Speed Run Tournament Rules


Format
Using either an in-game timer or stop watch, every speed run tournament will consist of a single attempt to complete a specified objective in as fast a time as possible. You will have the opportunity to practice some before your single attempt.

Controllers
For speed run tournaments, the RWS will provide the controllers. Don’t worry, we will only provide original controllers and will not use 3rd party controllers. The only exception to that will be for Atari 2600/7800 tournaments, where we will use Suncom TAC-2 controllers (which are way better than the original 2600 and 7800 controllers anyway). Tournaments for Gameboy and Gameboy Advance games will use the SNES with Super Gameboy and the Gamecube with Gameboy Player, respectively, and those consoles’ original controllers.

Universal Gameplay Rules
You will notify the TO when you are ready to begin your single attempt. The TO will tell you when you can start. When the TO tells you stop, you must immediately set down your controller, and the TO will record your final time. If you lose all lives prior to completing the objective, your turn will be over (i.e. no continues) and no time will be recorded (you must complete the objective for your time to count). If you continue play despite the TO’s announcement to stop or use a continue, you will be automatically disqualified with no opportunity for a redo. If a technical issue should arise with the controller, game, console, or TV during your attempt, you will be given a second attempt.

Specific Gameplay Rules

Donkey Kong (Gameboy)

  • First four stages will be played.
  • Final time will be based on combined in-game time for the first four stages.

Kickle Cubicle (NES)

  • First four stages will be played.
  • Final time will be based on combined in-game time for the first four stages.

Mega Turrican (Sega Genesis)

  • Game Level: Normal. Rapid Fire: On.
  • Final time will be based on remaining in-game time upon reaching first level main boss.

Pole Position (Atari 8-Bit)

  • Malibu Grand Prix – Laps 4
  • Final time will be based on Lap Time in qualifying race.

Sky Jinks (Atari 2600)

  • Difficulty B.
  • Game 1: Polo Grounds (25 pylon course).
  • Final time will be based on finished time after passing all 25 pylons.

Sonic the Hedgehog (Sega Genesis)

  • Green Zone Act 1 through Act 3 will be played.
  • Final time will be based on combined in-game time for all three acts.

Super Mario Kart (SNES)

  • 1P Game. Mariokart GP. 100cc Class. All characters permitted.
  • Mushroom Cup.
  • Final time will be based on combined in-game time for all three courses: Mario Circuit Course 1, Donut Plains Course 1, and Ghost Valley Course 1.