Speedrunning is the act of completing a video game (either in part or completely) in the quickest possible time. Today, in the first post on our two-part Gamer Culture series, “The Quickest Controller in Town,” we’ll be looking at the history of speedrunning. Check out the low-down on the fastest sport in gaming!
While some argue that true speedrunning began with id Software’s DOOM, the sport actually has roots deep in the coin-op arcade era. With the advent of arcade culture and the ubiquitious high score screens, competitive gaming became a focus for joystick jockeys across the country in the 1970s. Before long, gamers weren’t just satisfied comparing point totals and upped the ante, racing one another to the game’s completion. It was common to see players on neighboring machines frantically working to complete the level before their opponent. Unfortunately, speedrunning was a necessarily insular sport at the time. Without the ability to take and distribute footage of the speedruns, proof of accomplishments was limited to the onlookers and only spread through gossip.
In the early 1980s, simultaneous to the arcade era, side-scrolling games like Sea Dragon and Moon Patrol began appearing for home computers/consoles like the TRS-80 and eventually the Apple II and Commodore 64. Side-scrollers, with their left-to-right movement and obvious beginnings and endings, were highly conducive to speedrunning. The fact that they were available on home consoles was also significant. Would-be speedrunners were able to practice and refine their runs without having to shell out quarters every play-through or worry about arcade-environment distractions. Perhaps most important, however, was the advent of reliable and affordable VHS camcorders. Not only was the medium for speedrunning available, but now those runs could be recorded. Although it was small, during the late ’80s and early ’90s, a speedrunning community existed, trading videos of their successes and working to outperform one another.
It wasn’t until 1993 that speedrunning really took off. That year, id Software released DOOM, it’s seminal FPS. While it was an impressive game in itself, it wasn’t just the gameplay that was significant for the speedrunning crowd. DOOM offered players the ability to record gameplay through demo files which could then be distributed via the Internet. Finally, there was a way for the speedrunning community to easily organize, communicate, and show off!
Before long, DOOM-focused speedrunning sites like LMP: Hall of Fame, COMPET-N, and DOOM Honorific Titles began popping up all over the web. With the release of Quake, the speedrunning population only grew. By late 1996, speedrunning had reached subculture status and gamers were taking note. Between demo files and the ability to upload footage from camcorders to Internet databases, it was easier than ever for gamers to share their work with the community. While new FPSs like DOOM and Quake continued to enjoy a high status among speedrunners, homemade videos facilitated a return to classic sidescrollers like Metroid and the Mario Bros. series.
Today, speedrunning is seen as a deeply embedded part of gaming culture. Though many of the original speedrunners have long since exchanged their time in the arcade for work and middle age, the community is still strong. There are hundreds of games with recorded times archived on various sites around the Web, ranging from classic beat ‘em ups like Double Dragon to modern RTSs such as Warcraft III. In recent years, the community has gone even further to encourage participation, offering bounties–monetary rewards for meeting certain time limits. The bounties are often small, usually $10-$20, but are enough to keep things interesting for speedrunners. To check out some of the current uncollected rewards, head on over to the Bounties page at Speed Demos Archive for a piece of the action.
So, dear readers, are you interested? Speedrunning promises it all–brutal competition, riches, fame, and beautiful women (ok…maybe not). Why not give it a shot? For a look at your competitors, we recommend you check out speedrun videos and times at COMPET-N, Quake done Quick, or TASVideos.
Next week, we will feature Part II of our Speedrunning series. We’ll be looking at different forms of speedrunning, the process of developing runs, and of course, the tips, tricks, and tools that make it all possible. In the mean time, check out our other Gamer Culture posts. Until next time, may your thumbs be nimble and your hands steady!
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