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Off the Clock: High Speed Expertise

Over the last week I've been watching some speedruns from Awesome Games Done Quick. Here are some thoughts.

Welcome to Off the Clock, my column about the things I do when I’m away from the office. This week I watched...

Games At High Speeds

TASBot is strong and real and my friend.
TASBot is strong and real and my friend.

Awesome Games Done Quick 2016, the latest event in the biannual speedrunning series, ran from January 3 to 10, and I’ve been trying work through bits and pieces of it since then. The week long marathon can be hard to parse, so I figured I’d highlight a few of the runs that I most enjoyed. I want to do that partly just so I can share what I liked with you, but also because it's an excuse to allow me to work through what it is I actually like in a speedrun.

When I first watched a GDQ marathon years ago, it was all so fascinating. I’ve compared all of this to the sort of exhibitions put on display by Olympic athletes before. When I watch the Olympics, even for a sport I’m not particularly interested in, it’s hard not be amazed. Wow, a person can do that? The same was true for GDQ’s speedruns. There was a spectrum of techniques put on display, from simply executing on a game’s “normal” mechanics with supreme efficiency and skill to identifying and utilizing “exploits”--glitches, oversights, and strange mechanical interactions that allow players to do something with a speed that regular players would never obtain. After a lifetime of being knocked into endless pits by pixelated birds, I saw someone beat Ninja Gaiden in 11 minutes. Wow. A person can do that?

But in the intervening time since the first GDQ event I watched, I’ve found myself struggling to remain interested throughout entire marathons. Where once I was amazed by the novelty of speedruns, I’ve become a little more picky. That’s not necessarily a bad thing. It just means that I’m familiar enough with this sort of thing to figure out what exactly it is that I enjoy about the process. So, with that said, here’s what I was taken by in last week’s event.

Kaizo Mario Bros. 3

"Kaizo" means something like "to restructure," appropriate, since Mario is about to be restructured by those spikes.

Not only is speedrunner MitchFlowerPower incredibly skilled, but he and the crew of commentators use this super-hard Super Mario Bros. 3 hack as a jumping off point to issue a fascinating critique of the original SMB3. And y’all know how much I love fascinating critique.

Theirs goes something like this: Kaizo Super Mario Bros. 3 is built in a way that requires the player to skillfully utilize a bunch of mechanics that were present in SMB3, but which were unnecessary. This is the sort of stuff you might be used to seeing if you’ve watched any of the Dan-Patrick feud that’s been running over the last few months. Shell-jumping, double-jumping with kuribo’s shoe, p-switch management, stuff like that. In this way, the commentators suggest that Kaizo Super Mario Bros. 3 better uses Nintendo’s design than Nintendo did.

It’s a simple critique, and one that I’m not sure I fully agree with. I’m a big fan of games with flexible solutions and Kaizo games are anything but flexible. But it’s still a sharp thing to recognize, and it’s being able to communicate this sort of knowledge that makes some speedruns so fun to watch.

Super Mario Maker Team Relay Race

Yes, more Mario. But hey, we like Super Mario Maker a whole bunch around these parts.

Unlike the majority of AGDQ events, the players in this race were going into levels having never seen them before. So while other runs were about displaying perfect execution of a planned and practiced strategy, this race was about utilizing broader knowledge about Mario to solve difficult challenges. And because it was a team event, it meant doing that together with teammates.

It is amazing how quickly these teams master some of the more devious levels in this race.
It is amazing how quickly these teams master some of the more devious levels in this race.

The race was tense and the audience was electric throughout. That was at least in part due to the great commentary, but also because it was very easy to follow the action and understand when one team or the other pulled ahead. It is so often the case with speedruns that there is a real gulf between runner and audience knowledge, leading it hard to determine whether a player is progressing at good pace (more on this later). But in a race with clear checkpoints and win conditions, it's easy to follow along and get caught up in the hype. I'm glad the whole event isn't filled with races, but they're a great addition to the schedule nonetheless.

The TASBot Block

This block of speedruns dismisses the idea that Games Done Quick marathons are meant to highlight the manual dexterity of its human performers. Instead, it highlights how mutable games are once the limits of a human operator are taken out of the picture.

The “TAS” in TASbot refers to a tool-assisted speedrun, meaning that the “runners” in these exhibitions are people who programmed a sequence of frame-perfect button presses that allow for results that push beyond natural skill and sometimes even beyond the intended limits of a game’s programming.

God, just... look at this beautiful mess.
God, just... look at this beautiful mess.

From this Mario Kart 64 run (during which TASBot completes an entire cup in the time it would take me to complete a single race) to this Super Mario Bros. 3 run (which uses a sequence of specially timed button presses to reprogram the game’s RAM live on screen), the things these runs display are just incredible. The highlight is definitely the Super Mario World run, in which the runners reveal that they’ve figured out how to add a Mario Maker style level builder to the game--and then plug that creation tool into Twitch chat… which, of course, promptly breaks it in the most amazing way.

Majora’s Mask 4P Co-Op 100% Run

There’s a point about 43 minutes into this run where the speedrunners--four guys who each play a set chunk of the game--sigh in defeat. “Oh no… he was supposed to backflip over that bomb…” The audience in the room (many of whom are speedrunners themselves) all gasp. But it’s "a prank," the runners say. That death was just one of many intentional deaths necessary to speed through the game in the fastest way possible.

They warn the audience that there will be a degree of unreliability in what will follow: “We’re going to be toying with your emotions basically the whole run.” Link will die now and then, but don’t worry, because that death will be necessary for cutting some corner or for triggering some effect down the line. They add that “there’s probably gonna be a point where it’s gonna be the Boy-Who-Cried-Wolf, where we’re not supposed to die and you guys will think we were supposed to die and, and we’re going to pretend like nothing happened.” I love this so much.

In a room filled with people who also do speedruns, no one (except a very small group which specifically follows the Majora’s Mask scene) will know when a death is intentional or not without without being prompted. That’s how specific and arcane this process is. In this way, speedrunning very different from olympic sports. I’m no figure skater, but I can tell when someone’s fallen down, and I assume that competitors can tell when an opponent has stumbled more subtly or when they ace their routine with complete elegance.

Also, sometimes these games just break. Here's Goron Link clipping through the world's geometry and into the ether.
Also, sometimes these games just break. Here's Goron Link clipping through the world's geometry and into the ether.

It’s hard for me not to think of speedrunners as scholars. Like academics deciding on a field, speedrunners need to specialize in specific games in order to achieve results (in spite of some commonalities between speedrunning methodology.) As part of this specialization they become experts in the games they run, since they engage with games in a way that the average player never needs to. And I don't mean "expert" the way I might call myself an expert at Knights of the Old Republic II, either.

In a world where games are primarily conceived of as consumer objects, we tend to think of expertise as being knowledge about the game as it’s presented to us by default: You know where Drake Sword is in Dark Souls; I know the secret behind Dragon Age’s Elven gods; she knows each character’s desperation move in Last Blade 2. But these speedrunners have an intimate knowledge that they aren’t supposed to have.

They know something almost metaphysical (but, really, very material) about how these games function as pieces of software and design. Throughout this speedrun, the runners again and again reveal some special knowledge about the way Majora’s Mask is programmed or how some gameplay system actually operates. If this isn’t Software Studies, I don’t know what is.

If you wanna dig through the marathon's videos, you can find them right here.

I’ve also been reading about...

Speedruns... again

About halfway through writing this piece, two of my favorite game critics wrote about their own experiences watching speedruns.

First, Carolyn Petit knocks it out of the park.

It gives life back to video games. Speedrunning reveals to me just how little I know and understand about the games that I thought I knew and understood so well, games like Super Mario Bros. and The Legend of Zelda: A Link to the Past. There’s an intimacy to it, a breaking past the surface. Speedrunning reveals to me that almost every game is full of secrets; not the kinds of secrets that designers place in games for players to find, but secrets that the designers don’t even know about or intend, secrets that are the game’s own, things borne out of the process of its creation.

Carolyn gets directly at some of the stuff I'm grasping at above, and I highly advise a read.

Second, Alex Piesche expands on the paragraph that I read aloud during last week's Beastcast.

It's a long weekend here in the US, and I'm going to take much of next week off, so there won't be another column until the week of the 24th.

What I do have for you, though, is your weekly question. One of the reasons that speedrunners learn the ins-and-outs of a game is because they love it so much. So, how do you show your love for games that you adore?

Have you learned to speedrun something? Or do you play the same game multiple times (and maybe at a slower speed)? Do you explore your favorite game worlds by creating fan art or fiction? Have you ever used a game you love as inspiration to create your own game? There's a huge range of possible answers here, and I'm looking forward to seeing what you have to say!

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mithical

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I am a speedrunner, but it wasn't love for a game that brought me here. It was love for speedrunning itself and for the speedrun community.

Back in 2003 I was drawn towards the speedrunning community in a very similar way as Austin describes in his article, thanks to a viral video of a Super Mario Bros. 3 Tool-Assisted Speedrun. It wasn't marked as such. TASes didn't even really exist at that point and there certainly wasn't the community around it that there is today. So most people, myself included, were mystified and thought it the work of a superhuman. It sparked a fascination in me.

It wasn't long before I found my way to Speed Demos Archive (the community from which AGDQ has grown) and dove deep into speedrunning. With the rise of livestreaming I found myself spending even more time than ever watching speedruns, including speedrun practice. It was interesting to have the curtain pulled back just a little further, seeing exactly how a speedrun is born, but more importantly it dispelled a myth I had been holding onto for years. While a speedrun often transcends normal gameplay and becomes something special, the person behind it does not. It doesn't take a gifted individual born with perfect dexterity or the ability to see code, it just takes time and patience.

I began to think maybe I could actually do a speedrun myself. I took the plunge in 2013 by joining a weekly speedrun competition show that some runners put together. It was called Speed Gaming League and the idea was 4 players compete by learning to speedrun short (2-4 min.) sections of gameplay from games they have no prior experience with. It ended up being a great way to get started, even though I had to go through the nerve-wracking experience of speedrunning in front of an audience, mic'd, during a live broadcast!

From there I continued learning how to speedrun the rest of the game we were given, came back for more appearances on SGL, and eventually even joined the production staff for the show in 2014. Today I am an active member of the community, co-running the SpeedGaming channel on Twitch as well as helping to plan, coordinate, and host events like the recent Best of NES Marathon. For me, being a part of this community is a huge source of energy, pride, and happiness. I love it. And I show that love by giving back to it.

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Ozzie

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Even though I mostly show my love for a game by replaying it, there's one series that's gone beyond that and it's the Souls series. I haven't played a Dark Souls game in a while but I'll still go to forums and give advice to new players. From basic gameplay mechanics to more advanced details that you maybe wouldn't figure out on your own. It says a lot about your love of a game if you barely even play it anymore but you're still active in the community around it.

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CountDog

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I love speed runners, I view any of those players to have much potential to be game testers in the near future, if not already. One of my old friends, tested games for over ten years, he became tired during the gamecube era, he once explained to me.

"Will, back when gamecubes and ps2's were just becoming a thing, I was also testing in the NES and Snes era, those games were finished,let me tell you, there is only three or two tricks you can do in the original metroid that would progress you faster in the game, but the game isn't written for stuff like that,so eventually you'll break the game, and the option to save then is impossible. upgrading then will even lock the game up, as well entering certain doors"

"Now, taking a look at the metroid prime when for the game cube, which you must understand, i've only tested those games, as well Vice City at the time, now I have a few more on that list before I moved on. The original metroid is a finished game, %100, nothing to really break. Looking at the game cube and ps2 era, I can tell you with a smile that those games are only about %50 percent made, if you want to know the truth, data on how people play there games is always recorded, from any of the era's it's important to know these things, for the people not wanting to spend money to further polish the game. give me that 360 controller, I can break that game,GTA V in less than five minutes, this game looking at it, from where im standing, is maybe around the %30 mark of polished, do you understand now will why I don't really play any more!"

relating this to speed running I understand that the developers understand how speed runners think, with that in mind I will have respect for them, because of there intuition in wanting to understand more, I think that's what a speedrunner is, in there heart that is.

Now to your question, I don't play games very fast, I'm a very slow player because I like to look at all the art assets that have been crammed together, as well I understand the framework in a game now, so I like to observe that as well, lets me understand how much heart the developers put into there game all together. I also love good maps, for example i've played through first dead island before, once or twice, the maps in that game felt more like a guideline to me than the idea that the creators made whatever they felt like making, in the guiding me sense I mean they understand where i'm going to step when I look around area im currently standing on, refined in some ways. Dying light feels the same way for me, now im playing Dead Island riptide, there's a lot to say about this game, however when concerning the map design it feels as though the developers made the map however they felt like making it, which is nice, it may be a little more constraining or linear to me as compared to the first game, but I feel the heart now! So honestly I play games over and over and over, just to sense what the creators were feeling then, if that doesn't sound too crazy, For example I beat the first Mass Effect 50 plus times, and that game reeks of the first KOTOR, which is something I love about it, as well Dragon Age Origins, but that game is really long, however it's near perfect in some ways.

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Homelessbird

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Edited By Homelessbird

I write professionally about videogames now! So that probably takes up the majority of my energy as far as showing my appreciation for games goes, at this point.

But I think the reason that I got a chance to write about videogames (for money, at least) was the other way that I show appreciation for video games, which is just by knowing about them, and their internet communities. I've always tried to catalog and store as much as I possibly could about gaming, for no other reason than that it felt important to me, somehow. I enjoy diving deep into previously-unexplored message boards and hanging out there, Jane Goodall-like, observing their habits and strange mating rituals. If I haven't heard of a game, I will usually take steps to familiarize myself with it, and most of the time I'll play it myself.

I've always felt daunted by the sheer amount of knowledge that's out there in the world to be collected - I never became a serious fan of music, for instance, because it seems like there's just too much to know, and of course since I was raised by smart people, I grew up with the strange mistaken impression that if I didn't immediately know everything about something, it wasn't worth trying to learn. But with video games, it always felt less like a chore and more like an opportunity that there was so much left to grasp. It's like having a favorite book, but every time you open it, there's a new chapter to read. And, you know, sometimes the chapter sucks, but that's interesting for a different set of reasons.

I guess the other way I show my affection for the games I love most is just re-playing them - which is really a scarier thing than one might initially imagine. It's a terrible feeling when you return to something you were fond of in youth and discover that you were just wrong, and it's actually hot garbage (at least by your current standard). But the games I love the most are the ones that I can boot up fifteen years later and say, "yeah, they really had something here," and not just because of the ways they informed the games of the future. It soothes something animal deep inside me to know that Puzzle Fighter will continue to be excellent even long after I am on the wrong side of the ground.

I'm sort of maundering on aimlessly at this point, but I guess what I was trying to say is that while getting paid to talk about your favorite things is great (mostly), and something to be sought after, it's really the appreciation of those things in the first place that's most meaningful. It's great to show our love for great games, or anything we have enthusiasm for, but its really just having that enthusiasm in the first place that is to be most treasured. It's what makes suffering the slings and arrows and all that worth it.

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Sessh

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Edited By Sessh

Nice article once again, Austin.

To answer your question:

I just simply try to replay games I really love every few years, basically in a sort of rotation, since I can't just replay everything all the time while still playing new releases too obviously.

I also sometimes try to advocate them to friends and strangers alike (when appropriate of course), because I feel that everyone can get something out of playing them, even if they don't fall head over heels for every game like I did.

There are some (FF7, A Link to the Past, Super Metroid, Symphony of the Night, Fallout 1+2) I know by heart and can "speedrun" to at least a degree, while still getting 100% (or 200.6%).

As a kid there were more of those games (e.g: Super Star Wars or Donkey Kong Country), because I quiet simply had fewer games to play, so I just kept playing the ones I like over and over, often trying to complete them faster than a friend would. Most of those are games I still like and know a lot about, but don't actually adore any more (and potentially never truly did), though.

Overall I was always someone that likes to really take their time with games and go for 100% completion over just trying to rush through as fast as possible.

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Naoiko

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I've always enjoyed watching speed runs of games. Its fun for me to see how the speed runners are able to use existing glitches to pass sections of the game. How people find said glitches is something I doubt I'll ever fully understand. Some of them take hours upon hours of just playing and replaying the game to discover them...and to play a game that much totally shows the person loves the game. They aren't just trying to beat it to beat it fast in most cases...they want to find new things out about the game they love and share it with others. Or so that is how I choose to see things. As for me when I really love a game I show it by making art about it. Most of my art is done in polymer clay (see my chibi robo life size figurine I made and posted to the forums a while ago)...but sometimes I just write about them. Granted my grammar and spelling aren't the best so its VERY rare that any of those ever see the light of day hahaha.

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poobumbutt

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Edited By poobumbutt

Man, I really like watching speedruns, usually as background noise for something else. Honestly, TAS runs have never been that interesting to me. I guess it's cool in the way that an auto-level in Super Mario Maker is. But the tension when a speedrunner says something like "I'm ahead in this run by a few seconds and this is 'just for fun', so I'll try this" and proceeds to try to perform some frame perfect dodge or jump - that's why I watch speedruns. Finally, I love how your adoration of that Majora's Mask run is practically oozing from that paragraph. That seems like the stuff I just described loving about runs being distilled down to liquid form. Gonna have to give that a watch.

As for the question, I once wrote a college essay about Persona 4. We were supposed to be writing it as if we were proposing a concept to investors, so the thesis came out something like "Persona's unique cast and handling of complicated themes was vital to it's market success" or something. I wrote about: how Rise's confusion around identity brought the series' overarching themes to a personal level. I also expanded on how Chie's envy of "attractive women" and search for her own femininity was touching (despite me being male). Finally, I examined Kanji's story of supposed sexuality discovery and made a case that it was actually a story about not being ashamed of your interests. This last one was my favorite.

I got an "A", but honestly, this essay has plagued me with the only case of writer's regret I've ever had. Ever since I wrote it, I've been convinced I spread my arguments too thin and should have just hedged everything on my strongest argument. The whole essay should have been about Kanji, dammit!

Writing this also taught me that finding research and citation materials for anything related to the social or artistic side of video games is incredibly difficult. At least using my database, anyway. Unless you're looking for a myriad of material relating to how video games do or do not contribute to anger issues, you're in for a rough night... Ugh.

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bvilleneuve

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Games take up residence in my thoughts when I love them, or even when I love parts of them, and I'll end up writing a little something about games that just won't leave my mind. A Good Snowman Is Hard To Build bowled me over with its puzzle design early last year, and I wrote a short post about puzzles. I played Transistor today, and even if I felt like that game lost its way a little at the end, the combat and skill design were just so beautiful and perfect that I can already feel a post a-brewin'.

But as far as actual, material, significant actions to show my love for a game, one comes immediately to mind. For a few days last February my all-consuming excitement about The Witness made me want to replay Braid, which has been one of my favorite games since I played it Back In The Day. And during my replay, I realized that I'd never gotten that one achievement for beating the whole game in under 45 minutes. So that just became what I did with all of my free time for a while.

I'd get home from work, sit down in front of my computer, and time myself completing every puzzle in isolation. Eventually, I stitched those individual puzzle solutions together into one run, then took that run and practiced it until I could execute it flawlessly. The feeling I got when I nailed that run and beat the challenge time was exquisite. Even if I didn't get involved in any world record Braid speedrun attempts, I got a facsimile of that thrill.

And this process enriched my love of Braid. My speedy puzzle solutions were always different from the slower solutions I'd come to without the timer ticking, sometimes so different that it was like solving the puzzle all over again. And again, the feeling of attempting that one continuous run one, two, three times, and then getting it right, was tremendous.

And now the wait for The Witness is almost over. I earned it.

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yeliwofthecorn

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I made a mod for Warcraft 3.

Well, that's not entirely true. Myself and a group of friends made a ton of mods. It started with us wanting to finish a partially completed Wintermaul clone. I don't remember what it was called, but do remember one of the various tower factions' ultimate tower was a giant vibrating purple dildo.

We went on to make single/co-op hero adventures with custom heroes, modifications/updates to some of our favorite mods, and tons of half-finished concept mods. Most of that group of friends has gone on to do industry work, whereas I'm in an unrelated field.

I guess the one other example I can think of is when we all inserted ourselves into MUGEN Mortal Kombat style. We dressed up in silly costumes in front of a greenscreen, and a friend captured all our frames of animation. It was some real Dong Dong Never Die quality work. My character's gimmick was that he carried a big ass sword with him and looked like a total badass (sunglasses, cut-off sleeves, etc.) but was actually kind of a pushover. Most of his attacks were weak-willed slaps or leg-flails. His finisher was just pulling out a gun and shooting it.

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stalefishies

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If you want to see some crazy micro-analysis of games, there's no better than pannenkoek's videos on Super Mario 64, such as the saga of themysterygoomba, or his attempts to clear stars with as few A button presses as possible. They're fascinating not just in trying to understand the mechanics of SM64, but the ingenuity of using and abusing these mechanics to beat stages in ways never intended.

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purpleeggshells

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I love to listen to video game soundtracks and collect artwork. My desktop has almost 1000 images rotating on it now, all from games which mean something to me. Some games have more than others, and that's not necessarily a reflection of how much I love the game, but there is more art easily available for some games than others.

As far as the soundtracks go, I really think that music can change or gain meaning and significance if you hear it in a game. A great example of this is Life is Strange. Without putting any spoilers in, I think most people who've ended the game in the direction the GBEast crew did will feel more emotion when listening back to Spanish Sahara (Foals) than another listener would. Music can be associated with any emotion a game has ever made me feel, and video game soundtracks are better and more varied than they have ever been before.

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JonDo

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I'm in a weird place where I've always enjoyed these -- and indeed watch a couple Super Metroid streamers -- but can no longer place any stock in skill in a video game. I think it was Dark Souls players and "git gud" that broke me. I would have given a shit about how good someone is at video games around ages 16-21. Maybe. So a lot of the culture around these things is really weird to me.

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Crazyhorse23

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How do I show love to my favorite games?

Well, I replay them every few years, but I play a little differently each time. I get the warmth of nostalgia while also discovering new things to love. But, that's really all for me. To really show love to my favorite games, I share them.

I don't have many friends that play a lot of games, but I do my best to say "Hey, I know you don't dedicate as much time to games as me, but if you decide to play something, play this". I don't want to force my opinion upon others, but it's a way that I can hopefully make my friend's lives a little better. My favorite games made my life better, so maybe they'll do the same for my friends?

Maybe they're sick of hearing me rave about Shadow of the Colossus or Red Dead Redemption or Windwaker. But maybe, they'll check those games out. If they gain just half of the happiness I do from my favorite games, I think my job will have been done.

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soimadeanaccount

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Edited By soimadeanaccount

I show my love for games that I adore by analyze it to see what is it that makes me like it. Looking at them to see what they have in common and what sets them apart from each other. It is also an interesting way to define what games I will tend to enjoy while at the same time analyze why a game that I should like end up coming short.

If I am ask what my favorite games are and what games I have enjoyed and played the most or spent the most time thinking about its mechanics they will be two very different lists.

Over time I have narrowed it down that I like games that have strong story and narrative, interesting characters that tie into the story with a touch of mystery and twists. And for some reason all of them just happens to be single player rpg, JRPGs to be exact.

No other games have been able to penetrate that top tier for some reason, there are definitely other types of games that I like a lot which I hold them at very high places, and they are games that I probably spent a lot more time on or think about their mechanics more than those few JRPGs. I don't think it is nostalgia either since I am fully aware of how dated they are, they are all also very flawed in obvious ways, and they probably won't holds a candle to games of today in many ways, but if I were to just isolate the parts that I care about very few games even come close in those departments.

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MuttersomeTaxicab

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Me, I do grad school and write about games to show my love.

In retrospect, fan fiction is a way better use of your time.

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dk3691

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Edited By dk3691

This question comes exactly at the time when I've been thinking about this myself. I'm getting my first tattoo in a week, a stylized version of Mordin Solus from the Mass Effect games. I was always really against the idea of getting a pop culture tattoo, mostly because I almost found it...too typical? Like it was too "on-brand" for me, too expected, while also realizing that getting a pop culture tattoo is pretty much branding your body with the advertising of a consumerist product.

But after a lot of thinking, I decided that it was okay since the design of the tattoo is my own. Thus, I feel like I'm interacting with and expressing my love for the series on my own terms. This is of course similar to how fan fiction, fan art, and things like Etsy function. As a Mass Effect fan, it's been decreed by Bioware that I can express my support of the game in only a few ways; with specific merchandise, or iconography that's built into the game like the Renegade/Paragon logos. I love my official N7 sweater, but for my own body, I love the idea that I (and my tattoo artist) have created something entirely new. It feels like I'm putting my own stamp on the series, as I put it's own stamp on me.

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ratcliffja

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Edited By ratcliffja
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Great piece, Austin! As a game programmer myself, I find the subject of games taking on a life of their own fascinating. Because of the nature of game development where we are constantly moving on to new tasks and iterating on old ones, it's very easy to miss how the user can manipulate the game's systems in ways that we didn't find possible. For instance, when I worked on Duck Tales: Remastered, I knew that there were potential issues with spawning/culling, which I felt that we had more than adequately addressed. However, because of the nature of one of how I had to handle the Moon level's vault entrance, it was easy to miss how easily the collision could be despawned, as it wasn't tied to the art in the same way that most objects were. This can be demonstrated in the above video. My first reaction to this was embarrassment for not checking this more thoroughly, yet the fact that it lead to it being run at AGDQ 2014 was very exciting. It's really fascinating just how thoroughly these games can be deconstructed just as we so carefully attempted to construct them in the first place.

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neokef

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So I have two video game. One of them is the Triforce on my right leg on the shin. The reason I decided to get it was because all through out my life, all my friends were obsessed with Zelda. While in elementary school, even though I wasn't allowed to borrow those games (you know how parents are with expensive stuff) they let me borrow the strategy guides and I read through them all. I wouldn't touch Ocarina of Time till I was 20, but I still remember the levels and some of the strategies from those books.

The second tattoo is the meta symbol from Red vs Blue done as a glass stain piece. Now there's a lot of meaning behind this for me. When in high school, I didn't have a lot of friends into the same games I was in. I ended up making a lot of friends through Xbox Live and they would introduce me to their other online friends. Before I knew it, I had friends playing all these weird and different games with me. But no matter what, we always came back to one game: Halo 3 and more importantly, it's forge mode. I can not stress how amazing forge mode was and all the people I ended making friends through it. It was awesome to get an invite from one friend to join a Predator game and end up sending three friend request to other people because we just enjoyed each others company. I remember getting into the Canadian beta of 1 Vs 100 from one friend and soon became friends with everyone in that party and they would be the ones to get me into PC gaming and Star Craft II. There's a couple of friends I do keep up with from that time, but we've gone our separate ways as we all started to grow up. This tattoo serves as a reminder of a time where, despite feeling like an outsider at school, I had plenty of friends I could turn to online and just have a great time.

Plus I like Red vs Blue.

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kieran_smith5

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As a high school teacher in a small Canadian town I show my love for video games by bringing them into an afternoon space I developed. Arriving here at the beginning of the year I noticed many of the usual extra curricular roles were filled by my fellow colleagues. I toyed with an idea of starting an afternoon geek space where we got together to play table top board games, Magic, and a few other card games. It evolved into something more when the students asked me what games I played. Some they heard about, others they had no clue, but over the months we have been getting together, playing games, and talking about our experiences with them. It gives a place for students to gather, be united under one banner instead of being marginalized by the more 'popular' kids.

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AzHP

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After watching AGDQ back in 2013, I learned Ocarina of Time and Super Mario 64. The tricks are actually fairly approachable and most tricks work on most versions of the game, including the Wii Virtual Console versions. I got my time on Super Mario 64 down to 22 minutes and Ocarina of Time to 25 minutes, but the grind is just not something I can do ad nauseum when there are many other games to play with my time. It gave me a new perspective on how much time each person puts into their game to get so good, and makes watching skillful players that much more enjoyable.

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mrthee

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As a fledgling game programmer/engineer, one of the reasons I love speedruns is that they're further evidence that the most fun way to learn how to build something is it break it and pull it apart.

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venfayth

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Edited By venfayth

One thing I'll say is that sometimes obsessing over a game, speedrunning a game, or just analyzing a game closely enough to find the cracks and holes will actively burn me out. I liked Dark Souls a lot but by the time I memorized speedrun routes and the most optimal ways to do most things it kinda drained some of my love for exploring the game. The more I uncovered and explored it, the less fun I found myself having.

That's probably a natural realization but one I wished I'd had earlier. Typing this out has actually lead to a direct answer to your question: When I really love a game, I am now careful to appreciate it without exsanguinating it.

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arbayer2

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Edited By arbayer2

I am so glad this was chosen as your topic for Off The Clock this installment, Austin. It's a fascinating part of the gaming community that's done a lot for a lot of people while simultaneously being about as entertaining as playing games itself. As a fan, thanks for giving more people exposure to it, hopefully it inspires others to start speedrunning!

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Assirra

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Edited By Assirra

No mention of Battle Kid 2 where the dude went through the whole game with 5deaths and nearly broke his own (and the world) record?

Was the most impressive of the whole thing imo.

Or TMR nearly doing the whole batltetoad race blindfolded.

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DarkbeatDK

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For a while, I would go about getting all achievements for the games I really liked.

One such trial for Warriors Orochi 2, meant replaying Battle of Itsukushima several times to grind out Proficiency. A certain level of Proficiency needed to be achieved across all characters in order to unlock one of the Dream Mode missions, which you needed, since one of the Achievements of the game was to beat ALL missions on ALL difficulty levels.

The best way to gain Proficiency is to defeat enemy Captains and the most efficient way to do that was in a stage that had few events, no closed gates and plenty of Captains.

Since you defeat the Captains at such a rapid pace, the game is unable to keep up with the audio cues, but it can't end the mission until it has played all the player characters "I just defeated an enemy Captain" message, so it ended up being pretty ridiculous if you played the level quickly enough. Furthermore, the constant audio spam means that you are also able to prevent certain events from happening that would normally happen in the game, since they can't happen until your audio cue is done.

I played it on 360, but here's what the level looks like in action, captured from the PS2 version. It was this very video I used as info on how to maximise proficiency gain in the game.

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An interesting thing about Warriors Orochi 2 is that there is an weapon enhancement system. One of the enhancements allow you increase your attack speed to such a degree that I kept dropping combos, since I couldn't keep pushing the button fast enough. This caused me to buy a 3rd party 360 controller with Autofire, just to make the grind more bearable, so you could say that it was TAS run of that level.

While the guy in the video is on horseback, I preferred instead to have one of my characters be Sun Wukong who uses his magic cloud to ride around, which moves faster than the horses. It doesn't really save any seconds on speedrunning the level though, since you still have the same amount of audio cues that you need to get through before it can end, but it can be a bit tricky to line up attacks on horsebacks, compared to on foot, if you're moving at a rapid pace, so this is the way I preferred to do it.

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Edited By RemoteControlAxe

The way I show love for my favorite games is generally evangelism. For Dark Souls, however, I showed it by making www.darksoulsdeaths.com with a friend (to whom I had evangelized the game). If you haven't, upload your save file and see your death counts!