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Running With Speed - A Feature Length Speedrunning Documentary - Trailer
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What Makes a Game Good for New Speedrunners? A Fast Plumber: Super Mario Odyssey (Switch) Supportive: Celeste (PC/Switch/Xbox/PlayStation) The Most Popular: Minecraft (PC/Switch/Xbox/PlayStation/iOS/Android) Made for Speed: Sonic Mania (PC/Switch/Xbox/PlayStation) Challenging Fun: Getting Over It With Bennett Foddy (PC)
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Is speedrunners a 4 player game?SpeedRunners is a 4 player competitive platformer with grappling hooks, power-ups, and interactive environments. Run, jump, swing around, fire rockets, grapple onto people to knock them off screen. What is the Story behind SpeedRunners? In a city filled with superheroes, getting to crimes becomes a competition on its own.
Is there a singleplayer mode planned for speedrunners?Q6: Is there a singleplayer mode planned for/in this game? A: SpeedRunners is focused around multiplayer, as we think that's the most fun way to play the game. You can play online against friends or strangers, or you can plug in a couple of xbox360 controllers and play local multiplayer. Additionally, you can play against computer-controlled bots.
What makes speedrunners so fun?Fortunately there are enough rockets, bombs, grappling hooks, spikes, and other goodies lying around -- to make the competition fun and fast. Welcome to SpeedRunners. SpeedRunners is a 4 player competitive platformer with grappling hooks, power-ups, and interactive environments.
Is speedrunning a good game?No matter which title you choose to speedrun, you’ll spend a lot of time playing it. Speedrunning is about fun and a sense of accomplishment, and playing a game you hate will provide neither of those. 2017’s ambitious entry in the Mario franchise brought back a lot from the series’ history, one of which was being excellent for speedrunning.
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Speedrunning - Wikipedia

Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and can exploit glitches that allow sections to be skipped or completed more quickly than … See more
Gameplay strategies
Routing is considered a fundamental process in speedrunning. Routing is the act of developing an optimal sequence of actions and stages in a video game. A route may involve … See more
Methods
Similar to other competitions, there are several methods that players use to try to gain an unfair advantage in speedrunning:
Splicing
Splicing is by far the most popular cheating method in … See more
According to many speedrunners, community is an important aspect of the hobby. Matt Merkle, director of operations at Games Done Quick, says that speedrunners "value the cooperation the community encourages," and many speedrunners have … See more
Speedrunning has been generally an intrinsic part of video games since early games, similar to chasing of high scores. However, broad … See more
Karl Jobst: The Evolution Of Speedrunning (Video essay on YouTube)
Speedrun.com, popular leaderboard-hosting website See more
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SpeedRunners on Steam

Community Hub. SpeedRunners. Cut-throat multiplayer running game that pits 4 players against each other, locally and/or online. Run, jump, swing around, and use devious weapons and pick …

  • 9/10
    (21.3K)
  • Publishers: tinyBuild
  • Developer: DoubleDutch Games
  • ReleaseData: Apr 19, 2016

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7 Great Games for New Speedrunners – Review Geek

Sep 4, 2021 · Made for Speed: Sonic Mania (PC/Switch/Xbox/PlayStation) Challenging Fun: Getting Over It With Bennett Foddy (PC) Accessible Exploits: …

What Makes a Game Good for New Speedrunners?
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Games - speedrun.com

Speedrunning leaderboards, resources, forums, and more!

Guide :: Everything you need to know about …

Feb 5, 2015 · Introduction What is Speedrunners? SpeedRunners is a 4 player competitive platformer with grappling hooks, power-ups, and interactive environments. Run, jump, swing around, fire rockets, grapple onto people to …

Buy SpeedRunners | Xbox

Welcome to SpeedRunners. SpeedRunners is a 4 player competitive platformer with grappling hooks, power-ups, and interactive environments. Run, jump, swing around, fire rockets, grapple

Something I've been wondering, do speedrunners play …

Games that don't take a lot of dexterity to speedrun. I have an issue with my hands that means that I'm kind of bad at video games. I can play them, but I'm just not precise enough to be much …

Best Games To Speedrun - Game Rant

Jan 1, 2023 · By Tanner Fox Updated Jan 1, 2023 Speedrunning is becoming a worldwide phenomenon and there are still quite a few games that look impressive when completed fast, even now! There's no better way...

Speedrunning Minecraft! | Minecraft

Feb 17, 2018 · Meet the Minecraft speedrunners. Speedrunning is when a gamer - either through optimized gameplay techniques or through the exploitation of glitches - completes a game as fast as possible. Like if Usain Bolt decided to …

Why Do Gamers Love Speedrunning So Much Anyway?

Jul 10, 2021 · Together, speedrunners must work to find new routes, tricks, and methods in their chosen games to shatter world-record times. Toftness points to the story of a gamer in Quebec who accidentally ...

Super Mario Kart[a] is a kart racing game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The first game in the Mario Kart series, it was released in Japan and North America in 1992, and in Europe the following year in 1993. Selling 8.76 million copies worldwide, the game went on to become the fourth best-selling SNES game of all time. Super Mario Kart was re-released on the Wii's Virtual Console in 2009, on the Wii U's Virtual Console in 2013, and on the New Nintendo 3DS's Virtual Console in 2016. Nintendo re-released Super Mario Kart in 2017 as part of the company's Super NES Classic Edition.

In Super Mario Kart, the player takes control of one of eight Mario series characters, each with differing capabilities. In single player mode players can race against computer-controlled characters in 4 multi-race cups consisting of 20 tracks (5 in each cup) over three difficulty levels (50cc, 100cc and 150cc). During the races, offensive and speed boosting power-ups can be used to gain an advantage. Alternatively players can race against the clock in a Time Trial mode. In multiplayer mode two players can simultaneously take part in the cups or can race against each other one-on-one in Match Race mode. In a third multiplayer mode – Battle Mode – the aim is to defeat the other players by attacking them with power-ups, destroying balloons which surround each kart.

Super Mario Kart received positive reviews and was praised for its presentation, innovation and use of Mode 7 graphics. It has been ranked among the greatest video games of all time by several magazines and organizations. It is often credited with creating the kart-racing subgenre of video games, leading other developers to try to duplicate its success. The game is seen as having been key to expanding the Mario series into non-platforming games; this diversity has led to it becoming the best-selling game franchise of all time. Several sequels to Super Mario Kart have been released, for consoles, handhelds and in arcades, each enjoying critical and commercial success. While some elements have developed throughout the series, the core experience from Super Mario Kart has remained intact.

7 Great Games for New Speedrunners
Speedrunning gets more popular every year with new players dedicating themselves to beating their favorite games as fast as possible. If you want to join this great community, you’ll need a game to start with, and multiple titles make breaking into speedrunning a little bit easier.
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Microsoft enters 10-year agreement with Nvidia and Nintendo in fight to save Activision deal | CNN Business
Microsoft announced it has agreed to partnerships with Nvidia and Nintendo as it tries to convince European Union officials to approve its $69 billion purchase of Activision Blizzard — the company behind the popular game franchise Call of Duty.
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Super Mario Kart was produced by Mario creator Shigeru Miyamoto and directed by Tadashi Sugiyama and Hideki Konno.[23] The development team set out to produce a racing game capable of displaying two players on the same game screen simultaneously,[24] in contrast to the single-player gameplay F-Zero.[24] This led to simpler tracks than those of F-Zero.[25] Computer and Video Games suggest that this initial emphasis on creating a two player experience is the reason for the game's horizontal split-screen during single-player.[5] Battle Mode was developed from the desire to create a one-on-one mode where victory was not determined simply by competing for rank.[24] Masato Kimura, who worked on F-Zero, served as the lead programmer for Super Mario Kart.[26]

The game did not start out as a Mario series game and the first prototype featured a generic kart racer character; the team decided that characters three heads tall would best suit the design of the karts.[24] They did not decide to incorporate Mario characters until a few months into development.[24] The choice was made after the development team when observing how one kart looked to another driving past it, decided to see what it would look like with Mario in the kart.[24] Thinking that having Mario in the kart looked better than previous designs, the idea of a Mario themed racing game was born.[24]

Notable in the development of Super Mario Kart was its use of Mode 7 graphics.[27] First seen in F-Zero, Mode 7 is a form of texture mapping available on the SNES which allows a plane to be rotated and scaled freely, achieving a pseudo-three-dimensional appearance.[28][27] 1UP.com have credited the use of Mode 7 with giving the game graphics which at the time of release were considered to be "breathtaking".[28] Retrospective reflection on the Mode 7 visuals was mixed, with IGN stating that the once revolutionary technology now looks "crude and flickery".[7] Super Mario Kart featured a DSP (Digital Signal Processor) chip; DSPs were used in SNES games as they provided a better handling of floating point calculations to assist with three-dimensional maths.[27] The DSP-1 chip that was used in Super Mario Kart went on to be the most popular DSP chip to be used in SNES games.[27] The music for the game was created by composer Soyo Oka, who previously composed games for Nintendo such as Pilotwings and Ice Hockey.[29]

What Makes a Game Good for New Speedrunners? A Fast Plumber: Super Mario Odyssey (Switch) Supportive: Celeste (PC/Switch/Xbox/PlayStation) The Most Popular: Minecraft (PC/Switch/Xbox/PlayStation/iOS/Android) Made for Speed: Sonic Mania (PC/Switch/Xbox/PlayStation) Challenging Fun: Getting Over It With Bennett Foddy (PC)

1985–1989: NES/Famicom, Super Mario Bros., and The Legend of Zelda

Miyamoto's Super Mario Bros. was bundled with the NES in America. The game and the system are credited with helping to bring North America out of the slump of the 1983 game industry crash.

As Nintendo released its first home video game console, the Family Computer (rereleased in North America as the Nintendo Entertainment System), Miyamoto made two of the most popular titles for the console and in the history of video games as a whole: Super Mario Bros. (a sequel to Mario Bros.) and The Legend of Zelda (an entirely original title).[20]

In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time.[6] Super Mario Bros. largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies.[21][22] It was a culmination of Miyamoto's gameplay concepts and technical knowledge drawn from his experiences of designing Donkey Kong, Mario Bros, Devil World (1984), the side-scrolling racing game Excitebike (1984), and the 1985 NES port of side-scrolling beat 'em up Kung-Fu Master (1984).[23] This culminated in his concept of a platformer set in an expansive world that would have the player "strategize while scrolling sideways" over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.[24]

By contrast, Miyamoto employed nonlinear gameplay in The Legend of Zelda, forcing the player to think their way through riddles and puzzles.[25] The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game."[3] With The Legend of Zelda, Miyamoto sought to make an in-game world that players would identify with, a "miniature garden that they can put inside their drawer."[6] He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves; each Zelda game embodies this sense of exploration.[6] "When I was a child," Miyamoto said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."[14]: 51  He recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda's labyrinthine dungeons.[14]: 52  In February 1986, Nintendo released it as the launch game for the Nintendo Entertainment System's new Disk System peripheral.[26]

Miyamoto worked on various other different games for the Nintendo Entertainment System, including Ice Climber and Kid Icarus. He also worked on sequels to both Super Mario Bros and The Legend of Zelda. Super Mario Bros. 2, released only in Japan at the time, reuses gameplay elements from Super Mario Bros., though the game is much more difficult than its predecessor. Nintendo of America disliked Super Mario Bros. 2, which they found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros. Rather than risk the franchise's popularity, they canceled its stateside release and looked for an alternative. They realized they already had one option in Yume Kojo: Doki Doki Panic (Dream Factory: Heart-Pounding Panic), also designed by Miyamoto.[27] This game was reworked and released as Super Mario Bros. 2 (not to be confused with the Japanese game of the same name) in North America and Europe. The Japanese version of Super Mario Bros. 2 was eventually released in North America as Super Mario Bros.: The Lost Levels.[28]

The successor to The Legend of Zelda, Zelda II: The Adventure of Link, bears little resemblance to the first game in the series. The Adventure of Link features side-scrolling areas within a larger world map rather than the bird's eye view of the previous title. The game incorporates a strategic combat system and more RPG elements, including an experience points (EXP) system, magic spells, and more interaction with non-player characters (NPCs). Link has extra lives; no other game in the series includes this feature.[29] The Adventure of Link plays out in a two-mode dynamic. The overworld, the area where the majority of the action occurs in other The Legend of Zelda games, is still from a top-down perspective, but it now serves as a hub to the other areas. Whenever Link enters a new area such as a town, the game switches to a side-scrolling view. These separate methods of traveling and entering combat are one of many aspects adapted from the role-playing genre.[29] The game was highly successful at the time, and introduced elements such as Link's "magic meter" and the Dark Link character that would become commonplace in future Zelda games, although the role-playing elements such as experience points and the platform-style side-scrolling and multiple lives were never used again in the official series. The game is also looked upon as one of the most difficult games in the Zelda series and 8-bit gaming as a whole. Additionally, The Adventure of Link was one of the first games to combine role-playing video game and platforming elements to a considerable degree.[30]

Soon after, Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis & Development; the game took more than two years to complete.[31] The game offers numerous modifications on the original Super Mario Bros., ranging from costumes with different abilities to new enemies.[31][32] Bowser's children were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work on the game.[31] The Koopalings' names were later altered to mimic names of well-known, Western musicians in the English localization.[31] In a first for the Mario series, the player navigates via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Moving the on-screen character to a certain tile will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels.[21][22]

Speedrunning Documentaries: The Complete List and Guide to What to Watch - Geeky Hobbies
A complete list of every speedrunning documentary ever produced with a brief description of each.
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Microsoft admits it has "lost the console wars" to Sony and Nintendo

Story by Xfire • Thursday
Microsoft, Nintendo, and Sony have been embroiled in a decades-long power struggle that audiences have dubbed as the "console wars." Yet, Microsoft, in a surprising turn of events, has conceded defeat in court, stating unequivocally that it has "lost the console wars."
Microsoft admits it has "lost the console wars" to Sony and Nintendo© Provided by Xfire
Microsoft is doubling down on its strategy to become the Netflix of gaming.

This revelation comes as part of the company's legal skirmish with the Federal Trade Commission (FTC) over its proposed $69 billion acquisition of Activision Blizzard.

"Xbox has lost the console wars," the company states with a disheartening certitude. The document, as per The Verge, goes on to portray the Xbox as the runt of the console litter, perennially occupying the third spot behind the PlayStation and Nintendo in sales, revenues, and installed base. The stats don't lie – with just a 16 percent market share and a 21 percent share of consoles in use, Xbox indeed seems to be trailing its rivals.

Only the Xbox 360 finds itself in the Top 10 best-selling consoles of all time in ninth place.© Provided by Xfire

Stepping back, let's appreciate the dramatic backdrop against which this narrative unfolds. Microsoft's confession comes up from its court tussle with the FTC, which seeks to halt the proposed acquisition of Activision Blizzard by the tech behemoth. The regulators fear that this mega-merger could potentially skew the balance of the gaming market, possibly making Call of Duty, and other popular franchises, exclusive to the Xbox platform, which is a claim Microsoft vehemently denies.

Microsoft's strategy, a curious mix of humility and defiance, aims to cast itself as the underdog, the disadvantaged player in a field dominated by Sony and Nintendo. This defense has had a mixed bag of results in previous regulatory battles around the globe. While the EU approved the Activision Blizzard deal back in May, the UK's Competition and Markets Authority threw a spanner in the works, leading to an appeal slated for July.

Related video: Microsoft Games Chief: Mobile Is Reason for Activision Deal (Bloomberg)

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In the middle of this legal kerfuffle, Microsoft's self-professed failure in the console wars begs a crucial question – is this a calculated move to make its acquisition seem less threatening? The answer leans towards yes. The company is betting on a different strategy that focuses on game sales rather than console sales.

The original PlayStation put Sony in a position of power that it hasn't relinquished since.© Provided by Xfire

Microsoft is essentially shifting gears towards becoming more of a software provider, substantiated by its efforts to expand the Xbox Game Pass subscription service. In essence, Microsoft is positioning itself as the gaming industry's Netflix rather than vying for the top spot in the hardware race.

A fascinating twist lies in the company's strategy of selling consoles at a loss. By doing so, Microsoft subsidizes gamers' hardware purchases, hoping to recoup this deficit through game and accessory sales. In other words, Microsoft is waging a war of attrition, betting on the long game rather than immediate console supremacy.

Then again, it's not alone in doing so, as both Nintendo and PlayStation have sold their consoles at a loss for years as well.

In any case, despite its self-confessed defeat, the company shows remarkable audacity in its bid to acquire Activision Blizzard. Its dogged pursuit of the $70 billion deal, even in the face of staunch regulatory opposition, suggests a company that refuses to back down. If successful, the acquisition could be a significant shot in the arm for Xbox, offering a path to recoup lost ground. But, if not, Microsoft has officially shot itself in the foot with its latest admission, which is a shame.

The next few years could potentially be good for the Xbox platform, with plans to release multiple exclusives for the Xbox Series S/X every year, including Starfield, Avowed, Fable, Forza Motorsport, and MachineGames' Indiana Jones project, as well as so much more.

As Xbox finally improves its position in Japan, it remains to be seen how waving the white flag will affect sales as we move forward, especially with the looming price increase.

Nintendo's shift towards the portable gaming market has worked out well for the company for the past two decades.© Provided by Xfire

Ultimately, we'll likely find out more about Microsoft and what its plans are for the future as the court proceedings with the FTC continues, among others. Aside from the FTC, Microsoft will also have to deal with the UK's CMA and New Zealand, which remain opposed to its planned buyout.


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