Science

I've worked on a lot of subjects that don't quite qualify as "projects" but are relevant to speedrunning and otherwise. If nothing else, these are some unique contributions based on my experience and insights.

Speedrun Science

A Long Guide to Short Playthroughs

Way back in 2014, I got the idea in my head to write up a comprehensive guide to speedrunning. Things started with just a few scattered articles, including my What is a Speedrun? discussion, but the core concept evolved over the years. The comprehensive guide was still the cornerstone, but I also started to research and conceptualize aspects of speedrunning’s history and philosophy. Along the way, I found excellent production partners at Fangamer, and interviewed a number of relevant gaming personalities for their perspectives and experiences. Finally, in April 2019, Speedrun Science launched as the first major speedrunning book to very positive reviews. Pick up a copy today from Fangamer!

Dragster

The Most Infamous 6 Milliseconds

Over the course of writing Speedrun Science, I started looking for compelling stories of early speedrunning. One particular story involving Atari 2600 title Dragster was often cited as among the first recorded speedrun instances. As the story goes, a player managed to demonstrate a time that exceeded what the developers believed was possible. Using a special technique that the developers hadn’t considered, the player was able to best their computer models and achieve a time of 5.51. This seemed like the perfect illustration for early speedrunning: a player pushes the limit of a game beyond the developer’s vision. Great, now I just had to identify what the player did so I could describe it in more detail for the book.

However, details were scant or conflicting on the actual method the player used. This led me to dive in deeper to uncover the real strategy applied… and in the end, determined that no such strategy existed. The summary is that even after fully disassembling the game’s code and developing a spreadsheet model of the game’s speed system, I concluded that the fastest possible time was in fact 5.57. I published my initial findings on reddit looking for peer review, published a tool-assisted speedrun of the best possible time, and examined other historical media for better context and clues. In the end, all signs pointed to the original Dragster story being fabricated, with almost no verifiable evidence in favor of it.

The whole saga ended with the player’s 5.51 time being officially debunked, but it also served as an interesting case study in optimization theory and experimentation. I produced a number of videos relating to the investigation and Dragster itself, including a discussion of speed theory, Dragster tutorial, spreadsheet entry tutorial, and even the first recorded 5.57 completion, shown below (warning: language). To hear me tell the full story with some more detail, you can check out the extended clip.

Talks at Google

Speedrun Perspectives - A Quick Look at Fast Gaming

Following the Dragster saga and initial announcement of Speedrun Science, I had some moderate notoriety among a wider gaming audience. My focus on process and engineering principles in particular was picked up by some Google staff, who invited me to participate in Google’s Talks at Google lecture series. I developed a lecture and presentation, and delivered it at Google Cambridge on Dec 3, 2018. It was very well received, and a recording is available on YouTube.

Interviews

Candid Discussions and More

I’ve been lucky enough to be interviewed many times over the years to discuss speedrunning and my various endeavors. This is a quick list of my most significant interviews.

  • Sep 14, 2017 - My Insane Pace Episode 6 : This wide-ranging interview discussed my speedrunning history, some of the tools I’ve made, and the Dragster controversy.
  • Jan 29, 2018 - Washington Post Dragster Article : This was a new one for me! A journalist interviewed me regarding Dragster and its impact on the scene.
  • Feb 9, 2018 - Retro Zoo Super Show Episode 23 : I discuss Speedrun Science and my philosophy when it comes to speedrunning.
  • Mar 25, 2019 - This Week in Speedrunning : This recap focuses on my newly-announced Chimera project, where I discuss its intended purpose and major features.
  • Apr 10, 2019 - Maintainers Anonymous Episode 1 : In this inaugural episode, I discuss similarities between speedrunning and maintainer philosophy in open-source software development.
  • Various - Dank Zine : I’ve done a few interviews for AnnK’s Dank Zine! Check out issues 12, 13, and 21, which mostly talk about the process of writing my book and getting through the Dragster saga.

Writings

Zeitgeist Insights

Beyond Speedrun Science, I’ve also written a few articles discussing aspects of gaming and speedrunning.

  • Momentum : a very early article I wrote describing metagame aspects of competitive Super Smash Bros. Melee. It was just a sum of my observations and musings at the time, though I think a fair bit of it still applies today. Written in about 2008.
  • What is a Speedrun? : My first big speedrunning article that would serve as a prototype for some concepts explored in Speedrun Science. Covers aspects of formalizing a speedrun and some ancillary topics, such as glitch use and category creation.

I’ve also conducted a number of (non-scientific) surveys over the years for various reasons. These surveys propogated through Twitter, and got a lot of responses. The end results capture some of the pulse of the time period, and might be useful for getting perspectives on some of speedrunning’s history.

  • Speedrunning Site Survey: this survey looked for connections between the primary speedrunning sites and personal involvement in speedrunning. The original survey form is available here, and my summary infographic of the results is here.
  • Problems in Speedrunning: the point of this survey was to identify needs and concerns across speedrunning as a whole. It sparked a lot of discussion and prompted many people to consider what they actually wanted from speedrunning. Original twitter thread here, form here, and my reddit post discussing the results here.
  • Controller Preferences: this general survey aimed to identify which controller types people preferred, or actively disliked. This information informed my design decisions in MashAttack and earlier versions of Chimera, but is otherwise just interesting to note. Twitter thread here.
  • Monitor Latency Tests: This was some independent technical testing I performed to measure latency of many commonly available monitors to see whether they were suitable for retro gaming. The general conclusion is that most are! Spreadsheet with the results here.