Popular website is the place where these gamers gather. The enthusiastic and nurturing community is one of the reasons speedrunning is so popular. If you are just staring out, a master will tell you to watch others and learn from them. Speedrunners delight in sharing information about how to improve times. Every game has its own community of players who have spent hundreds of hours finding glitches that allow them to skip entire levels or developing new movement techniques to move faster though them. The great thing about speedrunning is that each videogame has a different story. Here’s a hint for the next one: It’s for a game originally released in 1985 and its hero’s likes to dress himself in red. We will be featuring more speedruns on our YouTube channel in the coming weeks, so watch out for them. But in the end, discovering these short cuts is what a speedrunner lives for. It would have taken players uncountable hours of experimentation, pushing Link against every wall and joint in every conceivable way, just to find that one glitch. Advertisementsīut then miraculously, Link will land at the end of the game, right at Ganon’s feet. There are even points when the player breaks the game.ĭuring Torje’s record breaking Ocarina run, you will see Link breach through a dungeon wall, so that he looks like he is falling though parts of the game that were never meant to be seen, into a weird nothingness. Like a racing driver finding the perfect racing line of a track. You begin to appreciate that the players every action has been rigorously tested to ensure it is the most efficient. It can be hypnotic to see someone play a game with such precision. What they're doing is functionally similar to sight-reading a medium to expert level snare solo and nailing it.Right now, you can watch an interview with Norwegian gamer Torje Amundsen on our YouTube channel, who beat The Legend of Zelda: Ocarina of Time in 16 minutes 58.366 seconds. So yeah, while Kyle mentioned earlier that they're not straight up button mashing 20 beets per second for 30 minutes, this is still speeds and patterns that are impressive even outside the context of tetris. There are absolutely faster drummers, but this is still in the zone of "pretty fast" for an average drummer and indeed I've had other drummers say "no, I won't play everlong, that's stupid fast"Ģ) while I can do double strokes at that speed, I probably wouldn't - double strokes at that speed are fast enough that they start to sound mushy unless you have a very tight drum or are using triggers to play a quick sharp digital soundģ) that's just me playing a rehearsed part really fast, not playing a god damn video game dynamically adapting to random inputs So I could actually bounce my sticks to get twice the speed and hit that 20 strikes per second speed, and honestly I can walk up to any old drum and do this for a few seconds no issue, and maybe a little faster, but a few things.ġ) while I can do it, I've got a lot of years of practice behind me. Now that's what we call "single sticking". So that factors to about 10.7 strikes per second if my math is right. This isn't the fastest I can play, but if I'm not in good condition I struggle to play this fast for the extended time of an entire song. If anyone isn't a musician that's not 16 notes per beat, because of a time signature that's actually 4 notes per beat. I'm a drummer, I do Everlong which is a song that includes a lot of just straight 16th notes at about 160 bpm. I'm going to put this insanity into a different context. Thus, for years, players that reached Level 29 found their games usually "topped out" just a few pieces later. At this point, simply holding down left or right on the NES D-pad can't usually get a piece all the way to the side of the well unless the board is extremely "low" (i.e., pieces only on the first one or two rows, maximum). If and when a player reaches Level 29 on NES Tetris (after clearing between 230 to 290 lines, depending on the starting level), the game reaches its highest possible speed. The road to the first NES Tetris kill screen highlights the surprisingly robust competitive scene that still surrounds the classic game and just how much that competitive community has been able to collectively improve in a relatively short time. What makes BlueScuti's achievement even more incredible (as noted in some excellent YouTube summaries of the scene) is that, until just a few years ago, the Tetris community at large assumed it was functionally impossible for a human to get much past 290 lines. Jump to 38:56 for BlueScuti's disbelieving reaction to his achievement and a short interview. The game-crashing, record-setting performance.
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