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Speedrunning
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Speedrun of a SuperTux level

Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitches that allow sections to be skipped or completed more quickly than intended. Tool-assisted speedrunning (TAS) is a subcategory of speedrunning that uses emulation software or additional tools to create a precisely controlled sequence of inputs.

Many online communities revolve around speedrunning specific games; community leaderboard rankings for individual games form the primary competitive metric for speedrunning. Racing between two or more speedrunners is also a popular form of competition. Videos and livestreams of speedruns are shared via the internet on media sites such as YouTube and Twitch. Speedruns are sometimes showcased at marathon events, which are gaming conventions that feature multiple people performing speedruns in a variety of games.

History

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Early examples

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Speedrunning has been a part of video games since the early days of the medium, similar to the chasing of high scores, though it did not achieve broad interest until 1993. Some groundwork for what would become modern speedrunning was established by id Software during the development for Wolfenstein 3D (1992), although prior games such as Metroid (1986) and Prince of Persia (1989) encouraged speedrunning by noting a player's time upon meeting certain metrics, including completion of the game. Wolfenstein 3D recorded a "par time" statistic which was based on John Romero's personal records for each level. Romero's best level times were also printed in the official hint book, which was available via the same mail-order system used to distribute the game at the time. His intention was that players would attempt to beat his times.[1]

Doom and Quake demos, early Internet communities

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The development of a strong speedrunning community is considered to have originated with the 1993 computer game Doom.[2][3][4] The game retained the "par time" mechanic from Wolfenstein and included a feature that allowed players to record and play back gameplay using files called demos (also known as game replays). Demos were lightweight files that could be shared more easily than video files on Internet bulletin board systems at the time.[5] Internally,[6] in January 1994, University of Waterloo student Christina Norman created a File Transfer Protocol server dedicated to compiling demos, named the LMP Hall of Fame (after the .lmp file extension used by Doom demos). The LMP Hall of Fame inspired the creation of the Doom Honorific Titles by Frank Stajano, a catalogue of titles that a player could obtain by beating certain challenges in the game.[5][3] The Doom speedrunning community emerged in November 1994, when Simon Widlake created COMPET-N, a website hosting leaderboards dedicated to ranking completion times of Doom's single-player levels.[5][7]

A "grenade jump" is used in Quake in order to jump over a large lava pit.

In 1996, id Software released Quake as a successor to the Doom series. Like its predecessor, Quake had a demo-recording feature and drew attention from speedrunners.[5][7] In April 1997, Nolan "Radix" Pflug created Nightmare Speed Demos (NSD), a website for tracking Quake speedruns.[5] In June 1997, Pflug released a full-game speedrun demo of Quake called Quake Done Quick, which introduced speedrunning to a broader audience.[5][3] Quake speedruns were notable for their breadth of movement techniques, including "bunny hopping," a method of gaining speed also present in future shooting games like Counter-Strike and Team Fortress.[5][3] In April 1998, NSD merged with another demo-hosting website to create Speed Demos Archive.[5]

Speed Demos Archive and video sharing

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For five years, Speed Demos Archive hosted exclusively Quake speedruns, but in 2003 it published a 100% speedrun of Metroid Prime done by Pflug. Six months later, SDA began accepting runs from all games. Unlike its predecessor websites, SDA did not compile leaderboards for their games; they displayed only the fastest speedrun of each game.[5] Until SDA's expansion into games other than Quake in 2004, speedrun video submissions were primarily sent to early video game record-keeper Twin Galaxies.[5][7] The videos were often never publicly released, creating verifiability concerns that SDA aimed to address. It was often impossible to determine what strategies had gone into setting these records, hindering the development of speedrunning techniques.[5] Sites dedicated to speedrunning, including game-specific sites, began to establish the subculture around speedrunning. These sites were not only used for sharing runs but also to collaborate and share tips to improve times, leading to collaborative efforts to continuously improve speedrunning records on certain games.[8]

In 2003, a video demonstrating a TAS of Super Mario Bros. 3 garnered widespread attention on the internet; many speedrunners cite this as their first introduction to the hobby. It was performed and published by a Japanese user named Morimoto. The video was lacking context to indicate that it was a TAS, so many people believed it to be an actual human performance. It drew criticism from viewers who felt "cheated" when Morimoto later explained the process by which he created the video and apologized for the confusion.[5] In December 2003, after seeing Morimoto's TAS, a user named Bisqwit created TASVideos (initially named NESVideos[9]), a site dedicated to displaying tool-assisted speedruns.[10]

The creation of video-sharing and streaming websites in the late 2000s and early 2010s contributed to an increase in the accessibility and popularity of speedrunning. In 2005, the creation of YouTube enabled speedrunners to upload and share videos of speedruns and discuss strategies on the SDA forums.[5] Twitch, a livestreaming website centered around video gaming, was launched in 2011. The advent of livestreaming made for easier verification and preservation of speedruns, and some speedrunners believe it is responsible for a shift towards collaboration among members of the community.[5] In 2014, Speedrun.com was created, which had less stringent submission guidelines than SDA and was intended to centralize speedrun leaderboards for many different games. Speedrunners' move towards using Speedrun.com and social media platforms like Skype and Discord contributed to SDA's relevance waning in the 2010s.[5]

Methodology

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Gameplay strategies

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Speedrunners often find unconventional routes that save time.

Routing is a fundamental process in speedrunning.[11][12] Routing is the act of developing an optimal sequence of actions and stages in a video game. A route may involve skipping one or more important items or sections. Skipping a part of a video game that is normally required for progression is referred to as sequence breaking,[12] a term first used in reference to the 2002 action-adventure game Metroid Prime.[5] Video game glitches may be used to achieve sequence breaks,[12] or may be used for other purposes such as skipping cutscenes and increasing the player's speed or damage output.[5][13] Some people, called glitch-hunters, choose to focus on finding glitches that will be useful to speedrunners.[14] In some games, arbitrary code execution exploits may be possible, allowing players to write their own code into the game's memory. Several speedruns use a "credits warp", a category of glitch that causes the game's credits sequence to play, which may require arbitrary code execution.[15][16][17] The use of glitches and sequence breaks in speedruns was historically not allowed, per the rules of Twin Galaxies' early leaderboards. When speedrunning moved away from Twin Galaxies towards independent online leaderboards, their use became increasingly common.[7][18]

Tool-assisted speedruns

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Example tool-assisted speedrun input file, showing which buttons will be pressed at which point in the sequence

A tool-assisted speedrun (TAS) is a speedrun that uses emulation software and tools to create a "theoretically perfect playthrough".[7] According to TASVideos, common examples of tools include advancing the game frame by frame to play the game more precisely, retrying parts of the run using savestates, and hex editing.[19] These tools are designed to remove restrictions imposed by human reflexes and allow for optimal gameplay.[20][21] The run is recorded as a series of controller inputs intended to be fed back to the game in sequence.[5] Although generally recorded on an emulator, TASes can be played back on original console hardware by sending inputs into the console's controller ports, a process known as console verification (as some exploits are possible on emulation but not console).[22][23] To differentiate them from tool-assisted speedruns, unassisted speedruns are sometimes referred to as real-time attack (RTA) speedruns. Due to the lack of a human playing the game in real time, TASes are not considered to be in competition with RTA speedruns.[5]

Categorization and ranking

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Speedruns are divided into various categories that impose additional limitations on a runner. It is common for category restrictions to require a certain amount of content to be completed in the game.[5] Each video game may have its own speedrun categories, but some categories are popular irrespective of game.[7] The most common are:

  • Any%, which involves getting to the end as fast as possible with no qualifier,[5][24]
  • 100%, which requires full completion of a game. This may entail obtaining all items or may use some other metric.[5][24]
  • Low%, the opposite of 100%, which requires the player to beat the game while completing the minimum amount possible.[5][24]
  • Glitchless, which restricts the player from performing any glitches during the speedrun.[12][7]
  • No Major Glitches, Which consist of beating the game as fast as possible while not using any "game breaking" glitches.

Speedrunners compete in these categories by ranking times on online leaderboards.[5] According to Wired, the definitive website for speedrun leaderboards is Speedrun.com. As of July 2021, the site hosts leaderboards for over 20,000 video games.[25] Runners usually record footage of their speedruns for accurate timing and verification, and may include a timer in their videos. They often use timers that keep track of splits—the time between the start of the run and the completion of some section or objective.[5] Verification is usually done by leaderboard moderators who review submissions and determine the validity of individual speedruns.[26]

Community

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Two speedrunners playing The Legend of Zelda: Ocarina of Time at Mang'Azur 2013

According to many speedrunners, community is an important aspect of the hobby. Matt Merkle, director of operations at Games Done Quick, says that speedrunners "value the cooperation the community encourages,"[14] and many speedrunners have said that their mental health has improved because of their involvement in the community.[25] Erica Lenti, writing for Wired, said a sense of community is vital to speedrunning because it motivates players and aids in the development of routes and tricks used in speedruns,[25] and Milan Jacevic highlighted "years of research" and collective community efforts that contribute to world records.[27]

Speedrunners use media-sharing sites like YouTube and Twitch to share videos and livestreams of speedruns.[26] The speedrunning community is divided into many sub-communities focused on speedrunning specific games. These sub-communities can form their own independent leaderboards and communicate about their games using Discord.[28][5] Many communities have used the centralized leaderboard hosting site Speedrun.com since its founding in 2014.[5]

Marathons

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Speedrunning marathons, a form of gaming convention,[28] feature a series of speedruns by multiple speedrunners. While many marathons are held worldwide,[29] the largest event is Games Done Quick, a semiannual marathon held in the United States.[30] As of January 2022, it has raised over $37 million for charity organizations since its inception in 2010.[31] The largest marathon in Europe is the European Speedrunner Assembly, held in Sweden. Both events broadcast the speedruns on Twitch and raise money for various charity organizations.[4] Speedruns at marathons are done in one attempt and often have accompanying commentary.[5] Many people consider marathons to be important to runners and spectators in the speedrunning community. Peter Marsh, writing for the Australian Broadcasting Corporation, says that the Games Done Quick events provide an inclusive space for women and the LGBTQ community in contrast to the related cultures of gaming and Twitch streaming.[32] Alex Miller of Wired says the events have played an important role in connecting people and supporting international humanitarian organization Médecins Sans Frontières during the COVID-19 pandemic.[33]

Speedrun races

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Races between two or more speedrunners are a common competition format. They require players to be skilled at recovering from setbacks during a speedrun because they cannot start over.[7] Occasionally, races are featured at marathons; a 4-person Super Metroid race is a popular recurring event at Games Done Quick marathons.[5] The Global Speedrun Association (GSA) have organized head-to-head tournaments for multiple games, including Celeste, Super Mario 64, and Super Mario Odyssey. In 2019, GSA organized an in-person speedrun race event called PACE. Their efforts have drawn criticism from some speedrunners who believe that they "undermine the community spirit", citing cash prizes as incentives to avoid collaboration with other speedrunners and ignore games without prize money.[34] Video game randomizers—ROM hacks that randomly shuffle item locations and other in-game content—are popular for speedrun races as well. Tournaments and other events have been organized for randomizer races, and they have been featured at speedrun marathons.[35]

Cheating

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Methods

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Splicing

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Splicing is by far the most popular cheating method in speedrunning.[36][37] Here, a speedrun is not recorded continuously, as is usually the case, but instead composed of various video snippets recorded at different times, sometimes with gameplay stolen from TAS composers or legitimate players.[36]

At SGDQ 2019, speedrunner "ConnorAce" used a spliced run to illegitimately claim the world record on Clustertruck for the "NoAbility%" category, depriving the legitimate record holder from being invited to the event. The run was treated with suspicion due to it not being submitted officially to Speedrun.com, with the video being unlisted on YouTube prior to ConnorAce's acceptance into SGDQ. In October 2019, ConnorAce's run was exposed by the YouTube documentarian Apollo Legend.[38]

In a typical case, splicing allows difficult segments to be repeated to perfection and edited together afterwards into one seemingly continuous effort, which can sometimes dramatically reduce the amount of time needed to grind out a comparable score.[37] However, a spliced run is not considered cheating if it is announced to be a multi-segment run upon submission; for example, this community-made multi-segment compilation for Super Mario Bros.

TASbotting

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When 'TASbotting', the player records their controller inputs as a tool-assisted run in an external device in order to then have this device reproduce the inputs on a real console.[37] As with splicing, the inputs of individual segments can be combined and, as is usual for tool-assisted runs, inputs can be made frame by frame. As long as these inputs are authentic and seem realistic for a human being, such manipulations are much more difficult to detect in the resulting video product than splicing.[37] If, on the other hand, a TAS is not outputted on the original hardware but, as usual, on emulators, it can sometimes be alleged from the resulting video that such auxiliary programs were used; additionally, some emulators never perfectly imitate the desired hardware, which can cause synchronization issues when replayed on a console.[37]

Modifying the timer or playback speed

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Modifying game timers, especially on computer games, is another common method to improve one's recorded times. However, this is a very noticeable manipulation, especially in highly competitive areas, since the speedruns in the upper area of leaderboards are repeatedly analyzed by other players in order to check their legitimacy and playback reproducibility, including a temporal check known as "retiming". This often reveals discrepancies between one's recording time and a speedrun in the leaderboards.[37]

Another method, a variation of splicing, includes speeding up cutscenes or compressing transitional black space. Again, such methods are likely to be detected by a speedrun moderator, although some games, especially where PC speed can have an effect, may actually vary depending on hardware.

Finally, another common cheating method is to play the game using frame-by-frame advancement or in slow motion, which is similar to normal tool-assisted speedrunning but without the ability to redo inputs. Playing in slow motion is often effective for games that require very precise movements.

Modifying in-game files

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While it is often possible to use traditional cheats such as a GameShark to increase character speed, strength, health, etc., such cheats are generally quite easy for an experienced moderator to detect, even when applied subtly. However, the modification of internal files to improve RNG can often be much more difficult to detect.

One of the most infamous examples of file modification was several cheated runs by the speedrunner Dream in 2020, whose luck was considered so extreme in a series of Minecraft speedruns that they were considered exceedingly unlikely to have been done without cheating (with an approximately 1 in 20 sextillion chance of occurring, as estimated by Matt Parker from Numberphile) by both the moderators at Speedrun.com and various YouTubers, such as Karl Jobst and Matt Parker, whose videos on Dream gained a combined 5.7 million and 6.5 million views, respectively, as of January 2024.[a] Dream later admitted to the runs being cheated about five months after his runs were rejected, although he claimed he did not know he was using a modified version of the game.[45][46][41] Nearly two years later, the player who helped uncover Dream's cheated runs, MinecrAvenger, was also found to be using similar luck manipulation in late 2022.[47]

Lying about times

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While all of the aforementioned methods are deceptive in nature, the simplest way of cheating is merely to lie about a time. One of the most infamous cases of this was done by Todd Rogers. Several of his records have come under scrutiny for being seemingly impossible or lacking sufficient proof. In 2002, Robert Mruczek, then chief referee at Twin Galaxies, officially rescinded Todd's record time in Barnstorming after other players pointed out that his time of 32.04 seconds did not appear to be possible, even when the game was hacked to remove all obstacles. Upon further investigation, Twin Galaxies referees were unable to find independent verification for this time, having instead been relying on erroneous information from Activision.[48][49]

As listed on the Twin Galaxies leaderboard until January 2018, Rogers's record in the 1980 Activision game Dragster was a time of 5.51 seconds from 1982.[50] At the time, Activision verified high scores by Polaroid.[51] According to Rogers, after he submitted a photo of this time, he was called by Activision, who asked him to verify how he achieved such a score, because they had programmed a 'perfect run' of the game and were unable to achieve better than a 5.54.[52] The game's programmer David Crane would later confirm that he had a vague recollection of programming test runs, but did not remember the results.[51] In 2012, Todd received a Guinness World Record for the longest-standing video game score record, for his 1982 Dragster record.[53] In 2017, a speedrunner named Eric "Omnigamer" Koziel disassembled the game's code and concluded that the fastest possible time was 5.57 seconds. With a tick rate of 0.03 seconds, the record claim is two ticks faster than Omnigamer's data and one tick faster than the reported Activision 'perfect run'.[54]

Cheat detection

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In order to prevent most of these methods, some games require a video of the hands on the controller or keyboard ("handcam"), in addition to the screen recording, so that game-specific moderators in charge of authenticating a submission can ensure that the inputs are really done in the specified combination and by a human.[55] Other methods include forensic audio analysis, which is a common method for detecting telltale signs of video splicing; this is why runs without high-quality audio streams are often rejected on speedrun boards.[56][57][58][59]

Additional detection methods are the use of mathematics (as in the aforementioned Dream case) or human moderation of suspicious inputs (in games which record them such as Doom and TrackMania). Cheat detection software created for TrackMania was used to analyze over 400,000 replays and isolate a handful of cheaters, leading to hundreds of world records being determined to have been cheated using slowdown tools. This included those of Burim "riolu" Fejza, who was signed to the eSports team Nordavind (now known as 00 Nation) before being dropped following the scandal.[60][61][62][63][64]

See also

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Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Speedrunning is the competitive practice in which players attempt to complete a , or specific segments of it, in the shortest possible time, often by exploiting glitches, optimizing routes, and mastering precise inputs. This activity emphasizes real-time execution under strict rules, distinguishing it from tool-assisted speedruns that use software for frame-perfect precision. The origins of speedrunning trace back to the early days of video gaming in the 1980s with informal competitions, but the organized community emerged in the mid-1990s through forums dedicated to first-person shooters such as (1992) and Doom (1993). A pivotal milestone occurred in 1997 when Nolan "Radix" Pflug founded the Speed Demos Archive (SDA), the first major website for hosting and sharing speedrun videos across multiple games, which helped formalize the hobby and foster global participation. By the early 2000s, speedrunning expanded with the rise of broadband internet, enabling detailed leaderboards and category-specific records, such as "Any%" (reaching the end credits without full completion) or "100%" (achieving all objectives). Today, the speedrunning community thrives on platforms like speedrun.com, which hosts leaderboards for thousands of games and verifies submissions through active moderators. High-profile events, including the semiannual marathons, showcase elite runs while raising funds for charities; since 2010, these events have collectively generated over $50 million (as of 2025) for organizations like Doctors Without Borders and the Prevent Cancer Foundation. Speedrunning has influenced , with developers incorporating tools for runners, and continues to evolve with new titles like The Legend of Zelda: Tears of the Kingdom (2023), where records were set within hours of release.

Overview

Definition and Scope

Speedrunning is the practice of completing a video game, or a designated portion of it, in the shortest possible time while adhering to established rules for that game. This competitive activity relies on players' mastery of game mechanics, precise execution, and strategic optimization to minimize completion times far beyond typical casual gameplay. Unlike standard playthroughs, speedrunning transforms gaming into a timed challenge that highlights technical skill and deep knowledge of the game's code and environment. The scope of speedrunning encompasses video games across diverse genres, such as platformers, first-person shooters, and games, though it is most common in single-player titles where individual performance can be isolated and measured. It has grown from a niche among dedicated gamers in the late and into a structured competitive , featuring global leaderboards, verification processes, and large-scale events that attract thousands of participants and viewers. This evolution positions speedrunning within broader gaming culture as a sport-like pursuit, emphasizing record-breaking over or enjoyment. Central to the practice are key terms like "run," which denotes a single, complete attempt at the challenge, and "personal best" (PB), referring to an individual's fastest verified time in a given category. Speedrunning differs from casual speed play—such as rushing through levels without optimization—or achievement hunting, which focuses on unlocking in-game rewards rather than overall timed completion. For instance, runs may target basic objectives like "any%" (beating the game by any means) or more comprehensive ones like "100%" (full completion), providing varied entry points while maintaining the core emphasis on speed.

Core Objectives and Rules

The primary objective in speedrunning is to achieve a game's core goal—such as defeating the final boss or reaching the credits—as quickly as possible, with time measured from a specific start trigger, like pressing new game, to an end trigger, such as the completion screen. Categories define these goals; for instance, the Any% category focuses solely on reaching the end without requiring full item collection or side content, while 100% demands completing all required elements, such as collecting every item or defeating all bosses, as specified by the game's ruleset. Other challenge-based objectives include No Damage runs, where runners must finish the game without the character taking any health loss, emphasizing precision and avoidance strategies. Timing methods establish the framework for measurement and comparison. Real-Time Attack (RTA) records the full wall-clock duration from start to end, including loading screens, providing a straightforward real-world benchmark. In contrast, In-Game Time (IGT) uses the game's internal clock, excluding real-world pauses but potentially including loads unless adjusted. Many communities opt for RTA without loads (also called Load Remover Timer or LRT), where loading periods are subtracted to focus on active time. Foundational rules ensure fairness and reproducibility across attempts. Runners must use original hardware, approved emulators, or console versions without modifications, prohibiting tools like save states or cheats in unassisted (human-only) runs to maintain human skill as the focus. In single-segment runs, which are completed in one continuous attempt, runners often reset and restart the entire run immediately upon significant mistakes, without time penalties, as only the final successful attempt is timed. Segmented runs, conversely, involve recording individual segments (e.g., levels) separately and combining them via editing to achieve the optimal time. Each game's community establishes tailored rulesets, often detailing allowable glitches for optimization, load time removal procedures, and segment boundaries to standardize submissions. Verification upholds these standards through community moderation. Runners submit full video recordings capturing the entire attempt, from start to end, which moderators review to confirm adherence to timing, rules, and objectives before accepting the run for leaderboards. This process relies on clear, game-specific guidelines to prevent disputes and ensure only legitimate records are recognized.

History

Pre-Digital and Early Video Game Examples

The roots of speedrunning trace back to the arcade era of the 1970s and 1980s, where informal competitions emphasized rapid play to achieve high scores or clear levels, often timed manually with stopwatches due to the absence of built-in timers in many games. In titles like (1980), players focused on quickly navigating mazes to eat all dots and avoid ghosts, with local arcade tournaments rewarding the fastest completions as a measure of skill and efficiency. The founding of in 1981 by in , marked a pivotal step in organizing these analog efforts, establishing a public database of records on February 9, 1982, that included arcade high scores with time components for survival and completion challenges. A key event was the 1983 North American Video Game Challenge, coordinated by across multiple cities, which featured contests in games like and , where participants vied for records based on points achieved within timed sessions, influencing the shift toward structured time-based competition without relying on verification. As arcade culture transitioned to home consoles in the mid-1980s, early speedrunning emerged informally among NES players through local groups and print media. For Super Mario Bros. (1985), the game's built-in timer that added remaining time to scores upon level completion incentivized fast playthroughs, leading to competitions documented in publications like Nintendo Fun Club News, where enthusiasts shared tips and informally tracked quickest times to reach the end. Similarly, in The Legend of Zelda (1986), players attempted rapid completions of the quest, with strategies and records exchanged via fanzines and gaming magazines, fostering a pre-digital community focused on optimizing routes without online sharing.

Emergence of Demo Systems and Online Sharing

The introduction of built-in demo recording features in early first-person shooter games marked a pivotal shift toward formalized speedrunning practices. Doom, released by id Software in December 1993, included a demo system that captured player inputs as compact LMP files, enabling precise playback and verification of gameplay sessions without the need for external video capture. These files recorded keyboard, mouse, and joystick actions at fixed intervals, ensuring deterministic replays that preserved random elements like enemy behavior through input-driven simulation. This functionality, inherent to the Doom engine, facilitated early experimentation with speed techniques, as runners could study and iterate on their performances using the original MS-DOS executable versions like v1.9. Quake, id Software's 1996 successor to Doom, built upon this foundation by incorporating similar demo recording capabilities, which extended speedrunning into more dynamic categories. Released on June 22, 1996, Quake's engine allowed for automatic capture of single-player runs and deathmatch sessions, with demos stored in a lightweight format suitable for analysis. Shortly after launch, the first speedruns were recorded and uploaded to FTP sites such as , establishing a pattern of digital dissemination that emphasized verification through replay. Quake's multiplayer focus introduced "frag runs," where runners aimed to achieve a set number of kills (frags) in the fastest time, influencing the evolution of competitive FPS speedrunning by blending single-player optimization with deathmatch efficiency. In the mid-1990s, nascent communities coalesced around these demo systems, primarily through newsgroups, Systems (BBS), and early forums dedicated to Doom. By late 1994, groups like alt.games.doom emerged as hubs for discussing speedrunning strategies and sharing LMP files, with participants posting demo links and results to foster competition. BBS networks, prevalent before widespread web access, hosted local Doom speedrunning discussions and file transfers, often requiring callers to dial in sequentially due to limited lines. FTP sites, including the idgames archive established in March 1994, served as central repositories for uploading and downloading demos, enabling global access to runs from Doom's first organized deathmatch speed contests in 1994-1995. For Quake, similar communities formed rapidly post-release, with FTP uploads of frag and single-player demos driving early milestones like Nolan Pflug's 1997 Nightmare Speed Demos site, which cataloged high-difficulty runs. The era's dial-up infrastructure profoundly shaped demo sharing, as connection speeds topped out at 28.8 kbps for most users, making large files impractical. Doom and Quake LMP demos, often under 100 KB even for full episodes due to their input-only compression, could be transferred in minutes, mitigating bandwidth constraints compared to video formats. However, limits, hourly connection caps, and frequent disconnections on services like compelled runners to prioritize concise files and rely on text-based posts for detailed breakdowns, route explanations, and verification debates rather than exhaustive visual shares. This environment cultivated a text-heavy communal dynamic, where demo via descriptions and partial replays built trust and in speedrunning verification.

Growth of Dedicated Archives and Platforms

The institutionalization of speedrunning accelerated in the early with the establishment of dedicated online archives that centralized the hosting, verification, and discussion of runs. The Speed Demos Archive (SDA), founded in April 1998 by Nolan "Radix" Pflug through the merger of two Quake-focused speedrun sites, emerged as a pioneering hub by the early , expanding in 2004 to encompass speedruns from all commercially available games. SDA emphasized high-quality video submissions with optional commentary tracks, enforced peer-reviewed verification, and maintained strict rules prohibiting cheats while allowing glitches, thereby setting standards for the community's archival practices. The advent of video-sharing platforms further propelled global participation by simplifying the dissemination of runs. YouTube's launch in 2005 provided an accessible venue for asynchronous uploads of speedrun videos, enabling runners to share detailed breakdowns and attract wider audiences beyond niche forums. This shift democratized access, as evidenced by the platform's role in amplifying visibility for classic titles like , where early uploads documented evolving strategies. Complementing this, Twitch's debut in 2011 introduced capabilities, allowing real-time viewing of attempts and fostering interactive communities that inspired novice runners through immediate feedback and hype. Key milestones in platform development included the 2013 creation of speedrun.com, which consolidated leaderboards, categories, and verification tools into a single, community-moderated database, streamlining record tracking across thousands of games. Concurrently, the 2010 launch of Classic Games Done Quick (CGDQ)—an initial prototype event organized by the SDA community—laid the groundwork for structured speedrun showcases, influencing subsequent marathons. From the into the , speedrunning's infrastructure expanded alongside the boom, incorporating mobile and indie titles that benefited from accessible hardware and . Platforms like speedrun.com and Twitch supported this growth, hosting categories for games such as Celeste and mobile ports of classics, while over 230,000 unique speedrun stream titles have been broadcast across major sites as of 2021. This era saw speedrunning integrate with broader gaming culture, driven by ' valuation exceeding $1 billion annually by 2020. The further accelerated participation, with remote events like Games Done Quick's series in 2020-2021 raising millions for charity and boosting online viewership; by 2025, speedrunning continues to grow with new titles such as (2022) setting records and integrating into mainstream .

Techniques and Strategies

Human-Executed Strategies

Human speedrunners rely on a combination of precise timing and ingrained physical habits to execute movements that shave seconds off completion times, particularly in genres demanding high dexterity such as platformers and shooters. Frame-perfect inputs, where actions must occur within a single frame of the game's cycle—typically 1/60th of a second in many classic titles—enable runners to trigger glitches or optimal paths that would otherwise be inaccessible. These techniques demand extensive , developed through repetitive practice, allowing runners to intuitively replicate complex sequences like pixel-precise jumps or dodges without visual cues dominating their focus. In games like , such inputs form the backbone of competitive play, where timing variances as small as one frame can determine victory or failure. Skip techniques further accelerate progress by allowing runners to circumvent intended gameplay paths, often through sequence breaks that reorder levels or objectives. A prominent example is the backwards long jump (BLJ) in , where players perform repeated long jumps facing away from their target to exploit unbounded backward acceleration, propelling through walls or across vast distances to skip stars or entire courses. This human-executable , requiring consistent A-button presses synchronized with directional inputs, has been integral to any% categories since its discovery in the early , enabling sub-20-minute completions by bypassing non-essential areas. While tool-assisted speedruns can optimize these skips with frame-by-frame precision, human runners achieve them through practiced rhythm and adaptation to hardware variances. In role-playing games (RPGs), strategies emphasize efficiency to minimize downtime from exploration or menus, focusing on the bare minimum item collection needed for progression. Runners prioritize acquiring only essential gear or upgrades—such as a single key weapon or ability—while avoiding extraneous loot that triggers animations or inventory sorting delays. For instance, in titles like The Legend of Zelda series, optimal routes involve selective item pickups to unlock paths without , reducing encounters and travel time. This approach contrasts with standard playthroughs, where comprehensive collection enhances immersion but extends duration, and underscores the need for upfront routing to identify dispensable elements. To master these strategies, human speedrunners employ structured practice methods that build reliability and identify inefficiencies. Segmented runs divide the game into discrete sections—such as individual levels or chains—allowing focused repetition until each achieves near-optimal execution before combining them into a full attempt. This modular training mitigates fatigue in long games and facilitates error isolation, with runners using save states or resets within segments for rapid . Complementing this, watch parties provide external feedback, where peers review recordings or live streams to suggest timing adjustments or overlooked optimizations, fostering collective refinement without automation aids.

Tool-Assisted Speedruns

Tool-assisted speedruns (TAS) represent a specialized subcategory of speedrunning that employs software tools to enable levels of precision and optimization in , distinct from real-time human performances. These runs are created by recording and editing inputs on a frame-by-frame basis using emulators, allowing creators to rewind, retry, and perfect actions that would be impossible in live play due to human limitations in reaction time and accuracy. The process typically involves re-recording s, which capture precise controller inputs per video frame, often supplemented by features like frame advance for slow-motion analysis, save states for branching experiments, and input automation scripts. Popular tools include BizHawk, a multi-system designed specifically for TAS production, offering deterministic emulation across platforms like NES, SNES, and to ensure reproducible results. scripting within these emulators further enhances efficiency by automating repetitive tasks, optimizing paths through search algorithms, or simulating multiple scenarios to identify the fastest sequences. While TAS primarily relies on software emulation for its flexibility and accuracy, some communities explore hardware-based playback using devices like to execute pre-recorded inputs on original consoles, though creation still occurs in emulated environments to leverage advanced editing capabilities. Rules for TAS emphasize offline production without real-time aids, prohibiting live adjustments to maintain focus on theoretical perfection rather than performance under pressure. The primary purposes of TAS include entertainment through creative showcases, discovery of novel routes and glitches for human runners, and exploration of a game's absolute theoretical limits, often resulting in times far below human records. For instance, in for SNES, TAS videos have demonstrated to warp directly to credits in under a minute, highlighting mechanics inaccessible to unaided play. Unlike human-executed strategies, which prioritize feasible real-time execution, TAS pushes boundaries with pixel-perfect maneuvers and sub-frame optimizations. TAS communities maintain separation from standard speedrunning leaderboards, hosting dedicated archives like TASVideos.org where runs are verified for tool usage and categorized independently to avoid direct competition with human achievements. This distinction ensures TAS serves as a complementary pursuit, informing and inspiring advancements in broader speedrunning practices without undermining integrity in live categories.

Route Planning and Glitches

Route planning in speedrunning involves the systematic design of optimal paths through a game's levels and mechanics to minimize completion time, often modeled as a graph where nodes represent game states and edges denote transitions via actions or skips. Runners create flowcharts to map level progressions, identifying key such as alternate entrances or boss encounters that branch into multiple viable paths. Decision trees are employed to evaluate these branches, weighing factors like time savings against execution risk, particularly in games with variable outcomes. For instance, in roguelikes, runners manipulate (RNG) by exploiting seed-based algorithms, where the initial determines ; by controlling inputs to influence the seed or subsequent RNG calls, runners can force favorable layouts or enemy placements, turning probabilistic elements into deterministic advantages. This process requires probability calculations to assess the reliability of RNG setups, ensuring routes remain viable across multiple attempts. Glitches form a of advanced , enabling runners to bypass intended progression by exploiting unintended game behaviors. Common types include collision clipping, where precise positioning allows a character to pass through solid barriers, effectively shortening distances between areas. Physics exploits leverage or flaws to achieve unnatural height or speed, often discovered through trial-and-error testing of edge cases like precise timing or item interactions. Out-of-bounds access represents another category, permitting navigation outside the game's visible to access distant locations directly, which can collapse hours of gameplay into seconds. These glitches are typically uncovered via reverse-engineering, where runners disassemble game code using tools like debuggers or memory editors to identify vulnerabilities in rendering, physics engines, or . Recent advancements include the application of AI algorithms to optimize routes and discover new glitches, as explored in ongoing research as of 2025. To facilitate planning, speedrunners utilize a variety of tools and resources for visualization and validation. In-game debug modes, when accessible, allow toggling of features like no-clip or frame-stepping to test potential routes without full execution. -maintained wikis and compile verified glitches and route segments, serving as collaborative repositories for iterative refinement; runners analyze past runs via frame-by-frame breakdowns to measure time splits and adjust paths accordingly. This refinement cycle often involves simulating routes in external software, such as graph editors, to predict outcomes before live attempts. Conceptually, route optimization draws from , adapting shortest path algorithms like Dijkstra's to model games as weighted graphs where edge weights reflect estimated traversal times, including glitch probabilities and setup costs. Unlike standard implementations, speedrun graphs incorporate dynamic elements such as RNG branches or failure rates, requiring adjustments to prioritize robust, high-probability paths over theoretically minimal ones. This analytical framework underscores route planning as an intellectual pursuit, balancing computational modeling with empirical testing to evolve strategies over time.

Categories and Records

Standard Categories

In speedrunning, standard categories provide structured challenges by defining the objectives and allowable techniques for completing a game, enabling fair competition and diverse skill showcases. The most prevalent category is Any%, which aims for the fastest possible completion of the game's main storyline or ending, permitting all glitches, skips, and exploits without restrictions on item collection or side content. Complementing this is 100%, requiring full collection of all items, upgrades, and content—such as keys, bosses, and secrets—before reaching the end, which tests comprehensive mastery of the game's mechanics. All Stages (or equivalent, like "All Acts" in platformers) mandates progressing through every level or stage without pursuing optional extras, striking a balance between speed and thorough navigation. Glitchless variants impose bans on exploits, focusing on intended paths to emphasize raw execution and timing. Variations expand these foundations with restrictive or thematic rules, adapting to individual game designs while maintaining competitive integrity. Low% challenges runners to finish with the minimal number of items or upgrades acquired, often inverting 100% by prioritizing avoidance over accumulation, as seen in titles like where low soul collection alters combat and progression strategies. No-Damage (or "No Hit") requires completing the run without sustaining any health loss from enemies or hazards, demanding flawless dodging and positioning, common in action-adventure games like series entries. Pacifist prohibits killing or harming non-boss enemies, promoting non-violent routes that may unlock alternate endings, exemplified by Undertale's True Pacifist category, which involves befriending characters and sparing foes to access the full narrative resolution. Game-specific adaptations further refine these, such as in The Legend of Zelda series, where categories distinguish between minor glitches (like small skips) and major ones (e.g., Wrong Warp in Ocarina of Time), creating tiers like "No Major Glitches" to moderate exploit severity. These categories evolve through collaborative community processes, where runners propose rules via discussions on dedicated platforms, culminating in votes or consensus among game moderators to ensure viability and interest. This democratic approach balances accessibility—such as glitchless options for beginners honing fundamentals—with heightened challenges that reward innovative routing and precision for veterans. Consequently, categories profoundly influence run durations and skill demands; in The Legend of Zelda: Ocarina of Time, Any% achieves world records around 3:48 (as of November 2025; records subject to frequent improvement) by leveraging sequence breaks and warps, contrasting with Glitchless 100% runs exceeding 4 hours that prioritize exploration and combat without aids. Such distinctions foster replayability and specialized expertise across the . Verification ties directly to these rules, with submissions scrutinized for compliance to maintain leaderboard accuracy.

Record Verification and Ranking Systems

The verification of speedrun records primarily occurs through community-moderated platforms such as speedrun.com, where submissions require video proof to demonstrate adherence to specific category rules, including start and end conditions, allowed glitches, and hardware or software restrictions. Moderators, often experienced runners in the game's , conduct reviews by examining the for compliance, verifying the reported time against the visible in-game clock or external overlays, and assessing for any signs of manipulation or invalid actions. Top-placing runs, such as those challenging world records, undergo thorough full-video scrutiny, while lower-ranked submissions may receive partial checks; the process typically allows up to 21 days for approval or rejection. Upon approval, verified runs populate leaderboards on speedrun.com, which rank participants globally by completion time in ascending order, with the fastest time designated as the (WR). Many games maintain separate regional leaderboards—such as NTSC versus PAL versions for console titles—to account for hardware differences affecting speed, alongside global boards for cross-region comparison. In cases of tied times, rankings are resolved using tiebreakers like the earliest run date, submission , or runner style (e.g., no major glitches), as defined by game moderators to ensure fair ordering. Some leaderboards also display rankings, indicating a runner's position relative to all submitted times in a category, providing context for performance distribution. Automation tools play a supporting role in verification, with programs like LiveSplit enabling precise timer synchronization during runs and aiding moderators in initial time audits by exporting split data for comparison against video timestamps. While primary time validation relies on manual video review rather than automated acceptance of timer files, these tools facilitate faster preliminary scans, especially for high-volume categories. Community disputes over verifications or rankings are handled by moderators via dedicated game forums, where evidence is presented, rules are clarified, and consensus is reached to maintain leaderboard integrity without formal appeals processes.

Community and Events

Online Communities and Resources

Speedrun.com functions as the central hub for the speedrunning community, providing a comprehensive database of games, categories, and player-submitted runs alongside interactive leaderboards that track world records and rankings. Established as a community-driven platform, it facilitates user contributions through run submissions, forum discussions, and event announcements, supporting thousands of games with detailed categorization. TASVideos.org complements this by focusing on tool-assisted speedruns (TAS), archiving high-precision videos of optimized across franchises like and Sonic, and offering resources for TAS creation and analysis. Reddit's r/speedrun subreddit, active since its creation in , serves as a key discussion forum where participants share strategies, seek advice, and celebrate achievements, fostering real-time engagement among enthusiasts. Complementing these, numerous servers dedicated to specific games—such as those for or The Legend of Zelda series—enable focused collaboration, including live strategy sessions and peer feedback, with hundreds of such servers listed across community directories. These platforms integrate with broader , amplifying reach through shared streams and clips. Beyond platforms, speedrunners access specialized resources like game-specific wikis on sites such as , which document routes, glitches, and optimization techniques for titles like or . Forums on speedrun.com and the Speed Demos (SDA) host dedicated threads for glitch hunting, where users collaborate on discovering exploits through methodical testing and shared videos. Essential tools are readily downloadable, including LiveSplit for real-time timing and frame-accurate splits, and web-based frame counters like SomeWes Frame Count for precise run verification. Community norms emphasize mentorship, with veteran runners providing tutorials and one-on-one guidance to newcomers via and , helping to lower entry barriers for aspiring speedrunners. Run commentary—detailed breakdowns of techniques shared on or forums—further supports learning, while inclusivity efforts promote diverse participation, including initiatives to welcome underrepresented gamers through accessible guides and anti-toxicity guidelines as of 2025. The speedrunning community has experienced substantial growth, expanding from niche groups of a few thousand participants in the to over 2.5 million registered users on speedrun.com alone as of 2025, driven by integration and viral event coverage. This surge reflects broader online gaming trends, with millions engaging indirectly through streams and discussions by 2025.

Fundraising Marathons

Fundraising marathons in the speedrunning community are organized streaming events where participants perform speedruns to raise funds for charities, typically spanning several days of continuous broadcasts. These events have become central to the hobby's visibility, blending entertainment, competition, and . The most prominent examples include (GDQ) in and the European Speedrunner Assembly (ESA) in Europe, which feature curated lineups of runs from various games and genres. Games Done Quick originated with its inaugural event, Classic Games Done Quick, held in January 2010 at the home of founder Mike Uyama, where a small group of about 20 speedrunners gathered to stream runs for charity. This evolved into the annual Awesome Games Done Quick (AGDQ), starting in 2011, focused on modern titles, while Summer Games Done Quick (SGDQ) launched in 2014 to cover summer schedules and emphasize a broader range of games. These GDQ events follow a format of multi-day marathons, typically lasting 5 to 7 days with 24/7 streaming. Similarly, the European Speedrunner Assembly began its structured marathon events in 2015, with the first major edition running from June 28 to July 5 in , , inspired by GDQ but tailored to European participants and time zones; it also operates on a 24- to 72-hour continuous broadcast model across week-long gatherings. The structure of these marathons centers on a pre-scheduled lineup of speedruns, where runners perform live on stage or via remote setups, accompanied by commentary to explain techniques and engage viewers. Donations are collected in real-time through platforms like Tiltify, often tied to incentives that encourage contributions, such as bid wars where donors vote on elements like character names, alternate routes, or additional challenges—for instance, requiring runners to attempt an extra boss fight if a monetary goal is met. By 2025, GDQ marathons had collectively raised over $56 million for organizations including Doctors Without Borders and the Prevent Cancer Foundation, with individual events like SGDQ 2025 exceeding $2.4 million; ESA events have similarly amassed over $1 million across their history, supporting charities like Alzheimerfonden and Make-A-Wish. These marathons significantly enhance the of speedrunning by selecting with broad appeal, from classic titles to modern releases, thereby introducing newcomers to the hobby through entertaining, high-stakes performances. They provide dedicated slots for emerging runners, allowing less experienced participants to gain exposure alongside veterans, which fosters growth and encourages entry-level involvement. This approach has helped democratize speedrunning, making it more approachable for diverse audiences beyond niche forums. Challenges in organizing these events include managing participant during extended broadcasts, with organizers implementing rotation schedules and volunteer support to prevent burnout among runners and staff. The prompted a shift to hybrid formats post-2020, blending in-person venues with online remote runs to maintain safety and global participation, as seen in GDQ's online-only AGDQ 2020 and ESA's virtual Summer 2020 edition, allowing continued fundraising while adapting to health restrictions.

Competitive Races and Tournaments

Competitive speedrunning races involve multiple participants attempting to complete a or segment as quickly as possible, starting simultaneously to ensure fairness. Platforms like SpeedRunsLive (SRL), active since the early 2010s, facilitate these live races streamed on Twitch, where runners compete in real-time against one another, often in casual or organized matches. Similarly, racetime.gg has become a primary hub for online races since 2020, supporting ladder systems where participants climb rankings through repeated competitions in specific . Bracket tournaments add a structured, elimination-style format to competitions, with notable examples occurring as side events during (GDQ) Hotfix streams, such as the Mystery Tournament series, where runners advance based on head-to-head matchups. These events typically feature simultaneous starts signaled by a countdown, with ties resolved through predefined tiebreakers like fastest splits or prior performance metrics, as outlined in event-specific rules to maintain integrity. Prize structures vary, including cash awards from sponsors, custom trophies, or community recognition, though many remain low-stakes to emphasize skill over monetary gain. Cooperative formats like RTA duo races extend competition to teams, where two runners collaborate on a single run timed by real-time attack (RTA) clocks, as seen in categories on speedrun.com leaderboards. By 2025, speedrunning has evolved toward professional circuits with sponsorships, mirroring growth, as discussions on its classification highlight structured events with prizes and regulatory frameworks. Unlike solo speedruns, which focus on personal bests in isolation, races introduce psychological from direct comparison and real-time monitoring by opponents, potentially increasing errors under . interaction via live chat on platforms like Twitch adds another layer, allowing viewers to influence morale through encouragement or banter, heightening the event's dynamic nature. Races are sometimes hosted as side events within larger charity marathons like GDQ.

Cheating and Integrity

Common Cheating Techniques

One prevalent cheating technique in speedrunning involves splicing, where individuals edit video footage by combining segments from multiple separate runs to fabricate a single, seemingly flawless performance that achieves an unrealistically fast time. This method exploits the video submission process for verification, as moderators typically review the submitted recording without access to raw data. For instance, a runner might record optimal segments of a level individually, then splice them together while adjusting audio and visuals to mask the edits, creating the illusion of a continuous run. Another form of deception is TASbotting, which entails using (TAS) software or hardware devices to generate and replay precise, frame-perfect inputs in categories designated for real-time human performance. In this approach, a player records controller inputs during a strong run and later plays them back via an external tool, such as a modified controller or bot, to execute accuracy without real-time decision-making. This blurs the line between legitimate TAS categories and human runs, often going undetected in video analysis alone because the appears organic. Timer manipulation occurs when cheaters alter timing software, such as Livesplit or in-game clocks, to underreport elapsed time or fabricate splits during a run. This can involve editing timer overlays in videos or using modified versions of timing tools that pause or accelerate the clock covertly. Such tampering directly falsifies the core metric of speedrunning, making a mediocre run appear record-worthy without changing the actual . Cheaters also employ file modifications, which include altering game data files to enable unauthorized warps, boost character attributes, or manipulate random elements like enemy spawns for easier progression. For example, in racing games, modifying configuration files might increase vehicle speed or skip levels, while disguising cheat codes as natural glitches to evade scrutiny. These changes are typically made to ROMs or save files before running the game, resulting in impossible feats under standard conditions. Finally, false claims often manifest through the misuse of emulators providing unfair advantages, such as frequent save states that allow instant reloading of perfect attempts, or outright of times without . In hardware-restricted categories, submitting emulator-based runs with these features violates rules, as save states enable segmented practice akin to splicing but embedded in the emulation process itself. This technique undermines verification by presenting enhanced, non-reproducible results as authentic human efforts.

Detection and Prevention Measures

Speedrunning communities employ rigorous detection methods to identify , primarily through manual and automated analysis of submitted runs. Video analysis remains a cornerstone, involving frame-by-frame examination of footage for visual inconsistencies such as unnatural transitions or impossible movements that may indicate splicing or tool-assisted edits. Audio verification is also critical, where discrepancies between game sounds, controller inputs, and environmental noises are scrutinized to detect edited segments, as seen in tools that flag potential splices by analyzing continuity. Additionally, input log reviews, often from emulators or capture software, allow verifiers to cross-check controller actions against on-screen events for anomalies like precision suggestive of scripted inputs. Software-based detectors enhance these efforts by automating fraud identification. Anti-splice algorithms, such as those in Splice Detective, process audio tracks to detect abrupt cuts or frequency shifts indicative of , a common technique to fabricate flawless segments. Emulator audits involve replaying runs in controlled environments to verify timing and behavior, while hash checks ensure game files remain unmodified by comparing checksums against official versions, preventing exploits from altered ROMs or binaries. The Tracer framework exemplifies an integrated approach, using modular modules to analyze audiovisual continuity, physical hardware traces, and digital footprints for comprehensive tamper detection. Prevention measures focus on proactive safeguards to deter before submissions. Many communities mandate full-session recordings, capturing the entire attempt from start to finish without edits, to provide verifiable context for any claimed run, particularly for times under a certain threshold. For claims, live verification is standard, often requiring streams on platforms like Twitch during events such as , where real-time monitoring by moderators ensures authenticity. Moderator training programs, outlined in platforms like speedrun.com, emphasize recognizing patterns through guidelines on verification workflows and evidence collection. Community protocols enforce accountability via structured responses to detected cheating. Leaderboard bans, implemented by game moderators on sites like speedrun.com, remove fraudulent runs and restrict user submissions, with lifetime exclusions for repeat offenders. Appeals processes allow runners to contest decisions by submitting evidence to site staff, who investigate and may reinstate access if misconduct is disproven. By 2025, these protocols have incorporated AI tools, such as advanced forensic frameworks, to scale detection amid growing submissions while maintaining human oversight.

Ethical Implications and Community Responses

Cheating in speedrunning poses significant ethical implications for the , primarily through the erosion of trust in established records and leaderboards. When fraudulent submissions, such as falsified videos, infiltrate official rankings, they cast doubt on the legitimacy of all achievements, potentially leading participants to question the value of their own efforts. This undermines the core principle of speedrunning as a merit-based pursuit of personal and collective excellence. The presence of cheating also discourages newcomers by creating an environment where legitimate progress feels overshadowed by apparent impossibilities or unfair advantages, diminishing overall motivation and participation. Research on game cheating highlights how such behaviors reduce players' trust and expectations for fair competition, fostering a sense of disillusionment that can stifle community growth. Additionally, ongoing debates within the speedrunning ethos revolve around the boundaries between "glitches"—intentional exploits of game mechanics viewed as legitimate innovations—and outright cheating, which involves disallowed manipulations that subvert the game's intended rules. These discussions emphasize collective knowledge and subversion as central to the practice, yet they highlight ethical tensions over what constitutes fair play. In response, speedrunning communities have implemented codes and verification protocols on major platforms like Speedrun.com, where moderators are required to enforce rules against invalid submissions and promote a that prioritizes integrity. Public callouts have been a key mechanism, particularly during scandals involving prominent runners whose records were scrutinized and retracted following community investigations, serving as a form of to restore credibility. For instance, elaborate cases in the late prompted widespread discussions and bans, reinforcing without descending into . These challenges have yielded positive outcomes by 2025, including strengthened verification processes that leverage advanced to detect more effectively. A notable case involved a 15-year-old Diablo speedrun debunked through community-driven decompilation and seed , demonstrating how such responses enhance the robustness of records and foster greater transparency. Furthermore, these incidents have sparked broader conversations on balancing strict integrity measures with inclusivity, ensuring the community remains welcoming to diverse participants while upholding ethical standards. studies of the speedrunning scene underscore how strong online bonds act as deterrents to deviance, ultimately fortifying communal resilience.

References

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