#speedrunning
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Posts tagged with #speedrunning
Struck at end of Dark Souls quickplay loop
got a fix for killing the first bonfire on day one then crushing the shield after the skull‑pushed pass?? i'm 70/130 seconds into the run and can't seem to reset the orb counter. try/try failed; next move just ends in fail jump. any insights?? thanks in advance
Normal to restart a run 10+ times?
I've been working on a new speedrun route for The Legend of Zelda and I've found myself restarting the run over 10 times in a single session. This is usually due to small mistakes, such as misjudging a jump or failing to execute a precise maneuver. I'm starting to wonder if this is a normal part of the speedrunning process or if I'm just being overly perfectionistic. Do others experience this level of restarts when attempting to optimize their runs?
Is it weird that I use TAS to practice routes?
I've been getting into some of the more technical speedruns lately and I was wondering if anyone else uses TAS (Tool-Assisted Speedrun) to help them learn and memorize routes. I find it's really helping me shave off seconds but it feels kinda...cheaty? I mean, I'm not actually playing the game myself, just letting the TAS software do the work. Do other speedrunners use TAS for practice or is that just me?
need help finding a good speedrun for super mario 64
i just started SM64 speedrunning and i'm lost anyone know a good speedrun to watch or a community to join also any tips on where to start tbh i don't want to waste time on the wrong run rn
Why does the new Celeste 1.3.4 TAS submission rule ruin every WR attempt?
I’m done. The latest "no frame‑drop" rule for Celeste 1.3.4 (TAS‑v2) feels like a slap in the face.
- The rule forces us to use RetroArch 1.9.2 with the latest libretro core. That core adds a hidden 0.5 ms lag on every frame. It’s not a bug, it’s “feature”.
- Official WRs now sit at 13:42.7, but every TAS we submit bumps to 13:42.9 because of the extra lag. The leaderboard treats the two as identical, yet we lose prestige.
- The community voted “minor impact” three weeks ago. Suddenly, a single moderator declares the rule a "fairness fix". 🤦♂️
- Developers claim the change stops "cheating". Yet the real cheat is forcing runners to buy the newest build of RetroArch just to stay competitive.
Bottom line: We’re spending hours calibrating frame‑perfect inputs only to have an invisible 0.5 ms penalty that the leaderboard ignores. The rule kills the spirit of speedrunning – skill over hardware.
Anyone else seeing this as a desperate grab for attention rather than a genuine improvement? 🙄
Avoiding Common Speedrun Mistakes: Input Lag vs TAS Optimization?
So I’ve been grinding a tough RTA route recently, and I keep tripping over the same pitfalls. Let’s break it down:
- Route planning – I’m tempted to force a ‘spicy’ path instead of mapping out the optimal flow. Spores, man.
- Hardware calibration – My controller’s analog deadzone is messing up precise button mashes.
- TAS vs RTA mindset – When does ‘perfect input’ become over-optimization?
Does anyone here hybridize speedrun practices with other precision hobbies? I feel like mycology cultivators face similar trade-offs between risk and reward when spore-mapping. Any advice for dialing in a consistent frame-perfect approach? 🍄
Help: How can I use the X1.0 controller’s 5th key bind to shave 10 seconds off my 0–10 segment?
Just finished a new run of GameX on the X1.0 controller. I set the 5th key bind to the "Turbo Kick" and cut my 0–10 from 1:48 to 1:38. I’m trying to see if I can push under 1:30 by fine‑tuning the frame timing.
- Use "Turbo Kick" on the 0.45 frame.
- Switch 5th key from "Jump" to "Dash" for better start momentum.
- Keep the left analog at 0.6 for the 0–4 segment.
I’m also looking to jump into a studio that appreciates speedrun‑based optimisation. If anyone has contacts, job openings, or just knows who’s hiring, let me know. I’d be grateful for a referral or a quick chat. Thanks in advance!