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Tool-Assisted Speedrun (TAS)

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Tool-Assisted Speedrun (TAS)
NameTool-Assisted Speedrun
GenreVideo game performance
Introduced1990s
DevelopersEmulation communities

Tool-Assisted Speedrun (TAS) is a recorded playthrough of a video game created with the deliberate use of emulation, frame-by-frame input, save states, and other software aids to produce an optimized demonstration. TAS projects aim to showcase idealized routes, impossible sequences, or theoretical limits of play using techniques that rely on emulators, community editors, and archival platforms.

Overview

A TAS combines precision inputs generated via emulators such as FCEUX, BizHawk, Snes9x, Dolphin (emulator), and DeSmuME with community review from sites like Speedrun.com, Reddit (service), YouTube, Twitch (service), and Video Game History Foundation. Creators often reference toolchains involving Lua (programming language), Python (programming language), GitHub, VLC media player, and archival formats used by Internet Archive. High-profile examples are discussed alongside preservation efforts by institutions like Library of Congress, Smithsonian Institution, and National Film Registry.

History and Development

Early TAS work emerged in the 1990s from console emulation projects tied to groups such as No-Intro, GoodTools, Scene (computing), and demoscene collectives surrounding ROM hacking and Homebrew (video games). The practice grew in visibility through communities on Famicom, Game Boy, Super Nintendo Entertainment System, Nintendo 64, Sega Genesis, PlayStation (console), and later platforms including GameCube, Xbox (console), PlayStation 2, and PlayStation 3. Milestones include community showcases at events like Awesome Games Done Quick, Electronic Entertainment Expo, PAX (event), and historical retrospectives tied to exhibitions at Museum of Modern Art, Centre Pompidou, and university labs such as MIT and Stanford University.

Tools and Techniques

TAS authors use emulators with features developed by teams around BGB (emulator), Nestopia, Desmume development, and plugins influenced by Ghidra, IDA Pro, and scripting APIs like Lua (programming language). Techniques borrow from reverse engineering practices by groups affiliated with DEF CON, Black Hat (conference), and computational methods used at Carnegie Mellon University and University of California, Berkeley. Methods include frame advance, save states, input recording, RNG manipulation studied with statistical approaches from R (programming language) and MATLAB, and glitch exploitation paralleled in work by Konami, Nintendo, Sega, Capcom, Square Enix, Rare (company), id Software, and Valve Corporation titles.

Categories and Rules

Community standards vary across platforms like Speedrun.com and archival communities including TASVideos; categories include any% and 100% analogs, segmented runs, and demonstration-only classes referencing titles by Shigeru Miyamoto, Hideo Kojima, Yuji Naka, Hironobu Sakaguchi, Tetsuya Nomura, Gabe Newell, John Carmack, and Satoshi Tajiri. Rule discussions parallel competitive frameworks used in Olympic Games and debates found in organizations such as ESA (trade association), ESA (trade association), and adjudication practices at Ig Nobel Prize ceremonies. Leaderboards and verification rely on systems developed by Speedrun.com, TASVideos, and community moderators inspired by standards at World Speedrun Association.

Notable TAS Projects and Communities

Prominent projects and creators are hosted on TASVideos, Speedrun.com, YouTube, and contributors include groups and individuals affiliated with GameFAQs, NeoGAF, ResetEra, reddit/r/speedrun, 4chan, Something Awful, and streaming figures on Twitch (service) and YouTube (service). Famous game runs span franchises like Super Mario Bros., The Legend of Zelda, Metroid, Pokémon, Final Fantasy, Castlevania, Mega Man, Sonic the Hedgehog, Portal (video game), Half-Life, Dark Souls, Elden Ring, The Elder Scrolls V: Skyrim, Grand Theft Auto V, Chrono Trigger, EarthBound, Undertale, Hollow Knight, Celeste (video game), Street Fighter II, Mortal Kombat, Doom (1993 video game), Quake (series), Resident Evil, Metal Gear Solid, and Mass Effect. Community hubs include TASVideos Forum, SpeedRunsLive, and academic analysis by authors at University of California, Santa Cruz, University of British Columbia, and researchers linked to IEEE conferences.

Controversies and Ethics

Debates center on authenticity, attribution, and classification, echoing disputes involving Nintendo Co., Ltd., Sega Enterprises, Sony Interactive Entertainment, Microsoft Corporation, and rights holders like Capcom and Square Enix. Legal and ethical questions reference policies from YouTube (service), Twitch (service), Discord Inc., GitHub, Inc., and content-ID systems used by Universal Music Group and Sony Music Entertainment. Community moderation incidents have paralleled controversies seen at BlizzCon, E3, and within competitive scenes managed by ESL (company).

Impact on Gaming and Research

TAS contributions influence speedrunning, tool development, preservation, and game design studies cited in publications linked to ACM, IEEE, SIGGRAPH, Game Developers Conference, and university research groups at MIT, Stanford University, University of California, Berkeley, University of Washington, and Oxford University. TAS work informs automated testing in studios such as Nintendo, Sony Interactive Entertainment, Microsoft Game Studios, Ubisoft, Electronic Arts, Bethesda Softworks, and academic projects exploring procedural generation, machine learning, and formal verification used at Google, OpenAI, and DeepMind. Archives and community materials are preserved in collections at Internet Archive, Library of Congress, and private archives maintained by groups like No-Intro and GoodTools.

Category:Video game performance