Speedruns
From gdp3
Revision as of 19:30, 13 January 2011 by Staffan Björk (Talk | contribs)
The goal of completing a game or a part of a game where time is the most essential measure of success.
This pattern is a still a stub.
Examples
Using the pattern
(the first perfect score for Pac-Man took about 6 hours, which by 2010 been shaved to less than 4 hours[1]
Time Pressure Time Limits Dedicated Game Facilitators Gameplay Statistics Handicap Achievements
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedPac-Man