An Introduction To Speedrunning


Thunderstruck, being run on a BBC Micro emulator
If you don't know what speedrunning is in relation to computer gaming, then I'm honoured to be able to provide that definition:

Speedrun (v), [ˈspiːdrʌn] - to complete a computer game, or part of that game, in the fastest time possible, given a set of restrictions.

This is a little formal, so let me give you an example. If you've ever played a racing game's time-trial mode for individual tracks, then you've done a speedrun. It's about honing skills and abilities to eke out time-savings along the way. But speedrunning tends to be a lot more than that, involving special tricks, strategies and even glitches to reach the goal of the run as quickly as possible. All of this is known as 'speedtech', which covers anything that can be used, within the rules of the run, to aid going fast.

The following will accrue accounts - with video - of some of the older games I have personally routed and run. Games from the 80s and 90s that hold a special place in my heart.


Doctor Who And The Mines Of Terror
Micro Power (1985) - for the BBC Micro
Part 1

Overview and Background:

The Mines of Terror is a Doctor Who adventure for the 8-bit home computer. First released for the BBC Micro, then later for the Amstrad and the Commodore 64, the game was originally conceived as a sequel to the BBC Micro classic, Castle Quest. Given the game's title, you won't be surprised to find out that this didn't happen and the game was later re-conceived as an official Doctor Who game.


The game's main title screen
     Written by Gary Partis, the game was astonishingly ambitious, coming with a ROM chip included because the BBC Micro didn't have the native memory to run this powerhouse of a game. Unfortunately the price had to reflect the included microchip resulting in less than satisfactory sales.

     In the genre of a puzzle-platformer, you are in control of Colin Baker's incarnation of The Doctor, the Sixth. The story is a bit convoluted, but let me try and summarise.

Plot Summary:

The Time Lords have discovered a plot to abuse a 'Time Instant Replay Unit' - from here on known as 'The MacGuffin' - on the second moon of Rijar. The moon's mines produce an element essential to the creation of the MacGuffin, Heatonite. It's up to The Doctor to deal with it.

     But oh no! It turns out this whole thing has been a dastardly and bastardly plan by The Master all along who is, for some reason, cosplaying as the devil - don't ask. He wants to use The Doctor's brain in the MacGuffin to somehow turn it into a device for controlling events in time. I don't know why a Time Lord with a time machine can't do this already, but I'm sure it doesn't really matter.

     On your journey through the mining complex, refineries and labs you'll need to solve puzzles, avoid deadly enemies and recover the MacGuffin. You'll encounter the TARDIS, The Master, with his time machine in the form of an Ionic column, and several other death-defying situations that will require the quick wits of The Doctor to survive.


Not a Dalek

Not K-9
     Terrifying robotic sentries that are definitely not Daleks - due to the rights being owned by Terry Nation and not the BBC - patrol the mines and will extermin... I mean 'shock' The Doctor to death, forcing a regeneration. But he's not alone, The Doctor has a robot animal companion to help him out. You know the one, don't you? That's right, it's Splinx. The Doctor's programmable cat companion can be instructed to move between markers you can place, then perform actions at those markers. It's quite a clever mechanic.

Routing The Run:

Approaching a game with a mind to speedrun it requires looking at the game in a very different way from normal. Knowing the mechanics of the game is important, but that's because you can't subvert those mechanics if you aren't familiar with them. The first thing is to ascertain the minimum number of things the game expects of you to count as 'completion'.


The Doctor approaches the MacGuffin
     There are a bunch of optional things you can do to increase your score throughout this game, but ultimately, getting your hands on the MacGuffin and jumping back in your TARDIS is all that's necessary to trigger the end screen. For reasons only known to itself, your TARDIS will relocate halfway through the game to a much more inconvenient position within The Master's lair.

     With this in mind, I had to find a way of achieving those simple-sounding goals in as quick a time as possible. During a casual play-through of the game you might notice some odd behaviour every now and then, The Doctor moving in strange ways, or the game reacting to edge cases in an unexpected way. Things like that are exactly what I'm looking for to help me. It was time to search for any quirks in the game that I could exploit to my advantage.

Glitch Hunting:

The gameplay of a glitch hunter might look borderline insane if viewed in isolation - continually jumping at walls, repeatedly dying, etc. - but there is method to the madness. Finding out exactly why that 1 jump from a ladder in 100 gives you extra distance, say, could lead to accessing parts of a level that you weren't intended to, subverting a locked door or a solid wall.

     In extended bouts of 'mucking about' in the game world I discovered some very interesting and, ultimately, very helpful glitches in Mines of Terror. Some of it was movement related, some of it abused geometry, and there were even areas usually 'out of bounds' to the player that I could access. The following tabulated data records all the glitches I discovered:

* Click on an image to open a larger version *

Glitch Name
Description
Example
Fall Damage Cancelling
Hitting the 'escape' key whilst falling resets your fall height, making previously fatal falls survivable - be careful though because this also sets your respawn point if you die.

A normally fatal fall
Walljumps
You can jump away from walls after hitting certain ones, giving extra height.

Gaining extra height
Highjumps
Hitting the 'use' button during a jump can give extra height to a jump. This can be used in conjunction with walljumps to gain a lot of height.

Just jumping
Ceiling Clips
Hitting the jump button, releasing it and then holding the use button can clip you through ceilings. Often this results in a highjump in combination with the clip, which is usually necessary to get all the way through a ceiling.

Like a ghost
Air Walking
When falling, if you hit the 'escape' key and then hold a direction button, when you return to the game you will move sideways in the air one block in the direction you've held before resuming the fall. You can chain this effect.

Walking in the air

Building The Route:

With all these glitches under my belt, I was in a position to figure out where and when they could be used to speed up completion of the game. After much experimentation I discovered that the MacGuffin of which I sought was handily placed just above an area where a highjump could clip me through the ceiling - good news. Bad news - I'm now trapped in a locked off area with killer not-Daleks and no way to get out.


CSC
     Let's talk about a feature of the game, these CSC (Cryogenic Sleep Chamber) booths scattered throughout the complex. At these booths you can save the game, and they also act as a checkpoint just by walking in front of them, so when you die, you respawn at the latest CSC you tagged. But crucially, you keep your inventory.

     Lucky then that I pass a CSC on the way to ceiling clip up to the MacGuffin. By tagging it, grabbing the MacGuffin, storing it in the inventory, then walking face-first into a murder-bot, I escape the locked-off area and bring what I need with me. Then all I need to do is to take it to the TARDIS, which, by the time the player has done everything required to get the MacGuffin, should have moved into The Master's lair.


Where the TARDIS should be
     I said should, but if I was to go to the ending area at this point I wouldn't find the TARDIS waiting for me at all. A by-product of breaking the correct sequence of the game.

     But just because the TARDIS graphics aren't there, it doesn't mean that the hit-box you interact with to complete the game isn't there. In fact, it is. If you use the MacGuffin at the point shown in the picture, (inset left) then you complete the game whether the TARDIS graphic is there or not.

     If only getting there was as easy. Unfortunately The Master's lair is behind a lot of puzzle solving to get there legitimately and, even worse, is entirely surrounded by the harsh near-vacuum of the small moon's meagre atmosphere. No chance of jumping through a ceiling if we're turning inside-out before we get there. But there is a solution.


Behold! Oxygen

Take your pick
     The Oxygen Cylinder! Behind a penetrable (the opposite of impenetrable) wall of rock, accessed via the use of a pickaxe we can find near the starting area, is the key to surviving outside. Having the Oxygen Cylinder in your hands (not just your inventory) allows you to survive the airless wastes. But that was only half the problem solved. Even if I could go outside, was there anywhere that would allow me to clip into The Master's lair?

     There was one place. A single piece of the landscape that was within jumping reach. The Master thought he had this all locked up tight, but he didn't count on me wall jumping onto impossible to reach platforms, jumping through ceilings until I found myself in an escape pod launch tube, phasing through the roof with an oxygen tank in hand, falling a fatal distance whilst also moving through the air in defiance of physics and surviving, before passing through a wall as if it wasn't there are sneaking away via an invisible TARDIS. The fool.

Running The Run:

So that's what I did. Surviving a monster, 'The Madrag', that lives in the deep caves where the Oxygen Cylinder is found required some quick Splinx programming - bothering its eggs so as to distract it - but the keystrokes become second-nature with enough practise.

     With it all put together I started performing runs. I quickly learned that my route was viable and could be reproduced consistently, so I set about pushing for a competitive time. I say 'competitive', I mean 'presentable'. Nobody else, according to Speedrun.com, had ever run the game, although a hopeful Doctor Who fan had created the leaderboard in anticipation. I completed runs, but none that didn't have some glaring problem, something I could improve on, a trick that didn't work first time, etc.

But then. On the 14th of November, 2023. I completed. This run:

What was to happen next would rock the world of Doctor Who and The Mines of Terror speedrunning (which consisted of just me really) to its very core. But that's for another time. Keep coming back for the continuation, with a twist that you never saw coming.

Hypo
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Doctor Who And The Mines Of Terror
Micro Power (1985) - for the BBC Micro
Part 2

Riding The High:

In the first part of my speedrunning tale I revealed all of the glitches and quirks of the game that I found. I was quite pleased with myself for all of that. Even more pleasing was how all these things came together to create a run that, even for people unfamiliar with the game, looked both fun and broken. Check out the video to see my point proven.


Basking in the glory
     There's a cycle you enter when looking at a game with speedrunning in mind. There's the casual play through that tickles something in your brain - the part that says 'this has potential'. Then comes the experimentation, finding glitches and movement techniques that might help speeding up completion of the game. After that it's all about coming up with a route that minimises the time required to complete it. And you'd think that the last part would be to run the game as competently as you can and be happy with it.


An unpleasant representation of a metaphor
     That isn't entirely wrong, but being happy with it, there's the snag. When running a game that nobody else runs you can't help but constantly be thinking, 'Am I missing something here? Is there a more obvious way of speeding this up?'. When away from the keyboard there's always a part of my brain that is back on Rijar with The Doctor, trying to find potential time saves (see left). This is true even when you've got a solid route, a solid time and the top spot on the leaderboards (see above right).


This is a cycle
     That's why it's a cycle. Instead of being happy with the run, these intrusive thoughts make you return to the experimentation part and begin again. Sometimes the intrusive thoughts can lead to an idea that, whilst you doubt it will work, niggles away at you until you decide it's worth trying anyway. Run attempts can turn into entire sessions where you aren't running the route, you're just testing wild ideas you've had.


A labbing session
     Trying to find more quirks, glitches and speed improvements, as opposed to grinding for a better time, is a process known as 'labbing' by some in the speedrunning community. An appropriate monicker given that the game becomes a laboratory in which to experiment. And so, instead of sitting on my World Record* time and being happy with it, I started labbing.
[*Technically]

Ruining Everything:

Yes, finding new speedtech is part and parcel of the speedrunner's trade. All of the glitches that were discovered in Part 1 complemented each other in such a way as to produce a fast, challenging and fun speedrun. But this is a speedrun, not a glitch showcase and just because we've managed to construct a run doesn't mean it can't be 'improved'.


The 'monorail' - a walking simulator
     I'd been testing numerous ideas. Investigating possible places I might have been able to ceiling clip to cut out some of the prolonged walking sections yielded nothing of use. Attempts to fool the game into letting The Doctor survive outside the complex without the oxygen tank only resulted in a lot of unnecessary regenerations. Walljumping from any remotely vertical surface didn't help in shaving any time from the established route.

     But then I had an idea. One of those niggling ideas that seemed ridiculous. Even more ridiculous was why I hadn't thought of trying it before. You win the game by bringing the Time Instant Replay Device (TIRU aka The MacGuffin) back to the TARDIS within The Master's lair. But the TARDIS doesn't start in The Master's lair, the game begins with The Doctor having just stepped from it. It's right there in the mines. So could I return the MacGuffin to the starting TARDIS position?


The actual TARDIS


     As an aside, it's actually, not that ridiculous that I hadn't thought of trying it. As I explained in Part 1, the sprite showing where the TARDIS is located is independent of whether the hitbox that registers a game-win condition is present. Because, during a normal play through of the game, the TARDIS will always be moved to The Master's lair by the time you have the MacGuffin, there's no reason for a win-condition hitbox to exist in the mines.

     Despite an aforementioned hitbox not having any business being there... I'm sure you can guess where this is going. I started a game and weaved my way through the not-Daleks to get up to the MacGuffin, as that was all I needed to test this insane hypothesis. With the pink orb in my possession I weaved my way back through the patrolling death-bots and, fully expecting nothing to happen, I used the MacGuffin.


Congratulation, you are winner!
     I completed the game. It actually worked. Congratulations, Universe saved, you'll be back on Gallifrey in time for breakfast.

     To be absolutely honest, I didn't know how to take it initially. Everything I thought I knew about speedrunning Doctor Who and The Mines of Terror was, in that moment, shattered!

     I'd finished the game without going outside the complex at all, so no need to get the oxygen. That, in turn, means I don't need to get the pickaxe - its only use was to break down a wall protecting the oxygen tank. Could the new route, taking this newly discovered tech into account, really be so simple?

(Yes It Could) - The New Route:

A Madrag

If I didn't need the oxygen and don't need the pickaxe then I don't even need to distract the 'Madrag' in the mines with Splinx. I can just go the way with all the murderous robots, easy...


Chase me, chase me
     You think I'm being sarcastic? It actually ended up being much easier than I was expecting. From the moment you start the game the Dalenks are on a predetermined course. They'll always appear in the same places at the same times - so long as The Doctor doesn't get too close. If he does get too close then the robot will start to chase him. Both robot and Doctor have the same movement speed, so keeping ahead of it is trivial, just so long as you can keep moving forward. An additional quirk to the Dalenk's movement is that if they reach some stairs going up, they are compelled to go up those stairs.

     With all of this in mind, it was a relatively quick job to come up with a consistent and safe route through the parts of the robot infested mine. Make exactly the same movements and you'll have exactly the same result, every time. If only getting back could be as easy...


Splinx
     Getting back is even easier, in fact. I hate to keep harping on about it, but in Part 1 I explained how we can use a Cryogenic Sleep Chamber (CSC) to create a checkpoint that we can utilise for a death-abuse* strategy. Well, if we don't tag a CSC then the default checkpoint position when you begin the game is used, which just happens to be right next to the TARDIS.
[*Dying in order to get somewhere faster]

     So now the route has been reduced to a lot of walking, a couple of tricks and an intentional death. Is it quick? Absolutely. Is it a fun run that has enough challenge to keep it interesting? Sadly, no. I ruined everything. 'But how fast is it Hypo?' I hear you cry. Well...

On the 14th of November, 2023. I completed. This run:

And that's where the World Record* currently stands. I'm sure a few seconds could be shaved off with optimal movement, but I'm sorry to say that the run just isn't that fun any more. And herein lies the hazard of getting what you wished for. Speedrunners are always looking for ways to go faster, but, just sometimes, it can kill the very thing they're trying to nurture.
[*Technically, yes, I know]

The Future:
You can never rule out new tech that might reinvigorate the run, but you also can't count on it either. There's also no guarantee that anyone else other than me would show even the slightest interest in running the game and fleshing out the leaderboards. But it would be nice to see some others try and shave off those sloppy seconds.

     Something that might be worth routing is a path to 100% the game in the fastest time possible. There are plenty of things you can do in the game to get a higher score. Getting the maximum score would certainly require all of the discovered glitches, and could return the challenge and the fun to the speedrun. It would, of course, have to be separated from the above Any% route, but I can see that being worthwhile.


Play with me?
     As of now I have no plans to return to Doctor Who and The Mines of Terror as anything other than a casual player - at least for a while. But if you, dear reader, would like to try the game for yourself, it can be found at BBCMicro.co.uk. Fully playable in the browser, along with almost every other BBC Micro game ever released.

* A direct link to Doctor Who and The Mines of Terror is right here *
(Opens in a new browser window)

Some Final Thoughts:

It's been fun to look back on this speedrun and properly document it. Not all of them have such a seismic shift halfway through (which is why it felt acceptable to split it into 2 parts), but every game I have speedrun has been a different experience.

     Until my next exciting tale of speed, farewell.

Hypo
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