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Iji throws herself into the following in-game cutscene with great haste. No, his life was not worth the 15 seconds to prevent that from happening. This is a speedrun, bro!
Daniel Remar's Iji speedrun.

A playthrough of a game with the intent of completing it as fast as possible for the purposes of entertainment and/or competition.

There are two types of speedruns: "regular" and "tool-assisted".

  • Regular, a.k.a. Real time attack (RTA)note  - Consists of a player sitting down with an actual copy of the game and playing it normally, using only whatever features are available on the original hardware. The clock starts ticking at the beginning of the game and doesn't stop until the ending is achievednote .
    • Some regular runs are Segmented. Each segment consists of a level or group of levels. Instead of playing the entire game in one sitting, the player is allowed to get the best time possible for each segment, retrying each segment as much as desired.
    • Sometimes, emulators are used, but only for the purpose of actually playing a game as opposed to using any of the available tools, aside from possibly any recording functions they may have. For segmented runs, some players may only use save states between segments as a method of saving time.
  • Tool-assisted (TAS) - Use emulation to play the game frame-by-frame to create the optimal time possible, often exploiting glitches and manipulating random events along the way. While they are technically possible, they will use methods that no human player has the reflexes or timing to pull off with any consistency in real-time, and some of them will use control inputs that would not be available on a normal controller, such as left and right on the d-pad at the same time or in most extreme examples, using up to 8 controllers at the same time. For TAS, timing is always from boot to "last input" (the last recorded D-pad/joystick/button press).

In both versions, Sequence Breaking, route planning, and tight play are the key. The notion of completing a game as fast as possible is frequently an example of Emergent Gameplay (excluding those games where speed is the whole point, such as racing games). It is worth noting, however, that some games simply don't have any (or have extremely few) currently known glitches to take advantage of, and as such no sequence breaking or out of bounds of any sort can be performed, meaning that the speedrun is simply a matter of figuring out the most optimal way through every required part of the game.

There are three common, typical categories: "100% run" (where the player tries to collect everything in the game as quickly as possible), "minimalist runs" or "Low%" (where the player must skip all non essential items while still completing the game as quickly as possible), and the "pure speedrun", also known as "Any%", or "Beat the game", "Complete (character)'s story", and so on, depending on the game. Any% runs usually comprise completing the game as fast as possible, with nothing off limits to assist with this goal, be it glitches that skip 80% of the game, momentum conservation, and other huge game changers. Many a popular Self-Imposed Challenge are also up for grabs.


Speedruns are usually created as an attempt to show off one's skills. They are not for people who want to enjoy the plot or explore the world. Due to the many methods used in speedruns, and overall design of different games, it is not a good judge of how long a game is for the average player at all; for instance, there could be exploitable bugs that are only possible to pull off in a Tool Assisted run, and others that can be done in realtime with only a great deal of dedication, skill, and luck. A specific example of this: some Tool Assisted runs use glitches that require hitting left and right at the same time, or up and down at the same time; those ones are basically impossible on any standard unmodified controller. The optimal path can be radically changed at every step based on whether or not these bugs are used.

According to, the top five games with the most players in their speedrunning community (as of October 30th, 2021) are Minecraft: Java Edition (9,733 players), Super Mario 64 (6,069 players), Roblox: Speed Run 4 (5,118 players), Super Mario Odyssey (4,523 players), and finally Minecraft: Bedrock Edition (3,341 players).

Popular "regular" speedrun archive sites include Speed Demos Archive and For tool-assisted, technically perfect runs, see TASVideos. For speedruns and speedrun races performed live for your viewing pleasure, head over to SpeedRunsLive. For rundowns of the history of some popular speedgames, see Summoning Salt's playlist.

Tropes associated with speedruns:

  • A.I. Breaker: Tool-assisted versions practically exploit all A.I.s on a frame-perfect basis, whether it's a flaw in the script or by exploiting luck manipulation. Regular speedruns can also exploit AI patterns to do things quickly, or learn from tactics discovered in the TAS version.
  • Accidental Discovery: For every glitch that came about due to trial and error, there are just as many that was stumbled upon at complete random.
    • The "Pickup Slide" trick in The Legend of Zelda: Twilight Princess was discovered by a speedrunner playing the game casually: They opened a chest to get an item, then for whatever reason stopped playing without switching the game off, leaving Link in his Item Get! pose. When they returned in the morning, they discovered that Link had glided backwards several feet, clipping right through the chest. And so the glitch that defines that game's Low% category was discovered.
    • The "Speedcripple" glitch in Fallout 3 and New Vegas. A speedrunner playing the former game was doing the "All Bobbleheads" category when at one moment he forgot to grab a particular bobblehead. Turning around, he tried to avoid a slow climb down a flight of stairs by using a trick in which quicksaving just before taking fall damage spares you from it, and through accidental perfect timing was able to cripple his legs without taking fall damage. When this happens, the game applies both the crippled and healthy movement speed to you at the same time, giving you a major speed boost that is universally helpful across both games in almost all circumstances.
  • Anti-Climax Boss: Most bosses turn into this. A notable extreme example is Castlevania: Symphony of the Night—runners typically use a glitch to keep their overpowered starting equipment (normally stolen from you in the prologue) and combine it with a couple of other items to reduce most of the boss fights (including the finale) to a few seconds of damage-spamming.
  • Artifact Title:
    • Percentage-based terms such as "Any%", "Low%", "Max%" and "100%" originate from Metroid, which uses a percentage to display how many items you possess at the end of the game. The terms have stuck, even for games that don't track the completion percentage.
    • The GameCube and Wii-era Zelda games are home to a glitch named "Back in Time", which is unusually named as it simply involves letting you control Link on the title screen. The name is a relic from when it was first discovered: after performing the trick in Twilight Princess' Arbiter's Grounds (a location only accessible relatively late into the game), it was discovered that saving your game on the title screen then loading it would send Link to a game state significantly earlier in the game, hence "Back in Time". The name was kept even as the nature of the glitch was better understood, even though if anything the glitch is primarily used in Twilight Princess to go forward in time early in the run, and in Skyward Sword it has nothing to do with time manipulation at all.
  • The Berserker: A non-combat variant. If a speedrunner can save time by taking damage or dying, they'll take it without fear, and likewise will liberally abuse Desperation Attacks.
  • Bladder of Steel: Up to Eleven indeed, as some runs note  can require upwards of 20 hours or more of continuous play. That said, most games often have places that are considered bathroom breaks, such as cutscenes for RPGs.
  • Bribing Your Way to Victory:
    • Sometimes certain versions of games and hardware provide an advantage over others due to the presence of certain glitches, faster text, or reduced lag. When these versions are rare or difficult to obtain, this can push certain speedruns into this category. The most notorious example of this is the iQuenote  version of The Legend of Zelda: Ocarina of Time, which has much faster text than all other versions but is rare and difficult and expensive to import outside of China.
    • There are other cases, especially on PCs, where using high-end hardware to run games will make the game's framerate higher than intended, especially if specific functions are tied to framerate. One of the biggest examples is the knife attack in Resident Evil 2 (Remake) where the higher the framerate is the more damage the knife will do, especially to bosses in the PC version. One way to quash this is to set a framerate cap for runs, usually at 60 frames per second, as a separate speedrun catagory as to let speedrunners be able to compete without having to spend a lot of money to compete in an otherwise uncapped framerate catagory.
  • Broken Base: During the 2010s, the various fractured speedrunning factions generally grew out of their early squabbling as they matured as a community, and these days TASers and regular runners often take tricks from each others' runs to improve their routes. Nonetheless, below are the traditional conflicts:
    • Tool-Assisted Speedruns and real time. Within TAS, the divide between pro-ACE (Arbitrary Code Execution) and anti-ACE.
    • Speedrunners who want to play the game the traditional way aka "Glitchless runs", and those who love to exploit all manner of glitches. Neither side usually respects the other's viewpoint. Glitchless runners argue it's the way the game is meant to be played, and using a bug to warp straight to the end credits can feel very cheap. Those that reply upon them to achieve a faster time assert doing it legitimately is a tedious experience. In reality, both methods are usually hard and a real challenge to execute either way.
  • Butterfly of Doom: Some games have a Random Number God that can cause this effect in a TAS. Even the smallest changes in the early part of a run can cause many things to go different in later parts of the run, possibly requiring everything to be reworked to accommodate the change. This is less of a problem in games that don't use RNG often, or reset the RNG seed between levels.
  • Challenge Gamer: Everyone who does this. Even easy games are very likely to have at least a glitch or two that save time and are very hard to pull off. (Not to mention that, once a game's speedrunning community is large enough, it doesn't matter how easy it is to play the game casually; the speedrun route is going to be optimised enough that surpassing others' times is going to require a massive amount of practice to pull off.)
  • Curb-Stomp Battle: Pretty much everything else on a speedrunner's list of necessary kills is subjected to one of these, due to manipulating critical hits or using techniques to deal extra damage during bosses' vulnerability periods.
  • Death Is a Slap on the Wrist: Expect to see runners die a lot when dying is the fastest way to refill health or backtrack to the last Checkpoint and Video-Game Lives are no object.
  • Do Well, But Not Perfect:
    • Some games add up points or other earned bonuses at the end of each level, which can waste precious time. Part of the strategy in these games is to know which bonuses should be avoided to achieve a faster overall run. The Genesis Sonic the Hedgehog games are a prominent example, giving you massive bonuses for beating levels quickly that take such a long time to tally up that it's actually faster to wait and finish the level just slow enough to avoid them. It's for this reason that runs of these games switched to using in-game time, as it would mean runners would actually have to beat the levels quickly to get a good time instead of waiting around for the smaller bonus.
    • In some boss fights, it's faster to not do as much damage as you could on the first cycle through its movement pattern, so that the second cycle beats the boss while it's still in the first phase.
  • Dungeon Bypass: If at all possible, it will be done. A famous example is The Legend of Zelda: The Wind Waker's Barrier Skip, which allows for two dungeons bypassed.
  • Failed a Spot Check: Is a common way for RPG runs to end. For example, in Lufia 2 Ancient Cave, you can fail to notice the stairs and end up in a monster room, where the run dies.
  • Good Bad Bugs: May come into play, particularly in tool-assisted runs, which can make a game's protagonist look like a Reality Warper. Glitches that skip large portions of the game are sometimes made a separate category.
  • House Rules: These are often a necessity, since there are rarely any "official" rules on how speedrunning should be conducted.
    • Some rulesets result from the community's broad range of opinions on how speedrunning should work, particularly with regards to bugs and exploits and to what degree they should be allowed. Some players dislike using them, since they divest a game of its intended challenges. For others, half the fun is finding creative ways to break a game. Depending on the size of the speedrunning community for a particular game, there may be several subgroups with rules catering to the preferences of each.
    • Popular games often have many different speedrunning categories, such as fastest overall completion (Any%), fastest completion while collecting all items/finding all secrets (100%), and fastest times for various joke categories (getting banned from online play, going swimming, burning a pie) and other Self-Imposed Challenge runs (such as competing the game without dying).
  • Instant-Win Condition: Abused mercilessly whenever both possible and quicker. Including glitches or oversights than can warp players to the very end of a game.
  • Knockback: If a game has this, it's practically a guarantee that it will be exploited in some way, typically for Sequence Breaking.
  • Lord British Postulate: Exploits and Sequence Breaking are common speedrunning tools, so this trope comes with that territory. While in many games it might make the game Unwinnable, in others it can produce any number of unexpectedly advantageous effects.
  • Low-Level Run: Since Level Grinding tends to be slow, a good low-level strategy can save time. Even in the cases where grinding is mandatory, expect the lowest level possible, or maybe a couple levels higher for safety, to win to be used.
  • Luck-Based Mission: Most games don't play out the same way every time, meaning that things often have to go perfectly to get a good time. This can make some games undesirable for realtime speedrunning, if runs are too often ruined by bad luck. This being too important can ultimately kill a category for the majority of runners, such as any% in The Legend of Zelda: Ocarina of Time. For TASes, setting up the run for ridiculously good luck is all part of the challenge.
  • Luck Manipulation Mechanic: Speedrunners find everything they can, intentional or not note , as long as it ultimately saves time. TASers can make their own luck, though they might have to burn a few frames putting in inputs to get the exact outcome they want (accounting for whether those few frames will pay for themselves later is an oft-complicated process that may be subject to the Butterfly Effect).
  • Mental Time Travel (for TAS players)
  • Mickey Mousing: This is sometimes done just to entertain the player and/or viewer.
  • Mind Screw: This is common in TASes with heavy glitching or data corruption (especially if it's shorter than 10 minutes or reprograms the game), although it's not unique to tool assisted speedruns.
  • Minus World: In some games it is possible to reach out-of-bounds, Dummied Out, or developer-only areas where shortcuts, unobtainable items, and other exploits can be found.
  • No-Damage Run: Often averted — luck manipulation makes not taking damage much easier, however it's rarely a category in itself, and makes less sense in action games with characters who are resilient enough to take a few hits. Also, in games with knockback, it is sometimes possible to sequence break by deliberately taking damage in such a way that the knockback knocks you somewhere that you normally can't get to yet (e.g. you need to learn a specific ability, or it's a Door to Before from somewhere else), referred to as a "damage boost".
  • No Death Run: Simply avoiding death tends to be a large factor in completing Nintendo Hard games quickly; in games where dying saves time (see Resurrection Teleportation below), "without deaths" is often treated as a separate category.
  • Not the Intended Use: Game mechanics are often used in ways the developers probably did not intend. This goes double for TAS, which can do things that playtesters during development couldn't possibly have found, due to requiring an inhumanly precise sequence of inputs and/or a combination of inputs that would be physically impossible on a standard controller (such as pressing up and down on a d-pad at the same time).
  • One-Hit Kill: If it is possible to kill an enemy this way, speedrunners usually will. This often even includes final bosses.
  • One-Letter Name: If the game has Hello, [Insert Name Here], the player character's name will only have one letter, mostly to save time on the naming screen and text scrolling.
  • Pause Scumming: For TAS players; some games are still active when paused allowing for random number manipulation, or a meta example of rapidly pausing the emulator. Depending on the game, some realtime runs can also make use of this, such as frame-buffering techniques in The Legend of Zelda: Ocarina of Time or the infamous pause damage glitch in Mega Man. The dominant rule in TAS is that the real time is what counts, whereas a better in-game time is secondary; that said, there are moments where due to in-game slow-down, the player can pause for a frame or two to make the in-game time better without affecting the real time negatively.
  • Play the Game, Skip the Story: In the interest of saving time, runners will avoid as many story elements as possible, including skipping cutscenes (whether the game normally allows them to or not), bypassing entire sections of the game, mashing through dialog, and not collecting Story Breadcrumbs. Some runners will even experiment with different language versions of the game, up to and including the Chinese-exclusive iQue Player, which is extremely rare because it had long since ceased production, to speedrun The Legend of Zelda: Ocarina of Time due to the faster or fewer text output, or using the Italian localization of Fallout: New Vegas. Suffice to say, playing or watching a speedrun probably isn't the best way to follow a game's story if you aren't familiar with it already.
  • Random Number God: Different games have different degrees of randomness built into them, which can present major obstacles to a successful speedrun. However, virtually all games use pseudorandom number generators which are deterministic and can potentially be exploited. This is easier in TAS, though it may also be possible in real time depending on how randomness is implemented. Oftentimes, bending the God of Randomness to one's will requires actions that seem strange or arbitrary to laypeople, so runners will sometimes joke when they make a mistake that it was actually a totally intentional "RNG manipulation".
  • Regional Bonus: Often inverted; the things that most casual players would see as regional bonuses, such as bug fixes and additional content, can be detrimental to achieving fast times. In a straight example, playing a game in a specific language (not always the original one) can also save time.
  • Resurrection Teleportation: In some games, dying respawns the player character at the beginning of the level or previous checkpoint without losing any level progress (such as switches pressed, items collected, boss killed, etc.). Runners will exploit this whenever backtracking is required, a tactic known as a "death warp". Sometimes quitting and reloading achieves the same result, and may even be slightly faster.
  • Rule of Fun:
    • Most games have a few house rules on what is or isn't allowed, based on this trope, as speedrunning is ultimately a hobby about the community, entertainment and challenge. Exploits that make a run too easy, or rules that make it too hard, are likely to be done away with (or at least put into their own competitive category).
    • In many games, there are sequences where progression is either halted or slowed down, such as unskippable cutscenes and Auto-Scrolling Levels. To make runs more entertaining, expect to see several Player Tics (such as turning left and right rapidly or spinning around) and Good Bad Bugs if players are able to move around during these scenarios, just to kill time. Players will also joke around like this when progression is normal, but only if it doesn't disrupt their clear times.
    • Tool-assisted speedruns will occasionally skip things that could theoretically improve the time of the game if doing this would reduce entertainment value. An example was a glitch that would've resulted in a large number of warps back to 1-1 in the Super Mario World 2: Yoshi's Island 100% TAS, since it would've resulted in a repetitive bordering on unwatchable TAS. This run also forewent the 1/1 running trick (explained in the link), because using it would've severely curtailed the amount of egg juggling that is the hallmark of modern Yoshi's Island runs.
  • Script Breaking: Runners like to avoid triggering unskippable cutscenes as much as possible, which may have some weird results.
  • Sequence Breaking: Skipping parts of the game can sometimes cut down on run time dramatically.
  • Shut Up, Hannibal!: A speedrunner will only listen to the Big Bad's speech if the game forces them to. Otherwise, they will use any way possible to bypass, fight or kill the Big Bad before they can finish, since listening to said speech wastes time.
  • Solo-Character Run: The fastest way to run many turn-based RPGs.
  • Speedrun Reward: When a game encourages speedrunning by offering the player something in return for a quick enough completion time.
  • Sprint Shoes: Usually acquired as early as practical.
  • The Tape Knew You Would Say That: This is basically how TASes are built. Each one is a list of what buttons to press at what time (somewhat like a player piano roll) and, since all of each game's randomness depends on what the player does and how much time has passed since the console was turned on (aspects the TAS effectively controls), every game is extremely predictable.
  • Things Mr. Welch Is No Longer Allowed to Do in an RPG: A tabletop example, he supposedly completed Tomb of Horrors in 10 minutes by memorizing the dungeons from past playthroughs.
  • Time Keeps On Ticking: Most contemporary speedruns use real-life time instead of any timer built into the game, so anything that takes up time counts, including lag frames, cutscenes, pausing, menu navigation, and more. Load times are exempted for some games, particularly on PC where these times vary depending on hardware.
  • Timed Mission / Time-Limit Boss: The game itself may even encourage a speedrun playstyle, at least for a few levels or bosses. This often takes the form of extra levels that incorprate time limits on levels that did not previously have them.
  • Took a Level in Badass: Characters going through a speedrun often gain a reputation of breaking the laws of physics, and sometimes, even the universe.
  • Violation of Common Sense: Everywhere. Taking any sort of damage on purpose, dying, skipping items that would normally be required to progress, buffing your character very early on to breeze through the rest of the game, and even setting the game to display in a language you can't read are all examples of common speedrun tactics.
  • We Do the Impossible: For TAS players.
  • Wins by Doing Absolutely Nothing: In TAS runs, the goal is to reach the victory screen, but the clock stops once the player is finished entering input. If you can engineer the Final Boss to do themselves in for the last part of the battle, it can shave precious time off of the run.

Examples (all links external):

  • Ace Combat has various ls where you have to take your plane through an enclosed area. So, naturally, people took the fastest plane available and went in with maximum power. Like taking "Greased Lightning" from Ace Combat 2 in the X-29 or "Aces" from Ace Combat 5: The Unsung War in the MiG-31.
  • Antichamber: Using various Sequence Breaking techniques, YouTube videos eventually surfaced showing people beating the game in less than 5 minutes. A previous world-record speedrun involved beating the game with only the green gun, entering less than 5% of the rooms, and spending only 2 minutes and 9.67 seconds between resetting and firing the final block. This required tricking the game's teleport, shooting cubes and catching them after visiting the menu room, and making the game think he'd gone to rooms he hadn't yet. This was outdone in 2019 utilizing a variant of the same trick, ending less than a tenth of a second off the theoretically fastest possible time at 43.12 seconds.
  • This speedrun of Arcanum: Of Steamworks & Magick Obscura uses a lot of Sequence Breaking. It involves killing Stringy Pete, who is widely considered to be the most difficult fight in the game, within 4 minutes of starting the game. This run bypasses Stringy Pete altogether.
  • Axiom Verge caters to this by having a "Speedrun" mode that shows a continuously running timer and suppresses cutscenes. The creator is very involved with the community and took suggestions for improving the mode. Notably, all influence of the Random Number God is removed, as Speedrun mode used a fixed RNG seed, allowing runners to consistently route around "random" events such as which enemies will drop health pickups.
  • Games Done Quick is a biannual marathon based around speedrunners worldwide gathering together to raise money for charity. Their marathons have raised over $16,000,000 for their causes (as of 2018), and have been the cause of many great moments. Uploads of the event runs can be found on their YouTube channel.
  • Here is a TAS run of the SNES game based on the Biker Mice from Mars show. Possibly the fastest we'll ever see Vincent go.
  • Braid features this built into the game itself - in addition to having several timed segments of the game with par time and leaderboards, getting the final achivement, "Speed Run", involves completing the entire game in under 45 minutes. (Including the ending.)
  • Castlevania games have generally been very good for speedruns that go ridiculously faster than an average playthrough, but even the series' general high level of breakage in runs was dashed to pieces with this TAS run beating Harmony of Dissonance's Maxim mode in under 23 seconds.
    • This run shows that it is possible for a very good player to complete Maxim mode in less than a minute with a different route and knowledge of the game's quirks.
    • Richter mode in Castlevania: Symphony of the Night is practically designed around speedrunning. Unlike the main Alucard game, you do not need to collect any MacGuffins to unlock areas; just race to the Inverted Castle and beat Shaft, who serves as the Final Boss in place of Dracula. On top of that, Richter has several Difficult, but Awesome moves that greatly supplement his mobility. A good Richter run clocks in at around 5 1/2 to 6 minutes.
    • This Aria of Sorrow run demonstrates the power of luck manipulation in tool-assisted speedrunning; by creating a speedrun frame-by-frame, it's possible to ensure that the Random Number God always gives you the correct number. As a result, this run completes the game while collecting all 120 of the souls — normally very rarely occuring random drops — in 24:56!
  • In Cave Story, the final Sacred Grounds level includes an on-screen timer (if you find a special item), which has the sole purpose of encouraging people to do speedruns. Various bonus pictures are shown if the player completes this within a certain amount of time. Despite the excessive amount of enemies and hazards and several gates that take five full seconds to open, people have been able to complete the level in mere minutes.
    • Iji also includes a timer for speedruns, and when new features are added, the author usually makes sure they won't affect speedruns. For example, skipping the fight with Krotera (possible from version 1.3 onwards) forces Iji to give Vateleika (offscreen) a ten-minute head-start, so speedrunners will fight instead.
  • This tool-assisted Chrono Trigger speedrun uses such a heavy Script Breaking, that the story of the game makes no sense, verging straight into full-on Mind Screw.
    • This tool-assisted run skips even that, reaching the ending in three and a half minutes by abusing sub-frame resets to turn save corruption into a science.
  • Parodied with Club Penguin banned% speedruns. As the game is mainly a kiddy social game with no endings, some players decided to parody the concept of speedruns by speedrunning the process of creating an account and banning that account by swearing in-game. The world record is currently 37.37 seconds, while a TAS pushes it to 29.1 seconds. The process also parodies many common topics in speedrunning, such as RNG (filling out the CAPTCHA), using tricks (copying and pasting into the speech bar), and Sequence Breaking (a glitch allows you to say the f-word during the startup tutorial). Further parodied with the girlfriend% runs, where the goal is to get another user to be the player's "girlfriend", then break up with them on their igloo in the fastest time possible; probably the only speedrun to involve random strangers, as the rules specifically disallow doing it with known people who could be in to the speedrun.
  • You wouldn't think Dark Souls would lend itself well to speedruns, and most of them don't, but Dark Souls II has some quirks that make nearly the entire first half of the game skippable. To get to Drangleic Castle and the second half, you need either 1 million souls, or four Great Souls that drop from bosses at the end of long questlines. However, by using the Bonfire Ascetic that are plentiful in the game, you can respawn one of said bosses and fight them four times, getting a Great Soul for each. The best boss to respawn is the Rotten, since it can be fought nearly right away (only requiring a relatively cheap ring that can be bought in the hub area).
  • A 43-minute world record run of the original Deus Ex (on Realistic difficulty) exploits a number of bugs and shortcuts (grenade jumping, skipping the entire first mission, glitching JC's weapons into a prison cell so he can retrieve them immediately afterwards, physics exploits, etc.) and the open-world nature of the game to get past situations that would stall most other players. The end result is that JC Denton skips most of the boss encounters, never deactivates his killswitch, has conversations with people he's never met before and blows himself up into Ludicrous Gibs right before hightailing it out of Area 51.
  • Doom has a large speedrunning community and a large range of different categories, from the standard affairs such as UV-Speed, NM-Speed, UV-Max and NM-100S, and then absolutely crazy challenges such as UV-Tyson, where you have to kill all monsters, but with the restriction that you can only attack with the fist, berserk fist, chainsaw and pistol (and telefrags) - seems reasonably challenging at first, until you realise it also includes levels such as Tower of Babel...
    • Doom has one of the oldest Speedrunning community. Because Doom allows one to save runs as "Demo files". The files contain a real time capture of all the inputs the player did, which another player can load and make their copy of the game play out with 100% accuracy. This allows not only a perfect record of the speedrun's length down to the very frame, but also made sharing speedruns possible in the early days of the internet, when transferring videos was not possible or practical for most people, with the side benefit that it also made speedruns far harder to fake, especially when other game communities would be limited to pictures or screenshots of timers who were far more susceptible to manipulation. On top of that Doom end level score cards include not only the player's time and completion percentage, but a par time set by the developers, which encouraged players to try and beat it, and then keep going faster. All of these factor made for a thriving speedrunning community at a time where most others couldn't really do that.
  • Roguelikes, being almost always turn-based, would seem to go straight against speedrunning. Not so DRL, which encourages the player with its Speedrunner Badge series, which starts at winning in 30 minutes real-time for Speedrunner Bronze, all the way up to Speedrun Angelic Badge, that requires the player to win a Nightmare! game in less than four minutes real-time. With 24 levels to go, this means less than ten seconds per level on average, including two boss battles, in a game that is almost completely random-generated. Good luck.
  • This EarthBound run must be seen to be believed. In just over nine minutes, the player skips straight to the end by getting attacked by a crow. They don't call them "Skip Sandwiches" for nothing...
    • An alternate run features no actual gameplay for almost 3 minutes, but breaks the game much faster. Two renders of the video exist: one which makes EarthBound look more like a rhythm game than an RPG, and a more standard one.
  • The Elder Scrolls III: Morrowind got thrashed in seven minutes thanks to ingenious (ab)use of the game's fast-travel powers.
    • There's also this speedrun, utterly demolishing the previous video's time in 4 minutes and 19 seconds.
  • Eversion switches to a time attack mode after you clear all the worlds. Additionally, the game starts doing a self-parody of the creepy messages that sometimes replace the "READY!" screen in worlds X-7 and X-8, with messages like "GO!", "HURRY UP", "GAME ON", and "READY! TO RACE".
  • A rare example of an RPG speedrun that actually deserves the word "speed": Fallout in nine minutes and nineteen seconds.
  • Thought that a game based off Family Feud would be boring to watch even as a TAS? Here's a (NSFW) one. This is possible because the game has a very lax text parser that deems an answer correct if it sees all the letters of a possible answer in the correct order without checking if the letters are all together. To take an example from that TAS, "I BATHED KEANU REEVES" is accepted as "BAKER" since it saw the letters in the correct order even if the answer is otherwise nonsensical.
  • Final Fantasy IX actually rewarded the player for doing a speedrun. Getting to a certain area in the final dungeon in less than 12 hours will net you an Infinity +1 Sword.
  • Fire Emblem has a variant called the LTC (Low Turn Count), where the goal is to complete the game in as few turns as possible. A site with several record runs can be found here. Fire Emblem Echoes: Shadows of Valentia encourages this by giving an achievement for completing the game in 500 turns or less.
  • Freedom Planet enjoys a healthy speedrun community in the fandom. The game is considered to be fairly challenging in its own right, mind you. Lilac is the most popular character to use, but Milla is gaining steam with her slow but very technical gameplay. In Milla's case, once players mastered the recoil with her Super Shield Burst, they realized it can be used to achieve incredibly fast speeds. The game itself has an achievement for clearing the campaign in under 90 minutes, but that has been quickly cut down to faster times. The most impressive have been Lilac at 39:17.75 and Milla in 31:58.48.
  • Here's both loops of the notorious Nintendo Hard game Ghosts 'n Goblins being completed in just under 23 minutes. And here's its Super Nintendo sequel—again, both loops—in just over 42 minutes on its hardest difficulty.
  • Grand Chase features this as part of its series of Player Versus Environment quests. It's not that hard, as you're given 15 minutes to finish a dungeon.
  • Grand Theft Auto: Vice City was dominated in a single sitting of just under two hours, skipping almost half of what would normally be considered obligatory story missions and sidequests.
  • Half-Life in Half an Hour uses the "exploiting glitches" method, and also uses such tricks as trapping a scientist in a door to stop it from closing all the way and using grenades to power jumps. It has since been obsoleted by a run that managed to shave 9 minutes off the previous time.
    • This Half-Life 2 speedrun is notable in that... well, just read the comments. It exploits glitches just like Half an Hour, including bonking people with objects to make them teleport, and jumping off items you drop and grab below you to fly. Probably the best part is flying over the entire Ravenholm minus the mine area in 30 seconds, never seeing Father Grigori. A similarly wacko bit is the "Water Hazard" chapter; Gordon ditches the speedboat halfway through and glitches his way through a few miles of radioactive goo just so he won't have to wait for NPCs to attach a gun to the boat, and when the climactic battle against the chopper begins, he leaps over a dam and runs away to the next area.
      • The current world record speedrun does the Water Hazard above one better- he only uses the boat once in the whole chapter, in order to activate a cutscene trigger that the boat is necessary for. He spends the rest of the chapter on foot, using glitches to get health back (and to spawn the boat when he needs it).
  • Pretty much every Halo game has an active speedrunning community. A no-death world record run of Halo 2 is even published in the Guinness Book of World Records...even though the player turned out to be a cheater. (No word on whether the run itself is faked, however).
  • Hollow Knight: The game has three achievements for speedruns (under 10 and 5 hours, plus under 20 hours with 100% completion).
    • For the record, the game has been cleared in under 34 minutes, even without glitches.
    • On December 2019, there was a Hollow Knight speedru- err... "speedrace" hosted by SpeedGaming. The result? 33 minutes and 47.11 seconds against 33 minutes and 47.16 seconds. Yep, the gap was merely 50 milliseconds!
  • Holy Diver has been beaten in real-time in under 19 minutes without dying once, which is very impressive considering that the game's difficulty approaches Platform Hell.
  • Jagged Alliance 2, a single player campaign that usually takes days to play through, in less than seven and a half minutes.
  • Kingdom of Loathing's New Game+ style of play allows it to be one of the few MMORPGs that allows for speedruns - from level 1 to defeating the Naughty Sorceress, in as few adventures as possible. Players compete, share notes, and obsess fiercely over shaving adventures off of the top time. A truly speedy speedrun usually involves skills gained from 30+ ascensions, ultra-rare or archaic items, plans mapped out well in advance, and $20 or more donated to the game.
    • Hardcore speedruns remove the advantages of items and donations, but still require permed skills from many Hardcore ascensions, as well as tighter planning. Luck doesn't hurt, either.
      • They only remove the advantage from donation equipment, you still need the familiars and skills just as much if not even more so.
    • Bad Moon speedruns do put everybody on a pretty equal footing, by temporarily stripping you of those familiars and skills. There's a guide out there for reliably doing one in 12-14 days. (To compare, a 1-day speedrun has been done in regular play, though luck was a significant factor, and there are people who consistently do 4-5 day runs in Hardcore.)
    • The level of obsession this involves can get downright frightening. Some players have managed to shave their times down to two days for a Hardcore run. These also tend to be the same players who throw royal fits if any change in the game adds a single-digit number of turns to their runs.
    • The game's creator/overlord, Jick, coined the term "dickstabbers" to describe the most speed-and-score-obsessed players—supposedly, if offered the choice between sleeping with the prom queen for 10 points and stabbing themselves in the dick for 11 points, they would always choose the latter. Not surprisingly, he deliberately added similar "dilemmas" to the game; in the hedge maze near the final boss, for example, you can follow the friendly floating skull and get free items, or ignore his advice and subject your character to painful traps and monsters just to save a few turns.
  • The ultimate in luck manipulation, King's Bounty tool-assisted in under 10 seconds, with just 0.3 seconds of actual gameplay.
  • Using a save file from SaGa Frontier 2 in Legend of Mana, it's possible to get an extra weapon and break the rest of the battles wide open. This weapon can allow you to beat the final boss in 8 seconds.
  • Speedrunning is prominent in The Legend of Zelda games. Fastest 100% speedrun of The Legend of Zelda: Ocarina of Time? 3 hours, 56 minutes, 8 seconds by ZFG. Fastest speedrun, period? 6 minutes, 49 seconds.
    • 3 (out of 4) runners completed the game LIVE in around 75 minutes. The 4th failed on the last form of the final boss.
    • The fastest MST time is 2:08:03 by Pydoyks, MST stands for "Medallions, Stones, Trials", which means beating all dungeons.
    • The tool-assisted run is even crazier. 16 minutes 57 seconds.
    • Twilight Princess, meanwhile, has been completed in just over 3 hours by Paraxade.
      • Twilight Princess also disquishes itself for having one of the more interesting "Low%" runs. It is worth remembering that in a "Low%" run, finishing the game quickly is only the secondary objective; the main objective is completing the game with as few collected items as possible. This has resulted in the record attempts at this run clocking in at about 25 hours. Why? Because Link's item collection animation has a very slow-working glitch that results in him clipping through certain gates if he is left stuck in the animation over long enough time. Emphasis on long. This usually results in a run where about 17 hours of gameplay is spent having Link standing around and staring at a Rupee. This video provides a more in-depth explanation.
    • This speedrun does an ultra-glitchy sequence-reversed run of Link's Awakening, with commentary pretending that it's a completely normal Let's Play.
    • Zelda II: The Adventure of Link has a tool-assisted run with little resemblance to normal gameplay, thanks to heavy glitch abuse that grants Link the power to walk through walls and inexplicably warp between areas.
    • The Legend of Zelda: Breath of the Wild allows players to run straight to the final boss as soon as they leave the starting area, if they so wish. Within a month of the game's release, runners have managed to get their completion times down to forty minutes (Nowadays, Ganon is getting killed less than 27 minutes after link wakes up). Of particular note is the exploitation of Stasis to hurl trees or rocks across the map, with Link either hanging on as it flies or getting hit with the object to kickstart his Paraglider momentum—non-Amiibo runs use this to glide across Hyrule Field instead of wasting time taming a horse.
    • Finishing A Link To The Past quickly is no longer enough for speedrunners, who now use the ALTTP Randomizer to race through randomized versions of the game. Dungeon order, rewards and other items completely rearranged at random, and speedrunners play blind through it in duels.
  • In Marathon Infinity, it is quite possible to skip 4 levels in the level Electric Sheep. A speedrun video is in the making.
  • The Mega Man series is also notable for speedrunning. As seen here, assisting with tools can make 1 unrecognizable from its former self.
    • There seems to be a small trend where people try to see how fast they can beat more than one game at the same time using the same controller. Here's a TAS that features a guy beating Mega Man X 1 and X2 in about 40 minutes and another where two guys beat Mega Man 3 through 6'' in about the same amount of time.
      • The Mega Man X/X2 run has been obsoleted by this, a 100% Completion of Mega Man X, X2, AND X3 using one controller's input.
    • Time attacks on 9 are pretty impressive too as seen here. Due to weapon balancing, every weapon comes in handy even outside the boss fights, some of which are used more often and others less.
    • Mega Man 10 features time attack leaderboards and the ability to view the replays of any of the top ten times from any stage (or the whole game) from inside the game itself.
    • Hotarubi, known for his Super Metroid speedruns, also does speedruns for Rockman 7 EP. There's even an achievement for beating the game under a certain time.
  • The Metal Gear Solid franchise also attracts a variety of speedrunners. Some examples include:
  • Metroid:
    • Metroid Prime 100% Completion in 1 hour, 37 minutes. Has since been obsoleted, but this run (which was Slashdotted) brought speedrunning into the mainstream.
    • The above is just one product of the very active speedrunning community. Among other things, every 2D game has now been beaten in less than an hour (Metroid II: Return of Samus was the last to fall).
    • Red Scarlet's 100% Super Metroid run in fifty-five minutes, a work of art that stood proudly on Speed Demos Archive for seven years, has been replaced by Christopher Hill's time of forty-eight minutes.
    • Super Metroid any% speedruns have gotten pretty ridiculous due to the discovery that several tricks thought to be TAS-only can be pulled off in real time. The current top-level runners complete the game with an item collection percentage in the low teens; that means running through Lower Norfair with a mere three energy tanks (or two, if for those feeling really ballsy), turning all battles into an intensely deadly game of chicken.
    • Biospark's 1% Metroid Fusion run in 49 minutes with no saves. In 1% conditions, one hit is fatal for most of the game; doing this in a single-segment run is mind-bogglingly hard.
    • Metroid Prime Pinball records single board playthroughs of the bosses in this form.
    • Metroid II: Return of Samus can be glitched so severely that it starts to resemble a bad acid trip. See here for an example.
  • Mirror's Edge has this as a game mode. It even has achievements for it, and features the nigh-impossible task of completing the second level, Jacknife, in under 11 minutes. This mission takes 20 minutes on the first try. Have fun!
  • Board games are not immune: Fastest possible game of Monopoly. Thirty seconds. Seriously.
    • The fastest speedrun of all time is actually Clue, coming in at a time of 583 milliseconds. By the time you finish reading this sentence, you could've watched the run dozens of times.
    • The speedrun of the PC version is now the fastest, clocking in at a mere second!
    • Then there's this TAS of Monopoly using 4 enemies and a Gambit Roulette. Yes, the speedrunner stopped doing anything after 1 minute.
  • It's possible (if you know the solution to the final two puzzles) to skip just about everything in Myst. You can start a new game and be watching the ending in under a minute. Naturally this kills most of the replay value to the game, which is why the game is the only one in the Myst series to get an Updated Re-release which adds some new stuff (but it doesn't change the way to get to the ending, unfortunately). Later games in the series actually required you to do the whole game.
  • Even visual novels can get a speedrun. Here is a speedrun of trying to play though Narcissu as quickly as possible. Your TPM (tears per minute) counter will be very high.
  • Speaking of short tool-assisted speedruns, there's the entire Pokémon Yellow speedrun with 152 Pokémon caught within less than 90 seconds and with mere seconds of in-game time and by throwing away entire floors. Honored for their exploits indeed.
  • Having a ton of Luck-Based Missions in every single entry, TASers pretty much made the Live Powerful Pro Baseball franchise their bitch. Luck manipulation in this franchise are included but not limited to:
    • A weird form of damage boosting in training. Since the chance of injury never exceeds 100%, TASers can train to their hearts content without sustaining any injuries or wasting turns resting.
    • Abusing Dr. Daijōbu. Who offers to perform an experimental surgery on you which either have incredible rewards or devastating penalties. TASers can ensure every surgery is successful and enjoy the stat boost.
  • The SNES version of Prince of Persia 2 has a 11-minute tool-assisted run that shamelessly abuses glitches to the extent that the last part of the run consists mostly of the Prince running across air and through walls.
  • Punch-Out!! attracts many speedrunners, as the mechanics of the game (specifically, the patterns and weaknesses of the enemy boxers) allow for much probing of the system. Super Punch-Out in particular, due to the minor differences in system compared to the previous games, has had speedrunners get times on nearly every opponent down to ten seconds or less. Nick Bruiser, the final boss, in 9.98 seconds. (There is a faster one on YouTube, but its legitimacy is questionable.)
  • The nightmare difficulty for Quake, beaten in just under 20 minutes (a world record). Quake is one of the most-run games of all time, so the route and performance is extremely optimized.
    • Even better, a run a few years back smashing that to pieces with a Nightmare run in 12:23. The run is a segmented run, however, and while still talented, is far better than could be expected of a straight playthrough.
    • That version too has been updated to 11:30, but it hasn't been published yet (except in raw demo form).
  • The game was barely out when someone decided to speedrun Resident Evil 7: Biohazard with a time of 2 hours, 30 minutes, and 50 seconds.
  • The Resident Evil 2 (Remake) actually invokes this, as the higher-end unlockable weapons all require an extremely low finishing time of under 2 hours and 30 minutes on the hardest difficulty, or under just 2 hours on a "2nd Run" playthrough. For perspective, rushing through the game while still picking up any health and ammo you can find and killing only the enemies that are in your path will likely clock you in at around the 3-hour mark. And this is just what the game itself imposes; some players have posted clear times under 90 minutes by exploiting certain glitches to go outside of boundaries and skip huge sections of the game.
  • Risk of Rain: If you want any chance of survival on higher difficulty settings, you pretty much have to use every trick in this book, as the difficulty steadily rises, handily indicated by a slowly filling bar on your screen, and you do not want to see what happens when it maxes out. Taking time to open every chest you can afford to will almost always not make up for the scaling difficulty.
  • The RollerCoaster Tycoon games do not seem at first to be made for speedrunning, especially the first two due to their fixed game speed and most of their scenarios having a fixed date for completing them, but RCT3 can be speedrun in a few hours due to its scenarios objectives having no fixed date for their completion. OpenRCT2 offers an option for early scenario completion that counts a scenario as completed once the goals are met even if the completion date has not been reached yet, which combined with its fast-forward button makes speedrunning the RCT1 and RCT2 scenarios possible, though this hasn't stopped some from speedrunning individual levels in the vanilla versions of those games (time is stopped when the goals are reached whether the vanilla games or OpenRCT2 is used, at least by rules).
  • Non–videogame example: a popular activity among Rubik's Cube fans is "speedcubing," or solving the cube as fast as possible. The world record for a 3x3x3 cube stands at 4.59 seconds.
    • And there's yet another way to approach this puzzle.
    • There is also a tool-assisted run of Rubik's World for the Nintendo DS that beats the world records for 2x2x2, 3x3x3, and 4x4x4 cubes.
  • RuneScape has the quest Broken Home, which is the first quest in the game that can be completed multiple times. The player is given extra rewards if they can finish it in under 37 minutes.
  • Shantae: The later games encourage this, with rewards for completing the game with 100% Completion under a few hours, or completing it under even less time but without needing to collect everything. Unsurprising, since the games were partly inspired by the Metroid series.
  • Shaw's Nightmare has one with a time of 49 minutes and 10 seconds.
  • Shovel Knight has an achievement for completing the game in less than ninety minutes. This is generally approached with liberal Save Scumming after each successful completion of a stage.
  • This has understandably become almost a sport in the Sonic the Hedgehog series, with the record time for the entirety of Sonic the Hedgehog 2 being 14 minutes and 58 seconds, and Sonic 3 & Knuckles being almost completely broken by tool-assisted speedruns. Due to how long it can some games in the series to add up your time bonus if you complete a stage quickly, there tend to be multiple ways to judge how fast a Sonic speedrun is - either counting the amount of time spent on the score calculation screen, or ignoring it.
    • Especially interesting for the first Sonic Adventure game (and its Updated Re-release), since the combination of three dimensions and lots of Good Bad Bugs has lead to some rather creative shortcuts.
    • Sonic 1 on the Genesis/Mega Drive can be beaten in less than 21 minutes, real time. Scrap Brain Zone Act 3 can be very amusing - and very short - in speedruns due to the slope glitch essentially allowing Sonic to say "screw this place" and float back out moments after Robotnik drops him into the stage. The huge time bonus for clearing an act in less than 30 seconds takes a particularly long time for the score tally screen to add up in this game; for a couple acts it's faster to avoid it.
    • Starting with Sonic the Hedgehog 4 Episode 1 if a game has achievements, one of those achievements will require completing a 1-minute speedrun of the game's first Act.
    • Sonic the Hedgehog (2006) has a speedrun that uses the game's infamous glitchiness to great effect, including skips that confuse the game's physics to teleport a player across the level, and spots that can be used to clip through a level's geometry. Sonic's story can be beaten in about an hour (The runner here notes that without the game's infamous load screens, the run would be 20 minutes shorter), Silver's can be beaten in about 49 minutes, and Shadow's can be beaten in about the same time. There is also a version of all three runs that use a credits warp glitch, but those are run less often.
  • The Speed Gamers are a group of people who perform live, consecutive speedruns of all or most of the games in a given series. Their speedrun marathons occur about once a month and are usually used to raise money for charity. You can check when their next marathon will be on their website.
  • Unlocking one of the challenge rooms in Spelunky requires beating the game in 10 minutes or less. The game can be beaten much faster than that, though that takes at least as much luck as skill. The 2-minute mark has been broken by a TAS that severely abuses Teleportation Misfire.
  • Once you complete the game, you get an option for this in Spoiler Alert.
  • Non–videogame example: sport stacking is a similar activity, in which you stack cups into a specified stack as fast as possible.
  • Spyro 2: Ripto's Rage! has an interesting double jump glitch. With that glitch, speedrunners can complete the game with 0 orbs or 40 orbs and only pay Moneybags thrice.
  • Star Wars: Jedi Knight II: Jedi Outcast beaten in 42:27 on Jedi Master difficulty.
  • 49:09 in Super Mario 64.
    • Here's a run with 16 stars!
      • The description of the tool-assisted run which collects exactly zero stars covers the history quite succinctly:
        "At first there were 70 stars because Bowser demanded it. Then there were 16 stars because MIPS the rabbit demanded it. Then there was 1 star because Bowser's Sub demanded it. Now there are none because the viewers are impatient and demanded the game be quicker."
      • Someone has managed to pull off 0 stars unassisted.
    • But collecting 120 stars using tool assistance has produced some very interesting results and glitches. All that in just over 80 minutes.
    • And now behold a 120 star run with no TAS in only 99 minutes!
  • This run of Super Mario Bros. 3 is one of the most famous tool-assisted speedruns of all time. When it first started making the rounds the mention that it was tool-assisted was often lost in translation/reposting, which led many gamers to decry it as "fake". It has since been obsoleted by more than 35 seconds (and further obsoleted by glitch speedruns), but is still a good example of its type.
    • Speaking of Super Mario Bros. 3, it's not only possible, but very easy for a moderately skilled player to finish the game in approximately twenty minutes if they know what they're doing. It requires the player to beat the first three levels of the game, the first mini-castle, and six more levels (in World 8). Not dying helps, but twenty minutes is if you take your time.
    • Then there's the quad-run TAS of all four Super Mario Bros. NES games (original, Lost Levels, 2 and 3) with a single controller input (similar to the Mega Man example below), and it's still faster than the above-mentioned SMB3 run by Morimoto. Pressing left and right together makes Mario move to the right in some of the games but not others, a "feature" that makes such a slick quad-run at all possible.
  • Reaching Scenario 28 in Super Robot Wars Compact under 250 turns unlocks Shin Getter Robo. Also, if you clear a scenario in less than 11 turns, you can give a skill to one of your pilots.
  • System Shock 2 is a challenging sci-fi first-person shooter where resources often run scarce, especially on the Impossible difficulty. Surviving to the end requires careful inventory and skills management and a typical playthrough will run over ten hours. Or you can memorize the game layout, take advantage of speed-boosting buffs and blaze through it in less than fifteen minutes.
    • Its predecessor has been done in under ''twelve'' minutes thanks to a door/wall bypassing glitch discovered very recently.
  • There's a TAS for maxing the score in A-Type mode of NES Tetris.
  • The pinball machine Total Nuclear Annihilation centers on activating and destroying nine nuclear reactors, one after the other. The game keeps track of how long it takes to destroy each one (starting when it's activated), and displays the fastest time for both each individual reactor and the cumulative "Total Annihilation" for destroying all of them.
  • Dungeons and Dragons Online is an MMORPG that centers very heavily around speed-running dungeons(or adventures). Despite attempts by the developer to curb such behaviors(while simultaneously building mechanics that encourage them), completing quests quickly is most of the game. Some dungeons described as "long" can be completed in as little as 6 minutes. For getting from 1-20(heroic cap) it can be done(with the aide of several expensive real-money items) in about 2 hours, with less than 40 minute spent in dungeons.
  • A Touhou speedrun (or a speedrun of any fixed-pace Shoot 'em Up for that matter) is hard to find due to a. the games having fixed scrolling, meaning that only boss performance have any effect on your time and that the non-boss portions of stages are effectively Fake Longevity, and b. more popular challenges such as not dying or using bombs to escape death (a.k.a. Perfect run), pacifist runs and highscoring (where one expects the game to be finished as slow as possible in order to graze more projectiles). However, segmented speedruns of the series’ spinoff games Shoot the Bullet and Double Spoiler have been done, mainly because additional time taken grazing projectiles does not reward more points, and speedrunning more attractive as a result.
  • Warhammer Online often has fast respawn timers on Player Versus Environment enemies, good if there's competition for said monsters, but you'd better hurry up and grab/kill what you need before they're back if you're 1) alone and 2) squishy. A respawned monster can easily take out a Bright Wizard or Sorcerer who's already in a fight.
  • After beating The World Ends with You, the game allows you to record your best times for any boss you fight on Hard or Ultimate difficulty. In addition, if you return to The Very Definitely Final Dungeon during the Playable Epilogue, the Composer will challenge you to beat up 11 straight bosses as fast as possible.
  • Instances in World of Warcraft sometimes have quests requiring you to finish them or reach a certain point within a time limit, meaning that Speedruns are an actual programmed part of gameplay.
    • Not just the quests: in some of the earlier instances, most notably the Scarlet Monastery, respawns are a problem for groups that take their time, especially in the Cathedral wing, where patrols can pop up at inconvenient times. And the deity of your choice help you if you all die on the final boss, chances are all the mooks you killed on the way got better.
    • The first raid instance of vanilla World of Warcraft saw a bit of a speedrun war break out. A Norwegian guild posted a speedrun of Molten Core being cleared in 1 hour and 35 minutes. Another guild saw that and decided to do it one faster, clearing it in 1 hour and 22 minutes. Cue the Norwegians to up the ante, reducing it to 1 hour and 10 minutes. And this when 1 hour was considered reasonable for clearing the first two bosses (1 hour being respawn time of the trash leading up to it).
    • More recently, several achievements exist for completing all or a certain part of a dungeon within a time limit, such as getting from the first boss of Heroic Oculus to the end within 20 minutes.
    • Challenge Mode is entirely based around this. Completing the dungeons within the time limit will unlock special rewards, such as mounts and armor that can be transmogrified.
  • Some TAS runs get a bit ridiculous thanks to the ability to manipulate the game's memory directly to take the player right to the ending note . Demonstrated to great effect in the current standing runs of Pokémon Yellow version (1:09.63), Super Mario Land 2: 6 Golden Coins (0:41.55), Super Mario World (0:41.81), Kirby's Adventure (0:35.91) and Super Metroid (7:14.75). Skilled human players can perform some of these "runs" by hand; the Pokémon Yellow one, in particular, is relatively simple.


Video Example(s):

Alternative Title(s): Tool Assisted Speedrun, Speedrunning


Super Mario World

Using a complicated string of inputs to load and unload sprites in just the right way, speedrunner MasterJun3 makes Yoshi eat a Chargin' Chuck, forcing the console to skip directly to the end credits. In almost 42 seconds.

How well does it match the trope?

5 (18 votes)

Example of:

Main / Speedrun

Media sources: