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speedrun : ウィキペディア英語版
speedrun

A speedrun is a play-through (or a recording thereof) of a video game performed with the intent of completing it as fast as possible. Speedruns may cover a whole game or a selected part (such as a single level) and may impose additional requirements beyond quick completion. They are mainly attempted for the purposes of entertainment and competition.
Commonly, speedruns are recorded by the players who make them. Players use these recordings for entertainment and to verify the completion time (or to spot opportunities to improve it). The use of speedruns as entertainment stems from their conception by game enthusiasts, who would often compare each other's playing skills via videos exchanged over the Internet. As speedruns grew more competitive, however, enthusiasts often demanded more proper speedrun recordings, so that anyone could verify that a play-through went by the implicit or specific speedrun rules it claimed to follow. This verifiability is needed to count a speedrun as an official attempt to beat any previous records.
In order to reach the highest possible quality of play in a speedrun, the player usually has to reason about the game differently from the way that many ordinary players might. Speedruns are usually planned out carefully before they are attempted, because the separate areas in which gameplay takes place are often complex and demand skillful play to complete quickly. Speedrun players often exploit imperfectly designed game mechanics to do unexpected and unusual things that save time. Although game mechanics are usually vastly different between games, they often share common traits in the speedrunning context, such as having opportunities to disjoin the common sequence of events in a game and skip entire parts of it — often called ''sequence breaking'' — and having programming mistakes, or ''glitches'', that a skillful speedrun player can use to his or her advantage.
Some games are considered to be particularly suited to speedrunning and have online communities dedicated to them, which can provide an active platform for discussing, publishing and improving speedruns. Although speedrunning originally encompassed a small community of enthusiasts sharing their speedrun attempts online, it has since become a phenomenon that involves several active websites and an increasingly expansive assortment of speedrun videos that are freely and widely circulated on the Internet.
== Common procedures and preparation ==
There are several important things that one needs to keep in mind during the making of a speedrun. These pertain to how good one is at playing the game, which primarily means that the player must be competent at using the gameplay mechanics, and must instinctively know the workings of the in-game physics and any techniques or tricks that can be used to one's advantage. Secondly, good knowledge of the game and the events that occur within it are crucial, as one needs to know exactly what to expect during a "run" through the game, and also realize the optimal method to do so. Additionally, runners require perseverance, as it is quite difficult to be able to do a run correctly in a single attempt. As it requires some degree of luck to be able to perform all important events to a satisfactory degree, runners will usually have to simply try again constantly until they are all done right in the same recording (although this differs per run type; different run types were briefly mentioned in the abstract and will be explained further down). The requirement to do this depends on whether the runner is trying to beat another record. When attempting to do so, making mistakes could annul one's chances of doing so (especially if the holder of the current record did not make that same mistake).〔 For some speedruns records, especially those of popular games such as ''Quake'' or some games from the ''Metroid'' series, years of intensive competition have brought about very high quality standards. Runners therefore practice intensively to attain the ability to play at such a high level of skill. In some cases, Internet communities that relate to speedrunning are able to keep active improvement on a particular speedrun going for years.
As mentioned, the actual recording of a run is preceded by a research phase. The things a runner can do during this phase pertain to finding out possible ways to save time, most of which are likely specific to the particular game under consideration. Naturally, it must be known beforehand that there is a certain route through the game that will yield a fast time. Such a route can describe various things, including a number of abilities that the game's character must obtain or avoid, which enemies to gain experience points from, or which levels to play (in case there is a choice at all). The devised routes can be highly creative and may include doing things that are out of ordinary or intended play style. It is not uncommon for routes to even "skip" parts of regular gameplay in events known as "sequence breaking", sometimes through the use of programming errors (called "glitches" in this case) that can work to the runner's advantage. Both these things pertain to route planning, the most important preparation work.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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