Comment by Dwedit

13 hours ago

If you put tape on cartridge pin #14 of NES Platoon (or other bad connection), the game will boot to a glitched version of the ending, thus making it a zero-second speedrun.

Pin #14 is the CPU R/W pin, and if it's not properly connected, the game will be unable to write to the MMC1 mapper to perform bank switching. Platoon happens to be programmed in a way that address 0x8000 of every bank is an entry point that will run a particular level from the game. So you boot up the game, and it tries to switch to the Title Screen bank, then jumps to 0x8000. But the bank switch fails, and instead it runs code from the first bank. It just so happens that the first bank contains the program for the ending.

If the cartridge connection improves and mapper writes start to succeed, the graphics will return to normal as it continues to run the ending.

Really stretches the definition of speed run.

If I record the game to VHS, and fast forward to the end, does that count?

  • If it's funny enough they'll add it as a category, track it, and then ban it in the rest of the categories. "No major glitches" is a common sort of speedrun restriction.

  • You aren't playing the game then. There is a difference in being creative in what actions you can take as a speed runner versus just playing back a video recording.