Speedrun
Completing a game as fast as possible under a ruleset the community defines, not the game.
A speedrun is a completion of a game optimized for elapsed time under a ruleset a community has agreed on, rather than under whatever completion the developer had in mind.
The ruleset is the real work. Any% (finish by any means, exploits included), 100% (every listed objective) and glitchless (no engine-breaking tricks) are not variations on a theme but separate optimization problems — allowing or banning a single trick can restructure the entire fastest path — and drawing a category's boundary is closer to writing a constraint than following one, done before a single attempt is timed. Timing standards get the same scrutiny: real time versus in-game time — the axis most category disputes actually turn on — load-removed time where a community accepts it, and an exact start and end frame, because an ambiguous boundary invites disputes over the Ground Truth of a result.
Submitted runs carry video, and a leaderboard's authority rests on moderators re-checking that evidence against the category rules — a small institution held together by voluntary Provenance tracking, where a disputed run gets relitigated like any contested Reproducible Case rather than simply believed. Input logs are expected mainly on tool-assisted submissions and in the few communities that have made them a standard, not on runs generally.
Tool-assisted runs are a separate discipline: built offline with frame advance and save states, judged on execution rather than reflexes, explicitly out of competition with live attempts, and possible at all only because the underlying simulation is Determinism-dependent — the same inputs must produce the same frame every time. Routing itself is a form of Metagame evolution, refined as Datamining exposes exact frame windows and memory values, and it decays the moment a Live Service Game patches away the exploit a route was built on — a fragility that makes emulated, Game Preservation-adjacent builds the more stable long-term target for routing work.
See also3
Cutscene
A non-interactive sequence that takes control away from the player to tell part of the story, from early arcade intermissions through CD-ROM full motion video to rendered cinematics, and the long debate over how much games should rely on them.
Play & Games9 connections
Emulation
Software reimplementation of console hardware, and the fault line between preserving a game and possessing it legally.
Play & Games15 connections
Achievement Hunting
Chasing a game's list of secondary objectives, and the argument over whether that list improves play or replaces it.
Play & Games13 connections
Linked from12
- Achievement HuntingPlay & Games
Chasing a game's list of secondary objectives, and the argument over whether that list improves play or replaces it.
- CutscenePlay & Games
A non-interactive sequence that takes control away from the player to tell part of the story, from early arcade intermissions through CD-ROM full motion video to rendered cinematics, and the long debate over how much games should rely on them.
- DataminingPlay & Games
Extracting a game's files to recover mechanics, content and numbers the developer never published.
- Emergent GameplayPlay & Games
Outcomes that arise from the interaction of systems the designer never scripted directly, as opposed to authored, scripted content.
- EmulationPlay & Games
Software reimplementation of console hardware, and the fault line between preserving a game and possessing it legally.
- Game PreservationPlay & Games
The effort to keep games playable against delisting, license expiry, server shutdown and hardware rot.
- Invincibility FramesPlay & Games
The animation window during which a character is immune to hits despite appearing vulnerable on screen.
- MetagamePlay & Games
The layer of play above the written rules — the prevailing consensus about what actually works, and how fast that consensus moves.
- MetroidbrainiaPlay & Games
A subgenre where progress is gated by what the player has learned, not by an item or ability the character carries.
- Pseudorandom Number GeneratorComputation & Algorithms
An algorithm that produces a sequence of numbers that looks random but is fully determined by a starting seed, and the separate, stricter kind needed for security.
- Sim RacingPlay & Games
The racing genre spectrum running from arcade handling to full physical simulation, and the hardware built to serve the far end of it.
- Survival HorrorPlay & Games
a design stance built on scarce resources and deliberate vulnerability, which the genre keeps drifting away from and back toward.