Overview: Speedrunning is the practice of completing a video game—or a specific segment of a game—as quickly as possible, often with the goal of achieving a world record or personal best. Rooted in competitive gaming communities, speedrunning blends meticulous planning, precise execution, and deep knowledge of a game's mechanics, glitches, and level design. The phenomenon has grown into a major subculture within gaming, supported by online platforms like Twitch and YouTube, and celebrated through events such as Games Done Quick. Speedrunning encompasses a wide range of strategies—from standard "any%" runs (finish the game by any means) to highly restricted categories like "glitchless" or "100%" completion—and is known for its collaborative spirit, in-jokes, and lighthearted rivalry.


1 History of Speedrunning

1.1 Origins in the 1990s

Speedrunning emerged from the arcade and early console era, where players informally competed to beat games quickly. The first documented speedruns appeared with the advent of home internet and file-sharing communities. In the early 1990s, players recorded their completions of classics such as *Doom* and *Super Mario Bros.* using VHS tapes or early computer recordings. The release of *Quake* in 1996 spurred organized competition, with players sharing demos (in-game replays) online. The "Quake done Quick" project in 1997, which produced a cooperative speedrun of the entire game, became a landmark moment, demonstrating the potential for fast, glitch-assisted runs.

1.2 The rise of online leaderboards

As internet connectivity improved, dedicated speedrunning websites began to appear. Speed Demos Archive (founded in 2001) and later Speedrun.com (2014) provided centralized leaderboards, category definitions, and verification systems. These platforms allowed runners to submit times, watch others’ efforts, and compete globally. The formalization of rules—such as timing methods and category restrictions—helped standardize competition and fostered a sense of community legitimacy.

1.3 Modern streaming era

The launch of Twitch (2011) and the rise of YouTube transformed speedrunning from a niche hobby into a mainstream spectator activity. Live streaming allowed runners to broadcast their attempts in real time, interact with viewers, and build personal followings. The increased visibility attracted new participants and gave rise to major charity events. Speedrunning became a source of entertainment, with runners often explaining strategies and reacting to mistakes, making the genre accessible to casual audiences.

2 Core Concepts and Terminology

2.1 Categories of runs

2.1.1 Any% and 100%

The most common speedrun categories are "Any%" and "100%". Any% requires the player to reach the game’s end credits as quickly as possible, using any glitches or exploits allowed by the community. 100% demands a more exhaustive completion—collecting all items, beating all optional bosses, or achieving every in-game objective, depending on the game’s definition. These two categories often produce vastly different strategies and time commitments.

2.1.2 Low%

Low% runs challenge players to finish the game with the fewest possible upgrades, items, or abilities. This category often relies on deep knowledge of sequence breaks and enemy patterns, as the player must survive and progress without standard gear. Low% is particularly popular in Metroidvania and action-adventure games, where skipping power-ups is both difficult and rewarding.

2.1.3 Glitchless and tool-assisted speedruns (TAS)

Glitchless runs forbid the use of intentional glitches or exploits; the player must rely solely on intended game mechanics. This category is favored by purists and can be more approachable for newcomers. Tool-assisted speedruns (TAS) are created using emulators and save states to achieve theoretically perfect play, frame by frame. TAS videos are often used for entertainment or as proof of in-game limits, but they are not eligible for human-run leaderboards.

2.2 Timing methods

2.2.1 Real-time vs. in-game time

Real-time (wall clock) begins when the player gains control and stops when the final input is made. In-game time uses the game’s internal clock, which may pause during menus or cutscenes. The choice affects strategy: runners managing real-time must account for loading screens, while in-game time rewards efficient gameplay regardless of hardware differences. Many communities standardize real-time to ensure fairness across platforms.

2.2.2 Frame-counting

In certain retro games or tightly optimized runs, times are measured in individual frames (typically 1/60th of a second). Frame-counting is used when two runs appear identical on a standard timer but differ by a few frames. Specialized software or manual analysis of recorded footage is employed to determine the exact frame count, enabling highly precise leaderboards.

2.3 Speedrun tools and software

2.3.1 Split timers (e.g., LiveSplit)

Runners use split timers to track their progress during a run. LiveSplit is the most popular tool; it displays a customizable interface showing current time, splits (segment times), and comparisons to personal bests or world records. Splits help runners identify where they are gaining or losing time, and they add a layer of dramatic tension for viewers.

2.3.2 Emulators and savestates

Emulators allow speedruns of older games on modern hardware. They offer features such as savestates (saving and reloading the game state at any point) which are used for practice and TAS creation. However, emulators may introduce slight timing differences compared to original hardware, so many communities require runs to be performed on original consoles or with specific emulator settings to ensure consistency.

3 Techniques and Strategies

3.1 Movement optimization

3.1.1 Bunnyhopping

Bunnyhopping (or “bhopping”) is a movement technique that exploits a game’s physics to maintain or increase speed by jumping repeatedly while strafing. Originating in first-person shooters like *Quake*, it allows players to move faster than normal running and is a staple in many speedrun categories. The technique requires precise timing and rhythm; any mistake can cause a significant loss of speed.

3.1.2 Strafe-jumping

Strafe-jumping is a more advanced variation of bunnyhopping that combines horizontal strafe movements with forward motion and jumping. By syncing mouse movements and keystrokes, players can achieve speeds far exceeding the game’s intended limits. This technique is crucial in games such as *Half-Life* and *Team Fortress 2*, and mastering it often takes hundreds of hours of practice.

3.2 Sequence breaks

3.2.1 Clip glitches

Clip glitches allow a player’s character to pass through walls, floors, or other geometry that would normally block progress. These glitches often result from collisions with objects, precise movement, or exploiting game physics. Common examples include “wall clips” in *Super Mario 64* and “out of bounds” techniques in *The Legend of Zelda: Ocarina of Time*, enabling runners to skip large sections of the game.

3.2.2 Wrong warps

Wrong warps occur when a game incorrectly teleports the player to a different area or trigger than intended. This can happen by manipulating map transitions, entering doors at specific angles, or overwriting memory addresses. Wrong warps are especially common in older RPGs and platformers, and they can lead to massive time saves by bypassing entire zones.

3.3 Exploiting game mechanics

3.3.1 Damage boosting

Damage boosting involves intentionally taking damage from enemies or hazards to gain invincibility frames, launch the character into the air, or trigger a reload. Used strategically, damage can save time by allowing the player to skip slow animations or reach higher platforms early. It is a calculated risk, as poorly managed damage can lead to death and run failure.

3.3.2 Respawn manipulation

Some games have respawn points that can be triggered and then exploited to shortcut progress. For example, dying in a specific location may cause the player to respawn closer to the goal, effectively skipping a long backtrack. Respawn manipulation often requires precise setups and knowledge of the game’s checkpoint system.

4 Notable Speedrunning Communities

4.1 Classic games (e.g., Super Mario 64, The Legend of Zelda: Ocarina of Time)

The *Super Mario 64* community has been a pillar of speedrunning since the late 1990s, known for its intricate movement tech and glitches like the “BLJ” (backwards long jump). *The Legend of Zelda: Ocarina of Time* is another iconic title, with categories ranging from Any% to “all main quests.” Both games have hosted legendary rivalries and groundbreaking record improvements, often driven by collaborative research and reverse engineering.

4.2 Modern hits (e.g., Minecraft, Celeste)

*Minecraft* speedrunning gained prominence in the 2010s, with runners competing to defeat the Ender Dragon as fast as possible. The community is known for its random-seed-based runs, where luck with world generation plays a major role. *Celeste*, a precision platformer, has a thriving speedrun scene due to its tight controls and continuous movement options. Its Any% runs are among the most optimized in modern speedrunning, with world records often decided by sub-second margins.

4.3 Charity events

4.3.1 Games Done Quick (GDQ)

Games Done Quick (GDQ) is the largest charity speedrunning marathon, held semiannually and streamed online. GDQ events feature hundreds of runners performing live runs of various games, all while raising money for organizations like the Prevent Cancer Foundation and Doctors Without Borders. The marathon began informally in 2010 and has since grown into a major gaming spectacle, known for its friendly atmosphere, donation incentives, and memorable moments.

4.3.2 The Speedrun Series

The Speedrun Series is a smaller, community-driven charity marathon that typically raises funds for a single cause. Unlike GDQ’s large-scale production, The Speedrun Series emphasizes grassroots participation, with runners often submitting runs through online platforms. These events have helped introduce new audiences to speedrunning and fostered a sense of local community involvement.

5 Speedrunning Culture and Memes

5.1 Inside jokes and lingo

5.1.1 "WR is free"

The phrase “WR is free” is a joking expression used when a runner makes a mistake that seems to open up an easy opportunity for others to beat the world record. It is often said after a near-perfect run ends in a critical error, implying that the record is now “up for grabs.” The meme reflects the lighthearted, self-deprecating humor that pervades speedrunning communities.

5.1.2 "Save and quit"

Originally a serious instruction for runners to reset their run (saving and quitting) after a major mistake, “save and quit” has evolved into a humorous shorthand for giving up on a run. It is used in chat during streams to tease a runner after a clumsy death or a failed trick, often accompanied by exaggerated empathy. The phrase has become an affectionate inside joke.

5.2 Notable rivalries and records

5.2.1 The first sub-5-minute any% in Super Mario Bros.

The quest to break the 5-minute barrier in *Super Mario Bros.* any% was a major milestone. After years of incremental improvements, runner Kosmic achieved the first sub-5-minute run in 2021 with a time of 4:58. The run required pixel-perfect execution of multiple glitches, including the “wrong warp” that skips most of the game. The achievement was celebrated across the speedrun community and highlighted the limits of human optimization.

In *The Legend of Zelda: A Link to the Past*, runners discovered a glitch that allows Link to complete the game without ever obtaining the Master Sword. This “Swordless Link” strategy, found through community experimentation in the mid-2010s, led to a new Any% category route that saved several minutes. The discovery was a testament to the collaborative research done in speedrunning communities.

5.3 Speedrun marriage proposals and wholesome moments

Speedrunning events occasionally feature surprise marriage proposals. During a GDQ marathon in 2016, a runner finished his run and proposed to his girlfriend on stream, resulting in a viral moment of joy. Another memorable instance occurred at a smaller event where a couple met through the community and later married, with their wedding streamed as a celebration. These moments underscore the social and emotional bonds formed within the speedrunning scene.

6 Ethical and Technical Considerations

6.1 Cheating and verification

6.1.1 Manual review vs. automated detection

Speedrun communities verify times through manual review of submitted video footage by experienced moderators. They check for splicing, illegal tool use, or inconsistencies. Automated detection tools, such as frame-by-frame analysis software, assist in identifying TAS-level inputs. However, manual review remains the primary method due to the complexity of each game’s mechanics. Cheating, when discovered, leads to leaderboard removal and public shaming.

6.1.2 Controversial glitches (e.g., "infinite loading loops")

Some glitches blur the line between legitimate exploitation and unfair advantage. For example, “infinite loading loops” (where a game fails to load the next area and repeats a section indefinitely) can be used to artificially extend a run or skip triggers. Communities debate whether such glitches should be allowed, often settling on a case-by-case basis through vote or moderator consensus. These debates reflect the ongoing tension between innovation and fairness in speedrunning.

6.2 The role of luck versus skill

Speedrunning inherently involves a mix of skill and luck. Random elements—such as enemy AI, item drops, or procedural level generation—can drastically affect run success. In games like *Minecraft*, a favorable seed can save minutes, while in others, a single lucky enemy path can prevent a death. Runners mitigate luck through practice and contingency strategies, but the best runs often require a favorable alignment of random events. The community generally celebrates both skill and good fortune, acknowledging that a record combines both.