Playing the game as fast as possible.


Speedrunning is associated with video games and classic titles get the most following. There is a tough competition for the World Record, plus cash bounties and spectator events so players look for every possible trick and have extraordinary results both in research and in performance. For example Super Mario Bros from 1985 was in 2018 done at the pace of 4:55 (four minutes fifty-five seconds, if you played the game you know it's not easy).

Speedrunning happens also with physical games like toys or puzzles with Rubik's Cube as the most famous example (4.22s WR). It shares with the computer the situation of external verification. Computer or a mechanism serves as a judge for the player. This is probably the most difficult to achieve in music games, but the potential for similarities is rich.

Manual dexterity and quick decisions are key in many music games. Especially rhythmic games can be approached in such a way. You can set up a demanding tempo and minimalise the amount of repetitions. As an example of an almost runnable music game you can try Musical tetris. There is a problem though — you'd need a way to exclude trivial strategies that in this case are easy to develop (in this case some additional random notes might be enough). Trying out the music game in a fast version is very satisfying, although for a good speedrunning you need a precise victory condition.

In music

Playing a composed piece as fast as possible is known too and Rimsky-Korsakov's "Flight of the Bumblebee" is notorious for such a competition. This type of "speedrunning" suffers from unclear victory condition too, because the piece is supposed to be played "properly" and that's a hard call, always with some subjective weight to it.

Mark for clarification

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