Speedrun Techniques

The exploits and tricks that define competitive speedrunning — documented and explained

Backwards Long Jump (BLJ)
Super Mario 64 · Skip · Enables the 0-star and 1-star categories (skips roughly 70 stars of content)

A speed-building glitch in which repeated backwards long jumps — typically on stairs — let Mario's backwards speed grow without limit, carrying him through star doors and other barriers.

Wrong Warp — From the Deku Tree to Ganon's Castle
The Legend of Zelda: Ocarina of Time · Wrong Warp · Almost the entire game — the adult timeline, its dungeons and most required items

A setup in Gohma's boss room, using a bottle and precise timing, that confuses the game's location loading so the blue warp out of the Deku Tree sends child Link to the end of the game at Ganon's Castle.

Mockball and Wall-Jump Sequence Breaks
Super Metroid · Sequence Break · ~15–20 minutes (varies by category and route)

Mockball lets Samus carry her full running speed into Morph Ball form by morphing in mid-air just before landing. Combined with wall-jumping, it allows sequence breaks that skip large parts of the intended item order.

Warp Zones — Intentional Design Exploited as Skips
Super Mario Bros. · Skip · Up to ~3 minutes depending on destination warp

Hidden warp zones in Worlds 1-2, 4-2, and 4-2 allow Mario to skip to Worlds 2, 3, 4, 5, 6, or 8, with the 4-2 World 8 warp being the centrepiece of modern Any% routing.

Trainer-Fly Glitch (Catch Any Pokémon)
Pokémon Red / Blue · Manipulation · Enables catching any Pokémon without wild encounter routing; saves 30+ minutes in glitch categories

Using Fly or Teleport the moment a Trainer initiates a battle corrupts the encounter pointer, causing the next wild encounter to load any Pokémon — including the otherwise uncatchable Mew.

Trick Jumping (Bunny Hopping and Rocket Jumping)
Quake · Manipulation · Level-dependent; typically 10–40% of route time in competitive maps

Exploiting Quake's Newtonian movement physics to maintain and accumulate horizontal speed through repeated jumps, combined with rocket-jump propulsion, enabling movement speeds and trajectories the game's level design never anticipated.

SR50 Strafing
Doom · Manipulation · ~10–25% of level time depending on map geometry

Moving diagonally by combining forward and strafe inputs simultaneously to achieve approximately 141% of the base forward movement speed, using a specific strafe-run key combination documented by the community as SR50.

Bunny Hopping and Accelerated Back Hop
Half-Life · Manipulation · Entire run time reduced by roughly 60% versus walking routes

Exploiting the GoldSrc engine's air acceleration model to maintain and accumulate speed through continuous jumping, allowing the player to move at several times normal walking speed throughout the entire game.

Parallel Universes & the Half A-Press
Super Mario 64 · Position overflow exploitation (TAS-only) · None — it costs 12+ hours to save a single button press

By accelerating Mario to speeds so extreme that his position value overflows, players can reach "parallel universes" — copies of the level existing outside the map — in order to complete a star using only half of an A-press.

X-Ray Climb
Super Metroid · Out-of-bounds vertical traversal · Enables entire glitched categories, skipping most of the game

By getting Samus stuck inside a wall and repeatedly toggling the X-Ray Scope, runners force the game to shunt her upward five pixels at a time — climbing out of bounds and skipping vast swathes of the game.

Bottle Adventure
The Legend of Zelda: Ocarina of Time · Inventory memory corruption · Enables warping directly to the credits

Placing a bottle on the B button causes Ocarina of Time to write item values outside the space reserved for the inventory — letting runners conjure almost any item in the game, and eventually warp straight to the end credits.

Super Mario World Credits Warp
Super Mario World · Arbitrary code execution · The entire game — full runs reduced to under a minute

By arranging Koopa shells at pixel-perfect positions, runners write machine code into the SNES's sprite table and make Super Mario World execute it, jumping straight to the credits from the first level.

Rocket Jumping
Quake · Movement exploit · Varies; enables major shortcuts in levels such as E1M3 and E2M6

id Software assumed nobody would fire a rocket at their own feet because the damage would be suicidal. The damage turned out not to scale the way they expected, and a programmer discovered by accident that it launches you across the map.

Hypertapping and Rolling
Tetris · Input rate exploitation · Not a time save — enables play past level 29, previously considered impossible

NES Tetris was thought to end at level 29, where pieces fall faster than the game's input delay allows you to move them. Two techniques — vibrating your arm, then drumming the back of the controller — proved otherwise.