Released in April 1998 by Blizzard, Starcraft is a wildly popular real time strategy game considered by many to be one of the best multiplayer games ever. Its single player is driven by a series of campaign-style missions following the interactions of the three alien races. The primary protagonists are the Zerg, a race of insectoids that overwhelm planets and incorporate the strongest species into their fold. The wise yet stubborn Protoss are the most technologically advanced and wield powerful psi forces in combat. The Terran are the scum of humanity that was shipped away from the earth eons ago -- they fight amongst themselves as much as with alien invaders.
Individual-levels run in 3:17:07:
| Starcraft Level | Name | Time | Date | Player |
| Terran 00 | Boot Camp | 0:02:21 | 2005-11-17 | Philip 'ballofsnow' Cornell |
| Terran 01 | Wastelands | 0:02:40 | 2005-11-24 | Philip 'ballofsnow' Cornell |
| Terran 02 | Backwater Station | 0:01:12 | 2007-05-12 | Dmitriy 'Shander' Chekrigin |
| Terran 03 | Desperate Alliance | 0:20:11 | 2006-06-08 | Philip 'ballofsnow' Cornell |
| Terran 04 | The Jacobs Installation | 0:01:22 | 2005-11-14 | Torfi 'Blublu' Gunnarsson |
| Terran 05 | Revolution | 0:05:26 | 2005-04-17 | David 'marshmallow' Gibbons |
| Terran 06 | Norad II | 0:05:18 | 2005-11-20 | Philip 'ballofsnow' Cornell |
| Terran 07 | The Trump Card | 0:00:27 | 2005-11-12 | Philip 'ballofsnow' Cornell |
| Terran 08 | The Big Push | 0:14:16 | 2005-04-20 | David 'marshmallow' Gibbons |
| Terran 09 | New Gettysburg | 0:14:00 | 2005-04-20 | David 'marshmallow' Gibbons |
| Terran 10 | The Hammer Falls | 0:07:51 | 2005-11-19 | Philip 'ballofsnow' Cornell |
| Zerg 01 | Among the Ruins | 0:07:11 | 2007-05-09 | Dmitriy 'Shander' Chekrigin |
| Zerg 02 | Egression | 0:00:50 | 2007-05-08 | Dmitriy 'Shander' Chekrigin |
| Zerg 03 | The New Dominion | 0:12:08 | 2005-05-10 | David 'marshmallow' Gibbons |
| Zerg 04 | Agent of the Swarm | 0:06:48 | 2005-11-26 | Philip 'ballofsnow' Cornell |
| Zerg 05 | The Amerigo | 0:03:44 | 2006-06-28 | Philip 'ballofsnow' Cornell |
| Zerg 06 | The Dark Templar | 0:09:30 | 2007-07-05 | Alex 'aresake' Eustis |
| Zerg 07 | The Culling | 0:15:01 | 2005-05-12 | David 'marshmallow' Gibbons |
| Zerg 08 | Eye for an Eye | 0:03:50 | 2005-12-02 | Philip 'ballofsnow' Cornell |
| Zerg 09 | Invasion of Aiur | 0:08:18 | 2005-10-10 | Philip 'ballofsnow' Cornell |
| Zerg 10 | Full Circle | 0:08:57 | 2005-10-22 | Philip 'ballofsnow' Cornell |
| Protoss 01 | First Strike | 0:03:17 | 2006-06-09 | Alex 'aresake' Eustis |
| Protoss 02 | Into the Flames | 0:06:48 | 2005-11-29 | Philip 'ballofsnow' Cornell |
| Protoss 03 | Higher Ground | 0:09:09 | 2006-06-08 | Alex 'aresake' Eustis |
| Protoss 04 | The Hunt for Tassadar | 0:02:20 | 2007-07-09 | Alex 'aresake' Eustis |
| Protoss 05 | Choosing Sides | 0:00:43 | 2006-06-05 | Philip 'ballofsnow' Cornell |
| Protoss 06 | Into the Darkness | 0:02:20 | 2007-07-05 | Alex 'aresake' Eustis |
| Protoss 07 | Homeland | 0:01:11 | 2005-09-16 | Philip 'ballofsnow' Cornell |
| Protoss 08 | The Trial of Tassadar | 0:07:47 | 2005-12-01 | Blake 'Spider-Waffle' Piepho |
| Protoss 09 | Shadow Hunters | 0:06:20 | 2006-04-02 | Alex 'aresake' Eustis |
| Protoss 10 | Eye of the Storm | 0:05:51 | 2005-11-28 | Blake 'Spider-Waffle' Piepho |
Pretty random level. For fastest time in this mission you must be very careful while controling your units, especially with marines. If you keep alive 3 or 4 marines, then destruction of the CC will be very fast.
SCZ01 - Among the Ruins
The first goal in this mission is destruction of starport at 12 hours with minimal losses of zerglings. For full destruction of terran base it needs about 10-11 hydras, several zerglings and all drones.
SCZ02 - Egression
The main thing of this level is to keep the way of delivery-boy clear. It's pretty hard, because you needs a lot of luck besides a good micro.
Mostly what made this sub-10 strategy possible are the various anti-reaver strategies employed, as well as that wall of sunkens to deal with the large number of gateway forces. One noteworthy point is that if you destroy the robotics facility in the northeast outpost, then they just rebuild a new one in their base. Much better is forcing them to shuttle reavers back and forth all the time, because then the AI often drops them in stupid places. Keeping reaver kills to a minimum is crucial, as is keeping your guardians alive. In this run I managed to do both, which is tricky.
SCP01 - First Strike
In principle it should be possible to complete this mission without losing a unit. But this run is close enough to that goal that you'd be hard-pressed to save 10 seconds.
SCP03 - Higher Ground
To complete this mission you must destroy all enemy buildings. You can use your scouts to lure hydralisks away from white's base and then ambush them, making it possible to defeat white with only a small force.
Red, however, is much trickier because they have 12 sunken colonies. To get a fast time it is crucial to keep dragoon deaths to a minimum when attacking red. A "decent" attack would result in a time of about 10 minutes for me, whereas an excellent attack would surely break 9 minutes. The attack in this video was excellent for a while, but I made a number of mistakes at the end, which is why I didn't quite get sub-9.
SCP04 - The Hunt for Tassadar
This mission becomes easy if you use the pause glitch, because it enables you to get Tassadar all the way to the beacon before the red zerg even appear.
SCP06 - Into the Darkness
Watch this run, and you'll probably not be surprised to learn that it has an extremely low success rate. There are numerous infested terrans to sneak past, then you have to do a decent job at the doorway to the ghost room, and finally squeeze a low-health zealot through that wall of zerg at the end.
This run is set apart by a miracle in front of the ghost room. It is faster than should be reasonably possible by about 10 seconds.
SCP09 - Shadow Hunters
Some weird stuff happened at the end. Poor Fenix got killed yet again, but it still gave me the victory. If you watch the video carefully, the cerebrate died 3 frames earlier than Fenix, so that's probably why. I figure it's only fair anyway, because the sunken colony that was responsible really should have targeted Zeratul instead, who had plenty of health. At any rate, the time was the best I'd ever gotten, so I kept it.
For this mission all you have to do is destroy the stasis cell with 2000 hp in the middle of red's base, Raynor and Fenix must survive. Red's base is heavily defended with dragoons, scouts, carriers, arbiters and some cannons and is not easily accessed by ground. I found you can divert most of red's troops, especially the air, by using your initial carrier to attack red at the other side of their base. Red sends nearly everything to kill the carrier, does so, then has to come all the way back to your main attack, giving you about 5 seconds of mostly hostile free ground to attack the statis cell. I use Raynor and Fenix to take as many hits as possible while the reavers dish out the damage.
SCP10 - Eye of the Storm
For this mission you must destroy the overmind building in the middle of map, it is heavily defended by purple. The 3 heroes you're given, Zeratul, Tassadar, and Raynor must survive.
The nuclear missiles do abnormally high damage to the overmind, 1 does 3500 of it's 5000 hit points. For my strategy I hit the overmind with 2 nukes for the win.
Getting the ghosts there and staying alive long enough was hard to do. It wasn't until I discovered that when you kill both the spores on the bottom purple's OLs back away from that area allowing you just enough room to walk in cloaked and go undetected. I used what I believe is the fastest build to get 2 nukes for this map.
This level was almost forgotten! True, it's only the training mission but it deserves a speedrun nonetheless.
SCT01 - Wastelands
I kick myself for not thinking about lifting the Command Center before. This itself cut off some time from the 2:49 because now there are two very close mineral patches. Basically, the goal is to build the first barracks as soon as possible, and then make four marines from it with no pause in between. The hard part is timing the 2nd barracks for the last marine, making sure the marine finishes before or at the same time of the 9th marine.
SCT03 - Desperate Alliance
I made this a little more interesting and eradicated the zerg base. You may be asking how I knocked 4 seconds off this "fixed time" mission. Starcraft uses a trigger system to make events happen. There is a trigger to start the countdown, a trigger that announces the dropships at the end, a trigger to end the scenario in victory, etc. Well, Starcraft checks the triggers once every 2 seconds, and not instantly, so this is why you sometimes get a delay at the end.
SCT06 - Norad II
Sure, that thick clump of Spore Colonies and Scourge is scary at first, but that's nothing two floating buildings can't fix!
SCT07 - The Trump Card
I didn't think beating 28 seconds was possible but I was wrong. Originally I assumed that you had to be touching the actual beacon for it to trigger the speech and victory. Well, the location you have to bring the Psy Emitter in is bigger than the beacon itself so I press Esc earlier and voila, a 1 second improvement.
SCT10 - The Hammer Falls
I optimized the 11 Wraith build as much as I could and managed to get 10 of them alive inside the enemy base. Waiting outside the enemy base is necessary because the Science Vessel can ruin the run by detecting or planting a massive EMP on the Wraiths.
SCZ04 - Agent of the Swarm
The goal is to destroy Raynor's Command Center as fast as possible, regardless of the countdown timer; the level will finish as soon as you destroy it. Yes it looks like I managed to destroy it just in time, but this is just a coincidence. I decided to skip on the Overlord speed upgrade since the islands are so close together.
SCZ05 - The Amerigo
Run, Kerrigan, run! Keeping one Hydra alive near the end is vital because otherwise Kerrigan would lose a lot of health from the missile turret and firebats. It's too bad Kerrigan doesn't have Psionic Storm yet, though ensnare does a pretty good job.
SCZ08 - Eye for an Eye
The objectives say to destroy both Protoss forces but you only really need to destroy their Nexus buildings. You also have to keep any of the Dark Templar from escaping from any of the three escape paths. This isn't really a problem since there's only one escape attempt in the whole of this short run and it's always at the bottom right. I used all my starting attack units to destroy Teal's Nexus easily enough, killing off their Probes to stop them from rebuilding another, and then I'm back in time to kill the one Dark Templar trying to escape.
Now the hard part. It could have been as easy as sneaking Kerrigan into the blue base and chipping away at the Nexus, but there's that one Photon Cannon just in range to detect her. Since the Cannon is pretty deep in enemy territory, and there are multiple Reavers hanging around, I sent all but Kerrigan to destroy it. Of course, then there are Observers to worry about. They are hard to see, but they tend to hover on top of the Nexus so it was easy to aim the Psionic Storms. As you can see in my run I got VERY lucky near the end when the last Observer detected me. Both Reaver Scarabs got stuck, giving me time to evade them while the Observer was destroyed. I was praying that Protoss wan't building a third Observer, since that would ruin the run because of the lack of energy for an extra storm.
SCZ09 - Invasion of Aiur
A previous strat was to use an Overlord to transport a drone across a cliff and to the Kaydarin Crystals to avoid enemy fire. BluBlu suggested sending a drone right from the start and using my Hydras and Zerglings to distract the enemy forces. I used this and the Stack Glitch so that the drone wouldn't bump into any units on the way.
The hard part after that is surviving the attack from orange. I got lucky this time and they came at around 4 minutes on the clock. Sometimes they come at 6 minutes and just ruin the whole run.
Bringing the Drone back to the beacon was also quite hard, since you lose the Drone if it's in an Overlord when it dies. I got a little frantic when switching Overlords but I managed.
SCZ10 - Full Circle
I took BluBlu's strat two steps further by creating a Nydus Canal close to the enemy base, and targeting only the Protoss Temple with my Zerglings. The Nydus Canal also cut the time it takes to bring the Drone with the Kaydarin Crystal to the Temple ruins.
SCP02 - Into the Flames
The goal is to kill the Cerebrate. The Cerebrate is very well defended with a heavy front line of Sunkens, Zerglings, Hydralisks, and Mutalisks... however the Cerebrate has pretty much zero defense at his back. I used the stack glitch to get atleast one Probe to the cliff to the left of the Cerebrate, past the enemy front line, and built my attack force there. Luckily there was enough room on that cliff to fit three Gateways. The Gateway formation is the best way to not attract enemy units, and stay out of range of the Sunken on the left.
SCP05 - Choosing Sides
For this mission you simply have to bring Tassadar and two Zealots to the beacon. I saved four seconds from Marsh's run by getting the shuttles out faster, and handling the end better. A short and sweet level.
SCP07 - Homeland
An easy level. The objective is to "destroy the heart of the Conclave". This means either killing the two Nexuses belonging to red, or just the one belonging to orange. Going for orange is faster. The only luck/skill involved is making sure the Reaver attacks Zeratul and not the other Dark Templars for that brief moment when the enemy Protoss can detect them. Zeratul has high hitpoints so he won't die in one shot from the Reaver.