Speedrun Glossary [WIP]
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Speedrun Glossary [WIP]
Updated 10 months ago by izaak

Note:

Press CTRL+F to look for specific words/abbreviations

Message @izaak for any suggestions/corrections

For the people who come from guides to do a run, it may not be necessary to learn the definitions/abbreviations provided. Instead, there is a video you can follow if you wish to purely do the run.


Motivation

This system attempts to formalize DSBB speedrunning by using definitions and abbreviations that would otherwise repeat frequently such as placing bomb and rockets into specific positions around a map. Since 2019, there has no formal guide on speedrunning the game, so I propose a modern system in hopes of helping new players do speedruns.

The new guides will be using these modern terms to denote player and tool position. However, a video will be posted on the same guide, i.e. if the guide is Win for a Private run, a video will be linked as an example run, so it may not be necessary to follow the steps and you can watch the video to understand how to do a run.

The advantage of learning the system is that it gives an understanding on how (speed)runs work, such as allowing the person to make changes to any existing strategy. For some people, doing the run is not enough and would like to contribution to DSBB speedrunning in general.


General Speedrunning Terms

Speedrun / Run: Attempt to beat a game or a certain part of it as fast as possible

RTA: A Real Time Attack involves doing a speedrun from start to end without using save states (does not apply to Roblox, so it would just be one straight gameplay). The timings of runs are based on run category, and such timing is called RTA Timing. Example: On private server, Win starts time on first bomb / rocket explosion, but Tower starts time on first bomb / rocket placement.

TAS and human theory: A tool assisted speedrun is a perfect playthrough of a game given the same sequence of inputs. Unless Roblox's physics are deterministic and until there is an emulator of Roblox that allows save-states, playbacks and input editing frame by frame, no such TAS exists (because there are no inputs that can replicate the game consistently). However we can theorise the fastest possible time, i.e. a TAS time, because a bomb exploding + reloading always has a fixed time (unless you freeze it), i.e after 3.13 and 5 seconds after placing bomb respectively.

any%: A speedrun completed by any means (i.e. as fast as possible using glitches). This includes the legacy weld glitch, but not generally to methods such as removing Teams from VIP settings (exception to Tower categories).

Frame: The smallest measurable unit of time in a game, equal to one screen update. Although this time can be different for people, i.e. having a different frame rate, we assume 60 FPS (frames per second, so the game will update the screen 60 times) when talking about the fastest possible time or using the word "frame" in general, so 1 frame here is about 0.017 seconds. Speedrunners use frames to measure timing accuracy, with “frame-perfect” referring to actions that must be performed on a single exact frame.


Tool Abbreviations

B = bomb(s)

R = rocket(s)

T = trowel

SB = superball

SS = slingshot

Tool state abbreviations

SSJ = slingshot jump

SB jump = superball jump (SBJ is taken by slingshot bomb jump)

(P)RF = (paintball) rocket fly

BF / BJ = bomb fly / jump


Misc. Abbreviations

P1 = Player 1

P2 = Player 2

P1 + P2 = Player 1 and Player 2

PX = Player X (X is a positive whole number)

Wall stall = Sequence of inputs to keep player alive while waiting outside the base after placing a bomb inside. The sequence is: SSJ, SB jump, SSJ, wall on base (jump on wall), SSJ, sword lunge


Positioning

Bomb/rocket placement and explosion:

When mentioning placement of bomb/rocket, the placement is the same frame that the bomb / rocket clone first appears on screen. similarly for explosion, it's the frame that bomb / rocket explosion first appears on.

Layout of direction in strategy guides:

positions such as "front left/right corner of tower" can be inconsistent depending on where you're facing. For convention, we make the positions relative facing your team's tower to the centre of the map. This is because you spawn facing the centre of the map.

This allows terms such as "counter clockwise" and "clockwise" (CCW / CW respectively) to be defined consistently above, for any team. This is useful as you don't have to specify teams in strategies.

furthermore by doing this, these 4 positions will be fixed no matter what, and we can label corners / spawns otherwise. The most important places are the bridge (B), front left/right spawns and bottom corners (if implied, this can be written as "corners" in the strategy)

We can extend definitions to top front left corner, bottom (floor) front right corner, (TFL, BFR respectively) to denote the player's position on a base vertically, moreover for sides we can refer them as "centre left" or "centre back" (CL, CB respectively) to denote that. However for centre back, we have to further define where it is as it could be below the stairs on the same floor, middle of the stairs or above the stairs on the given lower floor. To distinguish between them, I will label them as BS, MS, and AS, so below, middle of, and above stairs respectively. BS and AS may be confusing since below is higher than above in height, but to keep consistency i will define the positions based off the stairs' position. This is useful for rocket placements.

Example: If I want to refer to placing a rocket at the centre back stairs, i would say CBS. However this is not useful if neither BS, MS, AS has been specified, so I would say either CBBS, CBMS, CBAS. The main difference in CBMS and CBAS is that the stairs get destroyed. An exhaustive list is seen in the message below.

The other image shows where BS, MS, AS are on the stairs.


Positioning Abbreviations

CW = clockwise team

CCW = counter-clockwise team

C = centre

CB = centre back

CL = centre left

CR = center right

CF = center front

BL = back left corner

BR = back right corner

FL = front left corner

FR = front right corner

the positions are seen from the top of tower as:

BRIDGE

FL CF FR

CL C CR

BL CB BR

  • adding T/B to the front of each refers to top and bottom floor of tower respectively. The exhaustive list is:

TCB, TCL, TCR, TCF, BCB, BCL, BCR, BCF, TBL, TBR, TFL, TFR, BBL, BBR, BFL, BFR

  • adding S to the end of each refers to the spawn (this is only useful for the top floor)

adding AS / MS / BS to the end of each refers to the specific back positions around stairs (useful for CB and CF positions), i.e. CBBS, CFMS.

  • Exhaustive list: CBAS, CBMS, CBBS, CFAS, CFMS, CFBS, (same for CL and CR although uncommon)

  • now adding I/O to front of each refers to the player (Not bombs/rockets) being inside or outside of the base, so IBFL would mean "inside bottom floor front left corner". (The reason why this does not apply to bombs/rockets is because: 1. Shooting a rocket from the outside would mean to get inside the base 2. Bombs are always placed inside the base. The bomb/rockets position will always be where they land, not where they are)

However in instructions these positions will be explicitly mentioned i.e going inside of bottom floor base so I can just mention "FL" instead

  • Order of wording (regular expressions for this might be useful): [I/O][T/B][BL/CL/FL/CB/C/CF/BR/CR/FR][AS/MS/BS/S] (end only applies to some like sides or corners)

e.g. TBL, top floor bottom left corner is valid but TBLS isn't since there is no spawn on a corner, unless moved

rocket at OBCFMS means "outside bottom (floor) centre front at (position of) middle stairs". This position is useful for any% / glitched runs where this opening allows the player to get in from the outside, and setting up weld glitch as a result. At most 6 letters would be useful to define a position in game, and lower if context is given.

Examples: Positions such as bomb clipping from the outside i.e. OBFRBS / OBFLBS can be omitted to OBFR / OBFL unless stated otherwise (if it was MS, the bomb would be clipped exactly at floor height, and AS would make the bomb drop into the void).

BFR means IBFR unless stated in context.

Steps

  • "Step X; Do step A, B, ..." means to do step A, then B, then ... then jump to Step X+1 and do that, unless specified

e.g. Step 5: Do step 2 means Do step 2, then step 6

e.g. Step 7: Do step 3 and 4 means Do step 3, then step 4, then step 8