2/22/2023 0 Comments Super metroid randomizer speedrun![]() ![]() ![]() Two years later speedrunning would make its first appearance in an academic book, James Newman’s Playing with Videogames, which introduced its own term “superplay” to describe the phenomenon (around the same time Felan Parker also coined yet another play term–“expansive gameplay”–and applied it to speedrunning). In 2006 Henry Lowood refers to these segmented speedrun videos as both “high-performance play” (26) and “transformative play” (34)–borrowing the latter term from Katie Salen Tekinbas–and situates them as the historical beginnings of Machinima practice. And it was Quake speedrunning videos like Quake done Quick (1997–2020) which would be the first interest of academic writing and research on the subject. ![]() One such communal hub was Speed Demos Archive, founded in 1998 and originally dedicated to Quake (1996) speedruns, but which eventually expanded to encompass runs of over 1300 videogames. In the 1990’s and early aughts speedrunning grew out of game-specific communities, such as those surrounding Mario Kart 64 (1996), GoldenEye 007 (1997), Mike Tyson’s Punch-Out!! (1987) and the Metroid series (1986–2021). While it’s highly likely that many players in the 1980’s and before attempted to beat games as quickly as they could, it wasn’t until the release of Doom (1993) and the ability to share recordings in the form of “demo files” over the internet that speedrunning emerged as a playculture. Speedrunning history is at once well-documented and difficult to trace back to its origins. Illustration of a Luigi’s Mansion (2001) speedrun at a Games Done Quick marathon (Source: Jade Anthony ) ![]()
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