The Fastest Music in the World

This is a guest post by our intern, George Lewkowicz (closet statistician)

We want to make everyone better runners. With Zombies, Run!, we realised that we are collecting hundreds of thousands of runs with speed and music data. There have been several scientific studies trying to find the best music to improve a runner’s speed by analysing a track’s speed in bpm (beats per minute).

When I saw the huge amount of run data we have, the inner statistician in me came out, and I realised we can finally settle this debate once and for all! Using simple multi-variate analysis we sought to identify any common relationships within the data and, ultimately, find the top thirty tracks that seem to improve a runner’s speed when playing Zombies, Run!

The headline news is that 140bpm IS statistically significant (as found by some other studies). In other words, running to songs with 140 beats per minute will make you run faster. Here’s the relationship:

Other studies have suggested that this is linked to your running gait, because 140bpm is roughly the same pace that the average person runs at. The reason for the other peak at 70bpm is that it’s half of 140bpm, so you get a beat with every other step you take.

Now, before you get excited, a 140bpm playlist will not suddenly turn you into a brilliant runner – it only speeds you up by about 0.36%. Compared to the 2.1% speed-up we’ve found when players are running during their first song – and the 3.4% slow-down during their last song, it’s not a huge amount. 

But we did find a secret that could improve your run: some specific tracks in our database seem to hugely improve running speed. We think it’s all about being uplifted by the track; some songs just have that oomph that drive you forward. So without further ado, here’s are the statistically-evidenced songs that will make you run faster!

(Of course, your mileage may vary…!)

Want to know all the details? Read on…

Assumptions

  • Zombies, Run! users are a representative sample of the population of all runners.
  • Our BPM values for each track are correct, and stay constant (this is almost certainly not true).

Home grown data:

  • Anonymous run logs from all users.
  • Looking at speed during a track.
  • The speed was first been normalised to the run (so we’re looking at percentage increases in speed during a run)

Other data:

BPM for each track. There is NO good place to get this data from the web. The majority of our track data came from http://www.cs.ubc.ca/~davet/music/bpm as this allows us to retrieve it in the most downloadable form, however we also used www.djbpmstudio.com and www.bpmdatabase.com.

Even so we couldn’t find the bpm for the majority of our track data, particularly newer songs. We only used the data for which we had bpm (though this requirement was removed for the calculation of the top 30 tracks). It was then filtered further removing tracks where a user was running either a third faster or slower than their average rate for the runs as to remove people using interval training. Tracks where a zombie chase was initiated were also filtered.

This still meant we had 86,000 rows of data, so there was no need to panic.

Multi-variate analysis was used trying several relationships to bpm. This means we allowed for other reasons as to why a run could be faster, for example the position of the track in the run, and removed the effects when looking at the bpm relationship that we were interested in.

We tried several non-linear relationships to bpm. A linear relationship would mean that the speed would increase as the bpm increased so that you could draw a straight line through the data. As we thought there would be a peak bpm, we needed a non-linear relationship.

The most significant bpm relationship was a sine curve with peaks at 70bpm and 140bpm. Some trial and error was used to see the effect of sine curves with different peaks, however the most significant was 140bpm to the nearest integer at a significance level of 0.2%.

The tracks are listed by the significance of the z-value from the general population of all tracks with the count of n being the number of users that had played the track, and the average increase per user per track used. This means that the tracks are listed by the probability that they make you faster, rather than the amount that they increase your speed.

The t-statistic (a different measurement of probability used for smaller datasets) was considered, but it was felt that we had a large enough dataset that the difference between the two probabilities would be small, and that as we are looking for an ordering rather than a significance it was also irrelevant. All 30 tracks improve running time past a 5% significance level.

While every effort was made to be as statistically rigorous as possible, there are some obvious flaws in our assumptions. The comment section should not be a place to troll our statistics. The songs however should be attacked at will…

Zombies, Run! version 1.5 for iOS now available

Race missions! A fix for the annoying iOS 6 music repetition glitch! Other fun things! All this is now available for Zombies, Run! players with iOS devices via an update to version 1.5. Simply head on over to the App Store and get that download started.

Don’t forget that Zombies, Run! is currently 50% off on every platform until Halloween. So if you haven’t picked it up by now, we can only hope that the promise of even more missions and iPhone 5 support has you toppling off that fence.

We can’t wait to hear what you think of the new missions, so be sure to let us know.

Celebrate Halloween with a Zombies, Run! sale

You might have noticed that Zombies, Run! has been on sale on the Google Play Store for a few days. We were thrilled to be featured on the Google Play Store homepage during this time, since we’re big fans of Android as a platform and we’re always looking to improve our Android version (including bringing Zombies, Run! 5k Training to Android).

To celebrate Halloween, our sale will be continuing for another week – and today, we’re expanding it to include the iOS App Store and Windows Phone Marketplace.



For one week, Zombies, Run! will be 50% off on all platforms. Because what is Halloween without Zombies? It’s the last discount we’ll be doing for a while, so we hope you all take advantage of it. If there’s someone you know on the fence about picking up Zombies, Run!, now would be a great time to let them know (or gift it to them)!

Race missions coming to Zombies, Run!

Zombies, Run! 5k Training is great for beginner runners, but a lot of more experienced runners have asked whether we’ll have any missions for them. The answer is: YES!

The next update to Zombies, Run! on iOS will have six new ‘race missions’ in total, with three made available for free as part of the update, including one 5k race, one 10k race and one 20k race. Race missions work similarly to normal missions, but with an important difference: story clips will play depending on the distance you have travelled, rather than simply between songs. Don’t worry, those without GPS won’t be left out, because we’ve included a few options for calculating distance from accelerometer mode.

With these missions lasting a bit longer than normal (particularly the 10k and 20k races), you can expect a lot more story to be packed into each. The 20k races, in particular, have been described as “feature film length”. Can’t quite run that far? That’s cool – you can always pause and resume, just like any other mission.

For $1.99, you can also unlock a second set of missions. Again, this includes one 5k race, one 10k race and one 20k race, all bundled together. With these missions we’ve tried something new; the story plays out from New Canton’s perspective. All of these missions take place around the end of Season 1 of Zombies, Run!, though before the big cliffhanger…

Race missions will be made available in an update to the iOS version of Zombies, Run! (version 1.5) in the near future. Version 1.5 will also contain the iOS6 music glitch fix as well as support for the iPhone 5’s higher resolution screen. We’ll let you know as soon as we have a concrete release date here on the blog.

We are planning to add these features to the Android version in the future, as well as announce some new features which will be relevant to both platforms, so keep an eye out for that soon!

Zombies, Run! version 1.2 for Android now available

Android fans, rejoice! We’ve released a new update for Zombies, Run! which adds much-requested functionality and improvements. We’ve added a bunch of new features for you guys, including Level 5 buildings, Radio Abel-only mode and accelerometer tracking for zombie chases. We’ve also updated the Radio Abel clips, so you now have the complete Radio Abel experience on Android.

Here are the full Zombies, Run! (1.2) for Android patch notes. The update is available right now. We hope you enjoy the new content!

  • Radio Mode
  • Tracking via Accelerometer (including zombie chases)
  • Level 5 buildings
  • New Radio clips
  • “No More Radio Clips” announcement
  • Back key functionality on tutorial screen
  • Various bug fixes

Zombies, Run! 5k Training is out now!

We told you it would be soon; Zombies, Run! 5k Training is now available on the Apple App Store for just $3.99! If you missed our blog post with full details on the new game, then make sure you check that out. A version for Android is also in the works and will be made available in the coming months.

We’re very excited to be expanding the Zombies, Run! universe with Zombies 5k and we’re eager to hear any and all feedback, so please be sure to let us know what you think.

There’s plenty more Zombies, Run! in the pipeline, with Season 2 development going strong and more updates to Season 1 (some of which we’ll be announcing very soon) also in production. If Zombies, Run! 5k Training is your first step into the Zombies, Run! universe, then you’ve got a lot to look forward to!

Regarding music playback in iOS 6

We want to let you know that we’re aware of the music playback issues caused by iOS 6 for iPhone and iPod Touch. To fix the problem, we’ve completely rewritten and improved the music player for the next version of Zombies, Run! (1.5), and we’re working hard to get this out to you as soon as possible. Version 1.5 will also include some great new content which we’ll be announcing soon!

In the meantime, you can use the music controls on the lockscreen of your iOS device to skip songs forward if you’re experiencing repeating tracks. Simply double tap the menu button on your device to bring up the controls.

We ask for your patience while we get this update out to you. Once it’s out, you’ll be able to choose from two different music playback options (“New” and “Legacy”) which should fix the iOS 6-related errors. As soon as this update is available, we’ll let you know.

Mars Rising Films creates incredible Zombies, Run! fanfilm

Did we mention how amazing our fans are? Just check out this video. An honest to goodness short film based on Zombies, Run! This incredible piece of film was created by the guys at Mars Rising Films (follow them on Twitter!), and perfectly encapsulates the experience we wanted to offer with Zombies, Run!

We love this video not only because it’s an entertaining short film in its own right, but also because it’s a great way for to explain what Zombies, Run! is in less than five minutes. So be sure to pass it along to your friends and spread the word!

Zombies, Run! 5k Training Details

I know you’re eagerly awaiting more information about Zombies, Run! 5k Training and we’re now ready to completely lift the lid and reveal full details. Development on the app is continuing apace, so it won’t be long before you’ll be able to get your hands on it. Once we have a concrete release date you guys will be the first to know.

Zombies, Run! 5k Training is a completely separate app to Zombies, Run! and focuses on getting beginner runners up to speed to the point where they are able to run a 5k race with no problems. We do this through an eight-week training program, designed in collaboration with Julia Jones and Shauna Reid of Up and Running e-courses. It’s a professionally designed training schedule combined with our unique brand of storytelling and all set within Abel Township and the rest of the Zombies, Run! universe.

The 25 training missions found in Zombies, Run! 5k Training all take place between missions 1 and 2 of Zombies, Run! and describes Runner 5’s early days at Abel Township. If you’ve played Zombies, Run! already then you’ll be interacting with a lot of familiar characters as they help motivate you on your new training regimen. If you’ve not played Zombies, Run! before then this is the perfect introduction the world and, once you’ve completed the eight week course, you’ll be in great shape to start playing through Zombies, Run!’s epic story.

As you can see from the screenshots, 5k Training looks very different from Zombies, Run! We think this better reflects the nature of the app, as a training aid. This aesthetic continues onto ZombieLink, where you’ll be able to track your full progress as you complete each mission. Each mission has very clear instructions; you will be alerted to exactly what exercises are involved in each workout right from the mission start screen and instructions are given aurally by the inhabitants of Abel Township.

We’ll let you know as soon as we have a concrete release date and price, so keep an eye here on the Zombies, Run! blog for the latest info. We’ll also have news on an update to the iOS and Android versions of Zombies, Run! soon…

Time for another Zombies, Run! fan roundup

We keep being surprised by how dedicated and passionate our fans are about the game. So before we get started on the roundup, a massive thank you to all of you who tweet, blog, create and roleplay in the name of Zombies, Run! You not only help spread word of the game, but you keep everyone here at Six to Start hugely entertained on a daily basis.

With that said, here are the best Zombies, Run! fan contributions we’ve seen recently. Did we miss anything? Let me know at Jem @ sixtostart . com.

  • Zombies, Write!

A month-long fanfic writing expedition for our lovely community, organised by Chekhov’s Zombie. Entry has now closed, but come October 23rd (hey, that’s the day we move into our spiffy new office!) we will be inundated with new Zombies, Run! fanfiction written for, and by, our awesome fans. Don’t worry, we’ll be posting a round up or all the entries when the deadline expires.

  • Skater 5

Some fanart by Tumblr user objectifyingchuckchilton shows what Runner 5 could look like if s/he ditched the running shoes for a pair of skates and a pretty pink dress.

  • Zombeads, Run!

Zombies, Run! coasters made of beads. Why didn’t we think of this? Something to look into after the next batch of merchandise, perhaps…

  • Press2Cosplay

Writers at Press2Reset.com ran the extra mile and dressed up as Runner 5 him/herself for their back-and-forth Zombies, Run! review. Some incredible attention to detail here, though we have to wonder how they got away with carrying an axe and two baseball bats out in a public area. Not to mention the ever-present sports bra.

  • Bless Me Sam Yao, For I Have Sinned

Don’t be shy. Bunker of Feels wants to know your Zombies, Run! related confessions. Lay your soul bare and tell everyone your deepest, darkest Zombies, Run! secrets. From the looks of it, you won’t be alone. No matter what it is…

Got something to submit to the next fan roundup? Let me know at Jem @ sixtostart . com!