Within the retro gaming speedrunning community, a glossary is a valuable tool. A glossary of common terminology promotes standardization, accessibility, learning resources, community building, and documentation paves the way for growth and understanding. Ultimately, it can help the community grow. Embracing this invaluable tool empowers speedrunners, welcomes newcomers, and ensures the preservation of speedrunning history. So let’s unite in celebrating the power and value of a retro gaming speedrunning glossary as we embark on new gaming achievements and discoveries.
100%: A speedrunning category where the goal is to complete the game while collecting all items, completing all objectives, or achieving maximum completion.
100% Glitchless: A speedrunning category that requires collecting all items and completing all objectives without using glitches or exploits.
Air Stalling: Slowing down or suspending movement in mid-air to manipulate positioning or timing.
Air Swims: Techniques that allow the player to move through the air or water without solid ground.
Any%: A speedrunning category where the goal is to complete the game as fast as possible, using any means necessary.
Arbitrary Code Execution (ACE) Speedrun: A speedrun category that focuses on executing custom code within a game to achieve unconventional effects or sequence breaks.
Arbitrary Code Execution (ACE): A technique that allows the player to execute custom code in a game through specific actions or glitches.
Auto-jump: A feature or glitch that enables the character to jump automatically without player input.
Auto-Save Manipulation: Exploiting or manipulating the game’s auto-save feature to achieve specific effects or glitches.
Auto-scroller: A section in a game where the screen automatically scrolls, limiting player control and movement.
Autoscroller Skip: Bypassing or skipping sections of a game that would normally be played as an automatic scrolling sequence.
Blind Warp: Teleporting to a specific location without prior knowledge or visual reference of the destination.
Blindfolded Speedrun: Completing a speedrun without the ability to see the game’s visuals, relying solely on audio cues and memorization.
Blindfolded TAS (Tool-Assisted Speedrun): A speedrun performed using tool assistance and completed blindfolded, relying solely on inputs and audio cues.
Boss Key Skip: Bypassing the requirement to collect a boss key to progress in the game.
Buffer Overflow: Exploiting a programming flaw to overwrite memory beyond its allocated boundaries, potentially leading to unintended effects or sequence breaks.
Buffering: Inputting commands slightly earlier to reduce input lag and improve timing.
Camera Manipulation: Adjusting or controlling the in-game camera to gain better visibility, optimize movement, or exploit glitches.
Category Extension: A variation of a speedrunning category that extends the completion criteria beyond the standard objectives or requirements.
Control Stick Wiggle: Rapidly moving or wiggling the control stick on a controller to perform specific actions or exploits.
Controller Abuse: Utilizing unconventional controller inputs or techniques to optimize gameplay and speedrunning performance.
Controller Cam: A camera setup or technique used to show the inputs and movements of the player’s controller during a speedrun.
Core Skip: Bypassing a central area or hub in a game that is typically required to progress, often resulting in significant time savings.
Cutscene Skip: Techniques or glitches that allow the player to bypass or shorten in-game cutscenes.
D-boost: Directional boost, utilizing precise movement or collisions to gain additional speed or distance.
Damage Boost: Intentionally taking damage from enemies or hazards to gain momentum, reach higher platforms, or skip obstacles.
Dash Cancel: Interrupting a dash or sprint animation to gain additional speed or perform specific actions.
De-Sync: A situation in tool-assisted speedruns where the inputs executed by the tool deviate from the intended or optimal inputs, resulting in a loss of synchronization.
Death Abuse: Intentionally allowing the character to die to exploit certain game mechanics or glitches.
Deathless: Completing a speedrun without dying or taking damage throughout the entire run.
Deathwarp: Using death to return to a specific location or trigger specific events quickly.
Demo: A pre-recorded speedrun or demonstration of a game played at high speed, often used for entertainment or tutorial purposes.
Double Jump: A game mechanic that allows the player character to perform a second jump while in mid-air, providing extra height or distance.
Elevator Clip: Exploiting elevator mechanics to pass through walls or barriers that would normally block progress.
First-Try Friday: A challenge where speedrunners attempt to complete a game as fast as possible on their first try.
Frame Counting: The counting of individual frames to measure timing, execution, or input accuracy.
Frame Perfect: An action or input must be executed with pixel-perfect precision to achieve a desired result.
Frame Rate: The number of individual frames displayed per second in a video game, affecting timing and performance.
Ghost Input: Inputting commands or actions before they are needed to minimize execution time.
Gimmick%: A speedrunning category that focuses on completing the game using specific in-game gimmicks or mechanics.
Glitch Exhibition: A showcase or presentation of various glitches and exploits found in a game.
Glitch Hunting: Searching for and discovering new glitches or exploits in a game.
Glitch Showcase: A video or presentation highlighting various glitches and exploits in a game for entertainment or educational purposes.
Glitch: A programming error or unintended feature that can be exploited to gain an advantage in a speedrun.
Glitchless: A speedrunning category that prohibits the use of glitches or exploits, focusing on pure gameplay skill.
Grapple Boost: Using a grappling hook or similar tool to gain additional speed or acceleration, allowing for faster movement.
Grapple Jump: Using a grappling hook or similar tool to gain additional height or distance in a jump.
Grind Session: A dedicated period of time spent practicing and improving specific sections or techniques in a speedrun.
Grind: Repeatedly attempting a specific segment or trick in a speedrun to improve execution.
Grindless: A term that describes a speedrun that achieves a fast time without requiring extensive practice or grinding.
IGT (In-Game Time): A timing method that measures the time recorded within the game itself, excluding loading screens and external factors.
IL (Individual Level): A speedrun category that focuses on completing a specific level or segment of a game as quickly as possible.
ILNMG (Individual Level No Major Glitches): A speedrunning category that focuses on completing individual levels or segments without using major sequence-breaking glitches.
ILPB (Individual Level Personal Best): The best personal time achieved in completing a specific individual level or segment.
ILWR (Individual Level World Record): The fastest recorded time for completing a specific individual level or segment in a game.
Infinite Damage Glitch: Exploiting a glitch or bug that causes the player character to deal damage without limitations continuously.
Infinite Health Glitch: Exploiting a glitch or bug that provides the player character with unlimited health or invulnerability.
Infinite Jump: Exploiting a glitch or game mechanic to perform unlimited jumps without landing or touching the ground.
Input Display: A visual representation of the inputs the player performs during a speedrun.
Invisibility Glitch: Exploiting a glitch or bug that renders the player character invisible or undetectable by enemies or hazards.
Leaderboard: A ranked list of speedrun times achieved by different players in a specific game or category.
Ledge Clip: Using precise positioning and movements to clip through ledges or edges, accessing otherwise unreachable areas.
Loadless Timing: Timing a speedrun without including the time spent on loading screens or transitions.
Low%: A speedrunning category where the player completes the game while collecting as few items or power-ups as possible.
Manipulation Pause: Pausing the game at specific moments to manipulate the game’s RNG or events during a speedrun.
Manipulation: Using specific actions or inputs to influence the game’s RNG in a desired way.
Marathon: A speedrunning event where participants complete multiple games or categories back-to-back for an extended period of time.
Menuing: Efficiently navigating and selecting options within in-game menus to minimize time spent in menus during a speedrun.
Moon Jump: Exploiting a glitch or bug to achieve high or infinite jumps, defying the normal limits of gravity in the game.
New Game Plus (NG+): Starting a new playthrough of the game with additional bonuses or upgrades obtained from a previous playthrough.
No Clip: A cheat or glitch that allows the player to move through walls and obstacles without collision.
No Major Glitches: A speedrunning category that allows minor glitches but prohibits major sequence-breaking exploits.
No Major Sequence Breaks: A speedrunning category that allows minor sequence breaks but prohibits major skips or exploits.
No Overworld Glitches: A speedrunning category that prohibits glitches or exploits in the game’s overworld areas, focusing on pure gameplay skill.
No Save Corruption: A category prohibiting manipulating or corrupting the game’s save data to achieve desired effects or glitches.
Noclip: A cheat or glitch that allows the player character to move freely through objects, walls, or barriers without collision.
Object Duplication: Duplicating or cloning in-game objects or items to gain multiples or exploit their effects for speedrunning purposes.
OoB (Out of Bounds): Going beyond the game’s intended boundaries or geometry to access unintended areas.
OOB Movement: Utilizing glitches or techniques to move quickly or efficiently outside the intended boundaries of the game.
Pause Buffering: Performing inputs or actions during a pause or menu screen to execute precise actions or timing.
Platform Manipulation: Utilizing platforms or moving objects in the game environment to optimize movement or skip sections.
Practice Hack: A modified version of the game that allows speedrunners to practice specific sections or glitches more efficiently.
Quick Time Event (QTE) Skip: Bypassing or skipping Quick Time Events, timed button, or input prompts in a game.
Quick Turn: Executing a rapid 180-degree turn in the game, allowing for quicker changes in direction or movement.
RBA (Reverse Bottle Adventure): A glitch in The Legend of Zelda series that allows for item manipulation and sequence breaking.
Reset Run: Abandoning a speedrun attempt and restarting from the beginning due to significant mistakes or time loss.
Reverse Boss Order: Completing the bosses in a game in the reverse order intended by the developers.
RNG (Random Number Generator): The mechanism that generates random elements in a game, which can heavily influence speedruns.
RNG Abuse: Deliberately manipulating the game’s random number generator to achieve favorable outcomes.
RNG Cycle: The predetermined pattern or sequence of random elements generated by the game’s RNG.
RNG Manipulation: Deliberately manipulating the game’s random elements to achieve favorable outcomes.
RNG Screw: Unfavorable or unexpected outcomes caused by the game’s random number generator.
RNG Seed: The initial value used by the random number generator to determine the sequence of random elements in a game.
Route: A planned path or sequence of actions taken in a speedrun to optimize time and efficiency.
RTA (Real-Time Attack): A timing method that measures the total elapsed time during a speedrun, including load times and cutscenes.
RTA Timing (Real-Time Attack): A timing method that measures the total elapsed time during a speedrun, including load times and cutscenes.
Safe Strat: Utilizing a safer or more reliable strategy during a speedrun, sacrificing some speed for increased consistency and reduced risk.
Save Corruption: Manipulating or corrupting the game’s save data to achieve specific effects or glitches.
Save File Corruption: Manipulating or corrupting the game’s save file data to achieve specific effects or glitches.
Save/Quit: Exiting the game and reloading a saved file to manipulate the game’s state or trigger specific events.
Scripted Sequence: Pre-programmed or scripted events in a game that occur at specific moments or trigger certain actions.
SDA (Speed Demos Archive): An online community and website dedicated to archiving and showcasing speedruns.
Sequence Break: Skips or exploits that allow the player to bypass intended sections of a game’s sequence.
Sequence Breaker: A speedrunner specializing in finding and executing sequence breaks or glitches.
Sequence Breaking: Deviating from a game’s intended order or sequence of events to reach objectives or complete goals faster.
Shimmies: Precise movements or adjustments made along ledges or narrow surfaces to maintain balance or reach specific areas.
Skips: Techniques or glitches that allow the player to skip sections of a game entirely.
Slippi: A tool or program used for analyzing and recording gameplay in Super Smash Bros. Melee, often used by speedrunners for improvement and analysis.
Slowdown: A decrease in the game’s speed or frame rate can impact timing and gameplay performance.
Soft Reset: A quick reset of the game, often used to reset RNG or reload a save file without fully quitting the game.
Softlock: A situation in which a player gets trapped or unable to progress further in the game, requiring a restart.
Speed Shoes: Power-ups or items that enhance the player character’s movement speed, often used strategically in speedruns.
Speedrun: An attempt to complete a video game as quickly as possible.
Spin Dash: A move or ability in certain games that allows the player character to spin in place and gain speed or momentum rapidly.
Spin Jump: A jumping technique that involves rotating the player character during the jump, granting extra height or distance.
SRAM (Save Random Access Memory): Manipulating or modifying save data to achieve specific effects in a speedrun.
SRAM Abuse: Manipulating or exploiting save data in the game’s SRAM to achieve specific effects or glitches.
SRM (Sub-Resets and Memory): A technique used to manipulate a game’s memory and achieve desired effects or glitches.
Streamline: Refining or optimizing a speedrun route or strategy to reduce unnecessary movements or actions.
Stunlock: Exploiting a game mechanic or enemy behavior to stun or immobilize enemies, preventing counterattacks continuously.
TAS (Tool-Assisted Speedrun): A speedrun performed using special software or tools to optimize inputs and achieve near-perfect gameplay.
TAS Only: A category specifically designed for tool-assisted speedruns and impossible to replicate by human players.
TASbot: A special controller or device used in tool-assisted speedruns to input precise commands and execute optimal strategies.
TASBot: A tool or program used in tool-assisted speedruns to automate inputs or perform precise actions.
TASer: A speedrunner specializing in tool-assisted speedruns and the use of TAS tools.
Teleport Clip: Using specific glitches or exploits to teleport through solid objects or walls, skipping portions of the game.
Timestop: A glitch or ability that freezes or manipulates time within the game, providing opportunities for sequence breaks or exploits.
Tool-Assisted Relay Race (TARR): A collaborative speedrunning event where multiple players control different segments of a speedrun using TAS tools.
Tool-Assisted Relay Race: A collaborative speedrunning event where multiple players control different segments of a speedrun using TAS tools.
Tool-Assisted: Refers to a speedrun optimized using external tools or software to achieve near-perfect gameplay.
Turbo Tunnel: A high-speed section or level in a game that requires precise movement and reflexes to navigate quickly.
Turbo: Using turbo controllers or software to input commands rapidly or perform actions with higher speed or precision.
Unofficial Category: A speedrunning category that is not officially recognized or widely accepted within the speedrunning community.
Warp Whistle: An item or mechanism that allows the player to teleport to different areas or levels in a game.
Warp: A method of teleporting to a different location in the game, often used to skip large portions of gameplay.
Warpless: A speedrunning category that prohibits the use of warps or teleports, requiring the player to complete the game without using these shortcuts.
WR (World Record): The fastest recorded time for completing a particular speedrun category in a game.
Wrong Warp Glitch: A glitch or exploit that allows the player to warp to unintended or out-of-bounds areas, often bypassing significant portions of the game.
Wrong Warp: A glitch or exploit that warps the player to an unintended location in the game, often skipping large portions of gameplay.
Zip: A technique that allows the player to move rapidly through the game world by exploiting collision detection.
Downloadable Speedrunning Glossary (Total Retro Gaming)