In general, there are three types of runs. The first type is the any% run, where you do whatever it takes to get to the end of the game as fast as possible, acquiring or ignoring items as you see fit. This can be considered the "default" category.

Next is the low%, where you get the bare minimum number of items and upgrades necessary to complete the game, and still try to go as quickly as possible. This can be subjective, so ask Mike or discuss on the forum if you are unsure what constitutes a low% for your game. A low% run does not restrict the usage of items you are forced to obtain. A good example is in Mega Man games, where you always collect a weapon from each robot master or Maverick. You shouldn't minimize the use of your weapons or your run will be rejected. The low% run will almost always be slower than the any% run, but sometimes skipping everything possible might be the fastest method. In this case, the two categories are functionally the same, and the run will be listed as low% since that is more restrictive.

The third type of run is the 100% run where you collect "everything" in the game. How to define 100% for any given game is usually quite subjective unless the game tracks percentage, and some games just don't lend themselves to a 100% category. Because of this, it is imperative to ask Mike or discuss the 100% definition on the forum. Generally, we prefer concise, non-arbitrary definitions (instead of "comprehensive" laundry lists) that allow enough differentiation from the any%. A good example is "all stages." A bad example is "all items" in an RPG. Do you need max of each? What about dummy items? Mutually exclusive items? If we're getting all items, why not all skills? Max levels? Max playtime? And so on.

What about unlockable rewards and alternate modes?

If a game has an unlockable character, bonus weapon, etc. that you collect as a reward, or other such alternate modes, a run on this mode will also be treated as a separate category. While not required we recommend you to submit a new game run for that game first if there isn't already one on this site since the new game category is typically the most popular, and most people would prefer that such a run be available.

What about games with more than one playable character?

If the characters have differences that would affect a speedrun (different abilities, paths, etc.), the characters will be treated separately. If they're the same other than cosmetic differences, they are considered equal.

Can I do a multiplayer speedrun with some of my friends?

Yes, but be aware that your play quality will only be as good as your weakest link, and that multiplayer runs are harder to coordinate. Multiplayer runs are a separate category much like the idea of single-segment vs. segmented: you may use whatever number of players you find optimal. A faster single-player run will obsolete your run only if multiplayer mode doesn't increase difficulty (e.g. by strengthening enemies or increasing their number). You should exploit as many multiplayer-exclusive strategies as possible.

Why do you allow glitch X to be used but not glitch Y?

According to the rules glitches that skip almost the entire game are forbidden but this is seldom. More common is a "no major glitches" category, forbidding glitches that allow players to otherwise skip large parts of the game; this doesn't mean those glitches are forbidden, using them just puts your speedrun into another category. However, please note, that these basic rules must be construed per game and it also heavily depends on the game whether and where the boundary is drawn. In a game where there's one glitch that allows skipping half the game and all other glitches are way less powerful the decision is easy while in a game where there are tens of glitches that all allow skipping increasing fractions of the game with no major gap in this series any such boundary would be arbitrary so there won't be a "no major glitches" category.

Why do you allow glitches but disallow cheat codes and tricks like crooked cartridge?

Using glitches is simply trying to use whatever is within the rules of the game to your advantage. When you use a cheat device or outside alteration, then you're breaking the game's rules. As for cheat codes and debug codes, they differ from glitches in being intentionally programmed, so they are naturally outside the rules of the game as defined by the designers.

Submitting

How are runs timed?

If a game displays a time upon completion, and this time is tested to be accurate, then the timer will be used. An example of an inaccurate game timer is one that doesn't display the exact time when a player saves, such as Star Ocean 2's timer, which drops seconds when saving. Some game timers don't count time at pause/inventory screens, dialogs, cutscenes, etc., so the time can be significantly less than the video length. Some games have a timer but it can't be seen at the end of the game. In most of those cases the timer will be ignored. For some games like RPGs, however, such timers are displayed in a menu screen that you would be looking at before the final battle; that time will be noted and real time from that point added on.

For games without timers, a simple real-time measure is used. When the player first gains control of the game's character, timing begins. At the end when control is lost, even if that's long after the final battle, the timing stops. Possible movement that can occur during or after the ending credits does not count. For segmented runs, timing for a segment stops at the first system-dependent activity, usually the actual saving. When loading, the timing resumes at the point when the game was saving or displaying the password. For runs over three hours, the seconds are dropped because slight variations in recording speed can become significant.

For games that let you save anywhere (i.e. without save points), a half second save penalty is added for each save. This is designed to discourage someone from potentially using thousands of segments in a run and to compensate for many games skipping fractions of a second of gameplay when saving or loading. We do not restrict segmentation in games with save points because the save points themselves are already a form of restriction. The half second penalty applies to both regular saves and quicksaves; menu time isn't counted for regular saves. However, autosaves incur no save penalty since the runner cannot avoid them.

How do I record my run?

For PC games, you'll need software that captures your playing. Commonly used software for newer games include Fraps, Camtasia, and CamStudio. Unfortunately, there's no reliable way to record older DOS-based games yet, unless you output to a DVD recorder.

For console games, the recommended method is to connect your console's output to a DVD recorder and record it. Webcam or digital camera recordings are not allowed. You should use XP or SP speed for the best quality. For Game Boy and Game Boy Advance games, use the Game Boy Player add-on for GameCube: set the screen size to Normal with the filter set to Sharp, use picture frame 20 (the blank one), and do not stretch the image to full screen. Once you have recorded your run to disc, you must finalize the disc so that computers can read it.

To send us the video, you have several options. The simplest method is to mail the finalized discs to Nate. Alternately, you can copy the VOB files from the discs to your computer and use BitTorrent to send those files to Nate's computer. When you contact him, Mike will give you the necessary information on how to send your run to Nate.

If you wish, you can also try to encode your run by yourself. Please read the Knowledge Base for detailed instructions on how to do it. You should be prepared to post a one-minute quality test file in the Tech Support forum before processing the entire run. Runs with no sound, horribly loud or overpeaked sound, or mixed-in music are unacceptable.

May I pause while recording? What if the telephone rings or I need to go to the bathroom?

If the pausing is beneficial for your speedrun (e.g., speeding up boss fights in Mega Man), it is recommended to do so. However, don't try to manipulate the timer. We will switch to manual timing in that case, and you would only be hurting your time. Extraneous pausing will not be factored out of your time, and your run will probably be rejected for poor play quality. Thus, before you begin running, it is probably a good idea to go to the bathroom, turn off your cell phone, and eliminate any other possible distractions.

I'm using a DVD recorder, and the single-segment run I'm about to attempt is over two hours. Am I allowed to switch discs?

Yes, you are actually supposed to pause and switch discs, for the sake of good quality video. As long as you point out when the disc switch occurs, it will be factored out of timing, so don't worry about switching DVDs quickly. Many runners will intentionally pause at a location that is difficult to reproduce, to demonstrate that they could not use the disc switch as an opportunity for segmentation, but this is not required.

Yay, I've recorded a great run! How do I submit?

Read the submissions page and contact Mike.

What format should I submit my run comments in?

Please submit your comments as plain text. If you wish to have greater control over how your comments are formatted, or if you want to save the SDA staff a little work, you may include basic HTML tags, but no inline images please. Feel free to use our CSS file (place it in the same folder as the HTML) and look at currently published runs to get an idea of how your comments will look on our site.

There was a new run on a separate category and it looks much better than my run. Can I have my run removed?

Of course! It's your choice whether or not you still want your run posted. Just ask Enhasa.

Other

Put everything here that was ever decided by an admin (and not corrected since then) and is not too game specific. Describe in your own words if you like to. Things will get reviewed by admins anyway so don't feel shy.

Do I have to include intro / game menus in my recordings?

If there are any game-relevant options to choose from you need to include video footage of you making your way through the game's menus. Intro videos before that (e.g. those annoying unskippable publisher logos) don't need to be included. Exceptions can be made if your recording method doesn't let you record that *and* it's obvious what you've picked.

Do I have to include outro / credits in my recordings?

Most runners do, but you are not required to show anything that's not relevant gameplay after you finally lose control when finishing the game.

My game lets me choose difficulty anytime I want to. May I do so?

If you change difficulty during gameplay then your run will get into another difficulty category named "flexible difficulty". You should however only do so if using "flexible difficulty" is faster than picking and staying with any difficulty.

Are bonus levels also part of IL tables?

Generally yes, of course except bonus levels that are pointless to run, e.g. because they lack a definite ending point (such as staying alive as long as you can)

May I add/replace game files if explicitly permitted by that game?

While generally we don't allow players to alter game files there are cases where game developers encourage players to add or alter files. Still, we don't accept changes that alter gameplay compared to an original install. Besides that, it depends. For copyright reasons we won't accept runs of games to which you've added your own music. Things that are clearly either selfmade or don't reach the threshold of originality (such as Half-Life spraypaints) are okay.

My game has a big glitch related to restarting levels/loading savegames. Any chance I may use this in a single segment run?

(this is being discussed)

Is saving/loading absolutely forbidden during single segment runs?

You may save/load if it's neccessary to complete the game. Examples are games where you need to save/load to be able to reach 100% or that crash when playing too many levels in succession.

Can I redo just a part of my segmented run?

Yes, but you must make sure that all transitions match perfectly. You cannot end a part with 70 ammo and then suddenly have 75 ammo.

I've accidentally introduced a misalignment into my segmented run but noticed it too late. What next?

Your only chance is to redo some segments around the misalignment to make all transitions match perfectly again. For games with very fine-grained stats (e.g. 6 digits of experience plus 3 digits of gold plus whatever else) when making everything match up would be too tedious due to game randomness we can grant exceptions on case-by-case basis, but still you have to ensure that all remaining misalignments are solely to your disadvantage. (E.g. "magically" losing a gem at a misalingment is not always to your disadvantage since it might free some space you then use later for picking up something more valuable which you couldn't without wasting time for getting rid of the gem first if there wasn't that misalignment).

May I alt+tab out of a game?

Yes when it has a practical use (e.g. Diablo I where it skips an otherwise unskippable video). No when it just confuses the game timing or does nothing at all.

My version of game XYZ has many useful glitches fixed! May I still use it for a run?

Usually you should pick whatever version lets you finish the game in the shortest time. Please try to get the best version for running, we simply don't want to judge whether a sloppy run beats a well-executed run that just had the bad luck of being played on the wrong version. In cases where it's nearly impossible to get a given version of the game (e.g. steam games): discuss it.

Why not a WoW speedrun? Because...

No.

May I use external tools for *inspecting* my run?

(being discussed)

May I deprive console games of memory cards to shorten auto-save delays?

Of course. As long as you don't pull a memory card *during* a save. (being discussed)

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