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 optimised 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 optimisation 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 also5
Hand-picked in the note itself — the neighbours worth reading next.
Provenance
The recorded origin of a change or a claim — who made it, when, and on what evidence.
Method40 connections
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling47 connections
Metagame
The layer of play above the written rules — the prevailing consensus about what actually works, and how fast that consensus moves.
Play & Games13 connections
Datamining
Extracting a game's files to recover mechanics, content and numbers the developer never published.
Play & Games15 connections
Ground Truth
The measurement that arbitrates, as opposed to the artifact that merely reports.
Method92 connections
Linked from7
Notes elsewhere in the wiki that reach for this one.
- Achievement HuntingPlay & Games
Chasing a game's list of secondary objectives, and the argument over whether that list improves play or replaces it.
- EmulationPlay & Games
Software reimplementation of console hardware, and the fault line between preserving a game and possessing it legally.
- 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.
- 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.