A specialized computer system designed primarily for playing video games on a television or monitor. Whether you're racing karts on a Nintendo Switch or exploring massive worlds on a PlayStation, these devices are built specifically to bring gaming adventures to life.

The race against time begins
Breaking the digital boundaries
The rise of the speedrun community
Humans versus the perfect machine
YOUR GOAL
Master of The world of speedrunning
A specialized computer system designed primarily for playing video games on a television or monitor. Whether you're racing karts on a Nintendo Switch or exploring massive worlds on a PlayStation, these devices are built specifically to bring gaming adventures to life.
diegoplays Speedrunning
Gotta catch that bus! (Oh-oh!) / Gotta beat the frame rule! (Yeah-yeah!)

diegoplays Speedrunners use two main timing methods, Real Time Attack (RTA) and In-Game Time (IGT), to ensure fair competition.

diegoplays In 1993, id Software's Doom allowed players to record and share tiny gameplay files called demos, launching the first online speedrunning hubs.

diegoplays Time your jumps perfectly to discover how speedrunners skip massive sections of a game.
Early fast play: In 1997, a group of Quake players collaborated to finish the game in under 20 minutes, releasing it as a legendary video titled Quake Done Quick.
A playthrough of a video game, or a segment of it, completed as quickly as possible. In 1994, Doom players created Compet-N, establishing the first online community dedicated to fast game completions.
Which video game demo recording feature in 1993 made sharing speedruns easy because it recorded controller inputs instead of heavy video files?
Which 1986 Nintendo game rewarded players with different endings based on their completion time, inspiring early speedrunning?
Which legendary 1997 speedrun video showed a collaborative effort to beat Quake in under 20 minutes?
In 1994, what website was created to host the world's first centralized speedrunning leaderboard for the game Doom?
What does the '100%' category in speedrunning require a player to do before reaching the end of the game?
What does the speedrunning term RTA stand for when measuring the duration of a run?
Why do speedrunners often prefer In-Game Time (IGT) over Real Time Attack (RTA) for certain games?
Which speedrunning category requires the player to complete the game as fast as possible with absolutely no restrictions on glitches?

