![]() There are three common, typical categories: " 100% run" (where the player tries to collect everything in the game as quickly as possible), " minimalist runs" or "Low%" (where the player must skip all non essential items while still completing the game as quickly as possible), and the "pure speedrun", also known as "Any%", or "Beat the game", "Complete (character)'s story", and so on, depending on the game. It is worth noting, however, that some games simply don't have any (or have extremely few) currently known glitches to take advantage of, and as such no sequence breaking or out of bounds of any sort can be performed, meaning that the speedrun is simply a matter of figuring out the most optimal way through every required part of the game. The notion of completing a game as fast as possible is frequently an example of Emergent Gameplay (excluding those games where speed is the whole point, such as racing games). In both versions, Sequence Breaking, route planning, and tight play are the key. For TAS, timing is always from boot to "last input" (the last recorded D-pad/joystick/button press). While they are technically possible, they will use methods that no human player has the reflexes or timing to pull off with any consistency in real-time, and some of them will use control inputs that would not be available on a normal controller, such as left and right on the d-pad at the same time or in most extreme examples, using up to 8 controllers at the same time.
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