The Art of the Speedrun: How Casual Players Became Digital Athletes
Theo Nakamura•16 min readOn January 7, 2021, a player named Niftski completed Super Mario Bros. in 4 minutes, 54 seconds, and 798 milliseconds. This was the new world record. The previous record, set by Niftski himself four months earlier, was 4 minutes, 54 seconds, and 881 milliseconds.
He had shaved off 83 milliseconds.
To put that in perspective, 83 milliseconds is roughly the duration of a single wing-beat of a housefly. It is faster than the minimum human reaction time to a visual stimulus. It is, by any reasonable measure, an imperceptible amount of time. And yet Niftski had spent hundreds of hours practicing to achieve it, because in the world of speedrunning, 83 milliseconds is an eternity.
Speedrunning—the practice of completing video games as fast as possible—has evolved from a niche hobby into one of the most fascinating competitive disciplines in all of gaming. It has its own culture, its own vocabulary, its own celebrities, and its own existential debates about what constitutes a "legitimate" run. And at its core, it asks a question that should matter to anyone who plays games: what happens when you take a game designed for leisure and treat it like a sport?
The Archaeology of Speed
Speedrunning didn't begin with the internet. It began with bragging rights.
In the early 1990s, id Software shipped DOOM with a built-in demo recording feature. Players could record their gameplay sessions and share the files with friends. Almost immediately, players began competing to complete levels as fast as possible, sharing their demo files through college FTP servers and early web forums.
The community that formed around DOOM speedrunning, called COMPET-N (short for "Competition Node"), established many of the conventions that persist today: categorizing runs by completion requirements (any%, 100%, etc.), verifying runs through replay files rather than trust, and maintaining public leaderboards.
But the culture truly exploded with the founding of Speed Demos Archive (SDA) in 1998 and later Speedrun.com in 2014. These platforms gave speedrunners a centralized place to submit, verify, and compare their times. And they created a critical mass of content that attracted spectators—people who had never speedrun a game in their lives but found the spectacle of watching someone dismantle a familiar game absolutely mesmerizing.
The GDQ Phenomenon
Games Done Quick (GDQ), a biannual charity speedrunning marathon, transformed speedrunning from a competitive hobby into a spectator sport with genuine cultural reach.
The first GDQ event in 2010 raised $10,000 for charity. By 2020, individual GDQ events were raising over $3 million each. The events run 24/7 for a full week, streaming on Twitch to audiences of 200,000+ concurrent viewers who watch speedrunners demolish beloved games in real-time while commentators explain the strategies, glitches, and techniques being employed.
"GDQ proved that speedrunning isn't just about going fast. It's about understanding a game so deeply that you can explain its secrets to a captivated audience while executing them flawlessly."
The format works because speedrunning is inherently theatrical. There is tension (will they hit the trick? will they die?), expertise (the runner knows things about this game that the developers probably don't), and narrative (the journey from "casual player who liked this game as a kid" to "world-class athlete who can complete it blindfolded" is universally compelling).
The Taxonomy of Speed
Not all speedruns are created equal. The community recognizes several distinct categories, each with its own philosophical implications:
Any%
Complete the game by any means necessary. Glitches, exploits, sequence breaks—everything is legal as long as you reach the end credits. This is the purest form of speedrunning: the clock is the only judge, and creativity is unlimited.
Any% runs often bear little resemblance to normal gameplay. In The Legend of Zelda: Ocarina of Time, the any% world record completes the game in under four minutes by exploiting a series of memory manipulation glitches that allow the player to warp directly to the final scene. The player never fights Ganondorf. They never even hold a sword for most of the run.
100%
Complete the game with all items, secrets, or collectibles gathered. This category values thoroughness over shortcuts. It tests a different kind of mastery—not just knowing the fastest path, but knowing every path and optimizing all of them simultaneously.
Glitchless
Complete the game without using any glitches or exploits. This is arguably the most "pure" form of speedrunning, testing a player's execution of intended game mechanics rather than their ability to break the game. Glitchless runs tend to be longer, more grueling, and more reliant on frame-perfect execution of standard gameplay.
Low%
Complete the game with the fewest items or upgrades possible. This is speedrunning's masochist category. In Super Metroid, the low% run completes the game with only the bare minimum of energy tanks and missile expansions, meaning every boss fight is a razor-thin survival challenge.
The Technique Manual
What separates a casual player from a speedrunner is not reaction time or natural talent—it is knowledge. Speedrunning is, fundamentally, an information sport. The fastest player is the one who understands the game's underlying systems most deeply.
Here are some of the core techniques that speedrunners use:
Frame Rules
Many classic games operate on "frame rules"—internal timers that only check game state at fixed intervals. In Super Mario Bros., the game checks whether Mario has completed a level on a 21-frame cycle (~350ms). If you finish a level 1 frame after a cycle check, you wait 20 frames for the next check. This means that two players can finish a level with visibly different speeds and get the exact same completion time, because they both fell within the same frame rule window.
Understanding frame rules allows speedrunners to identify which time saves matter (crossing a frame rule boundary) and which are cosmetically faster but functionally identical.
Subpixel Manipulation
Modern games (and many retro games emulated in browsers) track character positions with sub-pixel precision—your character's X position isn't "pixel 147" but "147.38294." These subpixel values affect collision detection, enemy spawns, and even random number generation. Speedrunners learn to manipulate their subpixel position through precise movement patterns, ensuring that they hit favorable conditions at critical moments.
Damage Boosting
Intentionally taking damage to gain invulnerability frames, which allow you to pass through enemies or obstacles that would otherwise block your path. This technique inverts the normal risk-reward calculation of gameplay: damage isn't a failure state, it's a resource that can be strategically spent.
Movement Tech
Advanced movement techniques that are technically possible within the game's physics but were never intended by developers. Wall jumps in games that don't have a wall jump mechanic. Bunny hopping to maintain speed beyond the intended maximum. Clipping through solid geometry by exploiting collision detection quirks.
Browser Games and the Speedrunning Frontier
Here is what most people don't realize: browser games are one of the fastest-growing categories on Speedrun.com.
Games like Run 3, Fireboy and Watergirl, The Impossible Quiz, and Happy Wheels all have active speedrunning communities with hundreds of submitted runs. The appeal is obvious: browser games are universally accessible (anyone with a computer can compete), they tend to have short completion times (making practice less tedious), and their often-quirky physics engines create rich opportunities for route optimization.
The browser speedrunning community faces unique challenges:
- Framerate inconsistency. Browser games often don't lock their framerate, meaning that performance varies between machines. Communities must decide whether to time runs in real-time or in-game time.
- Version differences. Web games can be silently updated by developers, potentially changing speedrun-relevant behavior. Runners must track and document game versions.
- Emulation vs. native execution. Many classic Flash games are now played through Ruffle or other emulators, which may not perfectly replicate the original game's timing and physics.
Despite these challenges, browser game speedrunning is thriving. It is perhaps the most accessible entry point into competitive speedrunning that exists—you don't need to own a console, you don't need to buy a game, and you can start practicing the moment you finish reading this article.
The Philosophy of Fast
At its deepest level, speedrunning is a philosophical practice. It asks: what does it mean to master something? Is mastery the intended experience, or is it something beyond what the creator imagined? Is a game "beaten" when you reach the credits, or when you understand every single system well enough to exploit them?
I don't have a definitive answer. But I know this: watching someone complete a game in four minutes that took me forty hours as a child doesn't diminish my experience. It enriches it. It shows me that the game I loved was even deeper, even more intricate, even more full of secrets than I ever imagined.
And that is what speedrunning, at its best, offers the gaming world. Not destruction of the experience, but revelation of its hidden dimensions.

Theo Nakamura
Competitive Gaming Editor
Theo Nakamura has completely ruined his sleep schedule analyzing hitbox frames in puzzle games. When he isn't getting crushed by virtual watermelons, he writes deep structural critiques of mechanics you didn't even notice.