You can know more about editing the articles in the wiki by reading guidelines.

Difference between revisions of "Segmented run"

From Speedrunwiki.com
Jump to navigationJump to search
(No difference)

Revision as of 09:33, 8 July 2006

A segmented run is a speed run or other videogaming record attempt which is attempted in several non-consecutive pieces or segments.

The clear advantage of doing a segmented run instead of a single-segment run is that you can attempt any given segment multiple times - and, for some games, you can attempt them in any order - and put the best results together to construct the final run. This enables dangerous tricks which might be unthinkable in a single-segment run to be attempted repeatedly until they work.

This obvious advantage means that segmented runs are almost always ranked separately from single-segment runs.

In general, for games with very rigid and obvious save locations - such as GoldenEye 007, which saves automatically every time you complete a level - the "segmented run" is all but meaningless. Instead, each "segment" (level) is considered as a separate, independent single-segment challenge.

However, games such as Metroid Prime, which is open-ended but allow you to save whenever you reach a save point, or Half-Life, which allow you to literally save and load anywhere, raise a different question: how many segments should you have? In Half-Life the number of segments can be practically infinite, meaning Half-Life runs can theoretically be optimised frame-by-frame, like a TAS. Generally for situations like this, a time penalty is added for each segment to discourage overuse of quick-saving and -loading. This theoretically enables all runs, regardless of segment count, to be ranked alongside each other.