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Gameplay Derailment: Difference between revisions

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* Finding and exploiting '''Gameplay Derailment''' is one of the biggest challenges and debates in competitive speedrunning (trying to beat games in the fastest possible time).
** For example, [[The Legend of Zelda: Ocarina of Time]] has been so extensively analyzed and broken that speedrunners have brought down playtime to 56min:54sec. Keep in mind that the layman takes about 20 hours in the game, while somebody returning probably takes around 10–12 hours.
** By exploiting collision mechanics (i.e. going through walls), it is easily possible to beat [[Super Mario 64]] with only 16no stars, within [http://tasvideos.org/3264M.html less than four and a besthalf minutes] (including the time ofthe 17min:31secgame takes to boot up). Even limited to human skill it can be done in 6 minutes using a much longer route.
*** If human skills wouldn't be an issue, the game could be completed by collecting zero stars and all that in [http://tasvideos.org/1893M.html just over 5 minutes].
** It is possible to beat [[Donkey Kong 64]] in 54 minutes, due to a variety of collision glitches and skips.
** The entire Metroid series revolves around nonlinear gameplay, although recently this nonlinearity is usually found by manipulating collisions.
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