| Category | Co-op/Race | Description |
|---|---|---|
| Marble Mode - All Courses (00:35:00) Declined | No | This speedrun completes 4D Golf in marble mode. It beats all 126 holes in the game, including the...holes in each of the "Challenge" courses, and showcases the most amount of different mechanics and levels in the game. Marble mode is pretty quick, and this category beats all of the levels without overstaying its welcome and makes for a greatly paced run. |
| Marble Mode - Normal Courses (00:17:00) Declined | No | This speedrun is the "any%" of the game in marble mode. It beats the 9 "non-challenge" holes of...each course, totaling 63 holes. The run is short and sweet, giving a taste of all of the mechanics. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Levels (00:34:00) Accepted | No | Beats all 60 levels of the game back to back. This category showcases a boatload of cool...strategies, including some risky but very flashy tricks! |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (0:32:00) Declined | No | The glitched 100% certainly ramps up the confusion already present in the game. We actually beat...the game very early on, and upon unlocking New Game+ one of the features becomes very broken, on purpose. We quite literally rearrange how maps are put together, using creative, fluid routing to collect all 37 cards, all 4 brooms, and all 10 health upgrades. And that's done in less than half the time it takes to beat the game without glitches. |
| Any% Glitchless (1:10:00) Backup | No | The category I bonded with the most when I learned this game. For Glitchless showcases, I take time...to explain the story as best as I can, while I go through the various environments the game throws at us. Of course, there's tech that borders on being a glitch for good measure. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% Casual (1:40:00) Declined | No | "Casual" is definitely an interesting choice of adjective. It's the default difficulty, but it's...still very hard. Of course, as speedrunners, we make it harder on ourselves by staying very underleveled. After the first three enemies, we only fight bosses and minibosses, with very careful and precise strategies involving the ATB bar. The battle systems are intriguing, and more in-depth than you'd expect considering its 2D display. There are both keyboard functions and mouse functions to stay on top of, and if it ever goes off script, I need to be on top of my improv game. |
| Category | Co-op/Race | Description |
|---|---|---|
| Collectible Rush (2:15:00) Declined | No | Alternatively... If you want a longer run (and I understand we probably don't have the space)...here's a totally jam-packed 2 hours of just about everything this game has to offer. This showcases all 30 levels in the game, accessed in Free Play wherever possible, and rather than going straight to the finish line, we collect all the main collectibles. That's 3 fruit bricks (except for Podrace), 10 minikits and 1 red brick in each level. This contains super fluid routing, and endless zoomies with our pal Yoda. And glitches, still lots and lots of glitches. |
| Free Play (0:42:00) Accepted | No | Free Play allows us to take any character we want into the levels, and there are 22 levels...available in this mode. This is my long-time favorite category to speedrun in any game. Ghost Yoda goes zoom, and custom characters can jump infinitely. Almost every level has a major skip, but it's also a good run for outsiders, as it's still easy enough to follow. This was the run that was initially on the schedule last year before it was canceled at the last minute. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (No Hinox Warp/Early Dungeon 6) (1:30:00) Declined | No | This category has everything you could ask for in a marathon showcase. The first 10 minutes are...glitchless, and from there, it slowly starts breaking itself open more and more. It's a slow burner in that sense. We do still have to collect all 8 instruments in order to access the end of the game, but we find some very creative solutions to get those instruments. Usually, I wouldn't dream of submitting a run without commentary, but it should get the appeal of the run across nonetheless. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (02:15:00) Declined | No | I showed off Any% at AGDQ 2025 and it was a great run! Since then a few new big discoveries/changes...have been made to the run like a way to skip the 2nd boss fight (https://www.youtube.com/watch?v=mR8d6RI1BCE), the developers accidentally patching out a main trick and many small optimizations that add up over the course of the run! I not only think this would be great to bring such a high profile and beloved game to the Pax audience, but also a great way to show much different the run looks today! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (01:25:00) Declined | No | There are 17 levels (they are called layers in this game) in Donkey Kong Bananza in order for DK...and Pauline to reach the Planet Core and fight [REDACTED SPOILER HERE]. This run is nonstop action from start to finish! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:28:00) Accepted | No | Any% has 6 worlds with 20 levels and a boss fight in each one. That adds up to 120 levels and 6...boss fights all in less than 30 minutes! Each world gets harder than the last and the final world/final boss are a very difficult way to end a run. It's a very well paced run with new mechanics to spice up the game at each turn! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:47:00) Declined | No | Any% has us beating each chapter from the prologue to the epilogue and all 10 chapters, each of...which has 10 levels adding up to 100 total! From text mashing so we can skip the text boxes as fast as possible to the crazy skips in the actual levels themselves, this run is perfectly paced and a hell of a speedrun to watch! |
| Hell Rush (00:30:00) Declined | No | Hell Rush is a category similar to Neon White's "White Rush". Instead of playing through the...chapters where we have story sections in which we do daily job activities to progress the plot, Hell Rush is all action with no breaks. We do levels 1-100 in one straight shot with no intermissions. This leads to a no-downtime run with crazy movement throughout each and every second of it! This category was on backup for SGDQ 2025, Pax East 2025 and is also on backup for GDQX for Twitchcon! |
| Category | Co-op/Race | Description |
|---|---|---|
| 120 Stars (Random Seed) (03:10:00) Declined | No | Collect all of the 120 stars in their random spot and beat Bowser. This is a wild category that has...a lot of things you need to plan, route and remember. It's difficult but also fulfilling to complete a seed in it's entirety! |
| 70 Star (Random Seed) (01:20:00) Declined | No | Collect the 70 fastest stars you can find and beat the game by defeating bowser. The fastest stars...we typically go for are open stars with no requirements, box stars or boss fight stars. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Ranked Coaches (0:56:00) Accepted | No | In All Ranked Coaches we explore a large portion of the game's world, defeating all 8 Ranked...Coaches before taking on the Crown Series and rolling credits. We'll do a whole bunch of interesting sequence breaks to access late-game areas early and skip some required matches. Our Beasties will be excessively strong for a large portion of the run after an early grind, but near the end there are some complicated, knife's edge flowcharts to follow, leading to an exciting conclusion! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (1:00:00) Accepted | No | Any% is the classic get from start to end as fast as possible. This game uses tech, glitches,...exploits and insane movement all wrapped together for an incredible high-execution speedrun. |
| Category | Co-op/Race | Description |
|---|---|---|
| Banana Mania Bingo (Triple Line) (01:05:00) Declined | No | Banana Mania Bingo builds upon the speedrunning knowledge of the game and expands it to game...knowledge and general execution! Goals range from completing stages, doing stunts, collecting bananas, and all sorts of other objectives! Bingo shows off so much of Banana Mania, making it a fast-paced but unique experience. |
| Invisiball Banana Mania (0:50:00) Declined | No | Invisiball Banana Mania is a modpack I created that takes every stage in the game and turns it at...least partially invisible! This run is the same stage set as Story Mode All Worlds (100 stages consecutively), but with the added difficulty of not being able to see the ground in front of you. Some strategies stay the same between normal Story Mode and Invisiball, while others completely change! |
| Story Mode All Worlds (0:40:00) Declined | No | Story Mode All Worlds is a 100 stage gauntlet of the stages from Super Monkey Ball 2's Story Mode!...With Mania's physics these stages take all new strategies to beat and make use of some Mania-exclusive techniques and glitches! |
| Story Mode All Worlds + Invisiball Banana Mania (1:40:00) Declined | No | Story Mode + Invisiball is an incredible combination of two runs. The first is a normal Story Mode...run - a challenging gauntlet of 100 stages. But what if... it was invisible? Invisiball Banana Mania is a modpack I created that takes every stage in the game and turns it at least partially invisible! With an added layer of difficulty, in the second run the strategies change and the run gets crazier! Doing these back to back is not only a challenge for myself, but also allows viewers a chance to see the stages before they become invisible. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:18:00) Declined | No | You ever look at a game's speedrun and go, "Huh, now that's BROKEN broken"? In Bugsnax, the...developers left the loading trigger for the next area just out-of-bounds... and then did it again for the final area... and then left the final boss trigger right outside that final area. As such, this multi-hour adventure turns into a sprint to the end, with some laughably easy skips sandwiched between clever gadgets and platforming. |
| No Major Skips (01:18:00) Declined | No | Okay, but what if you actually wanted to watch someone, like, play Bugsnax? In the No Major Skips...speedrun, we ban the huge sequence breaks that define Any%. You're left with a much more intended experience, using your gadgets and wits to speed through each level and trivialize some of the hardest challenges in the game. It's a cozy run, and audiences will enjoy the silly character dialogue interspersed between gameplay. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Autographs (01:15:00) Declined | No | Disneyland Adventure's most competitive category is All Autographs. As a kid, did you ever want to...run around the park and fill up your autograph book with all the characters' signatures? In DLA, that means getting enough money to buy the autograph books from the in-game shop, getting to a certain level by completing missions, and traipsing through Disneyland to find every iconic mascot. I basically invented this category a few years back when I saw this game didn't have a speedrun.com page, and it's warmed my heart to see a community build up around it. It's all a bit of a meme, but I approach the All Autographs speedrun with earnest enthusiasm that I'd love to share. |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (00:48:00) Declined | No | 100% requires you to beat the game, but find all 30 runner bags collectibles hidden in the game’s...ten levels. Some of the bags are mild diversions; they’re just off the Any% route, so we still have ample opportunity to showcase the huge sequence breaks that Mirror’s Edge is known for. On the other hand, a few bags are hidden in levels we otherwise skip, allowing for new routes and glitches not featured in other categories. Completionists will love this one! |
| 69 Stars (00:28:00) Declined | No | This category has something unique to offer, being the only main category not played in the game’s...Story Mode. Once you complete the story, you unlock 23 time trials, and you’re challenged to get 3-star ratings on each. These time trials bring the runner through clever remixes of each level by placing checkpoints off the beaten path. For some of the game’s lifespan, these time trials were individually more popular than any full-game category, and they’ve therefore seen quite a lot of optimization. This is a great choice if you want a shorter category that’ll make viewers say “Jeez, that took me hours as a kid!” |
| Glitchless (00:53:00) Declined | No | Mirror’s Edge is infamously broken… but what happens when we take away the main tools for...glitching? By prohibiting the most broken stuff, the Glitchless category is the closest Mirror’s Edge speedrunners get to the intended parkour experience. Now granted, there’s still a lot you can do with the tech that developers intended… between abusing little bits of level geometry, chaining together wallclimbs with wallruns, and comically running past anyone that tries to kill you, Mirror’s Edge runners have a lot of room to style on ‘em. Expect lots of clever shortcuts and glitchless-approved routes through all the checkpoints the game has to offer. |
| Inbounds (00:45:00) Accepted | No | Inbounds is lowkey my favorite category in Mirror’s Edge, and I'll take any excuse to freshen up on...it. Doing Any% at marathons is fun… except you have to perform out-of-bounds skips that are easy to fail and lose a ton of time if you do. Comparatively, Inbounds is forgiving, allows runner to focus on micro-optimizations of routes inside the levels. Don’t get me wrong: we’ll still skip lots of developer-intended routes by flinging ourselves at highway speeds up and about the level. Go for Inbounds if you like all the “glitchiness” of Mirror’s Edge, but you want to show off all the levels in their entirety! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:18:00) Declined | No | Only category, beat the game and final boss |
| Category | Co-op/Race | Description |
|---|---|---|
| All Levels (00:17:00) Declined | No | Beat all levels |
| Any% (No Level Select) (00:15:00) Declined | No | Get the goal post in the credits level without using Level Select |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (00:22:00) Accepted | No | Only category for this game. Beat the final boss starting from the beginning of the game |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:20:00) Accepted | No | In Any%, we clear 4 of the 6 levels using the shorter options. Glitches are allowed. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Shrines (1:25:00) Declined | No | Visit all 7 shrines in the game, beat them, then face off against Gannon! Video with good...commentary (but slightly over estimate): https://www.youtube.com/watch?v=JfcKj8ahcWU |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (1:40:00) Declined | No | We saw any% No Game Over Abuse two events ago - let's see the rest of what the game has to offer!...(Especially in the form of the strats for the more difficult or casually-annoying box gems.) The ability to easily jump just a little bit higher than intended makes many sequence breaks and various pieces of other speedtech possible, including cutting out all but one of the level revisits needed to get 100% casually. There is a box duplication glitch that skips an infamous backtrack in the game's longest level. Some timer gems, sidepath gems, secret exits, and secret entrances result in unusual routes through certain levels, including for that box dupe, making for a good amount of variety in level strats. |
| Category | Co-op/Race | Description |
|---|---|---|
| any% No Save Corruption (manipless) (0:26:00) Accepted | No | The game, broken through any means necessary short of save corruption or from-reset RNG...manipulation, resulting in a more classic set of glitches used. This is the Brock-through-Walls and double-Trainer-Fly route, using the Pidgey-based setup with the PP-based setup available as a backup (accounted for in the estimate) so that any run can be completed, and I can work a lot on the commentary if this gets in. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Warp levels (1:13:00) Declined | No | All Warp levels combines the skill of any% no item glitch with the boss skips of the n sane trilogy...exclusive category reverse warp order. The goal is to collect all 25 crystals and defeat cortex while skipping bosses tiny tiger, dingodile, n tropy, and n gin |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (Beginner Friendly Route) (00:40:00) Accepted | No | Dark Souls is a game that needs no introduction. But the high level speedruns requires a lot of...introduction. Using the most optimal strats (such as Blighttown Skip) changes the route completely and requires upwards of 100 hours to master. But there is a more beginner friendly route that involves no weapon farming and no majorly difficult skips. Karl loves to showcase this more beginner friendly route which can still lead to Dark Souls: Prepare to Die Edition to be beaten in under 25 minutes IGT. |
| Category | Co-op/Race | Description |
|---|---|---|
| Item Randomizer Any% (2:15:00) Declined | No | Dark Souls Item Randomizer has a marathon friendly mode where all key items are in set locations so...it's not exactly like finding a needle in a haystack for progression or key items. Required items to beat the game are shuffled into every treasure chest, every Black Knight miniboss, every boss fight and every key item location. All items are shuffled, including weapons so the randomizer has a chance to showcase a lot of weapons, strategies and speed tech you will not see in a typical Dark Souls speedrun. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Treasures (0:23:00) Accepted | No | In this category, we collect all the treasures in the game, including the hidden ones. This also...includes collecting all the pieces of the treasure map and playing the hidden bonus level. |
| Category | Co-op/Race | Description |
|---|---|---|
| Reverse Badge Order (1:15:00) Declined | No | This is a very normal run of Pokémon Blue. In this run, we collect all the gym badges in reverse...order. You know, just like you do normally. Pay no attention to the mischief in the inventory. What, do you think I'm underflowing the inventory and using it to manipulate the RAM in order to fight the gym leaders in reverse? That's preposterous. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Boss Rushes (0:33:00) Declined | No | This category faces every boss in every game through the built in boss rushes that the collection...provides. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (0:25:00) Declined | No | ENTROPOLY's Any% speedrun wastes little to no time throughout the duration of the run. Despite the...relatively short runtime, ENTROPOLY's any% speedrun is jam-packed with 5 unique worlds, 50 total levels, and a difficult final boss segment. All of these sections make for an amazing speedrun with new mechanics constantly being introduced to the player! |
| Category | Co-op/Race | Description |
|---|---|---|
| EPC Neutral (0:55:00) Declined | Yes | Undertale speedrunning is famous for its wide variety of glitches with an item known as the punch...card. Once collected, the punch card allows for runners to skip cutscenes, store text, and wrong warp in almost every room in the game. In a typical Undertale speedrun, this item is not collected until about twenty minutes into the run, but what if we started a neutral ending run with a punch card already in our menu? Undertale’s early punch card neutral ending answers that question, adding even more glitches to an already fast-paced speedrun. These category-exclusive glitches save about four and a half minutes over the regular neutral route. Submitted as a race between myself and Jaq. |
| Neutral Ending (1:00:00) Declined | Yes | The neutral ending of Undertale is the game's main and most competitive category. It is esentially...Undertale's version of an any% category. The neutral ending showcases a mastery of glitches, encounter menuing, and frame-perfect attacks. The neutral ending is jam-packed with plenty of fast-paced glitches, mostly due to an item known as the punch card. Submitted as a race between myself and Jaq. |
| NG+ Neutral Ending (00:45:00) Declined | Yes | The New Game+ variant of the Neutral Ending preserves the fundamental gameplay of a regular neutral...ending speedrun while speeding up some of the slower parts of the run, such as ruins, new home, and the Omega Flowey fight. Overall, New Game+ saves about thirteen minutes over the traditional neutral ending, allowing for a dense run with minimal downtime. Submitted as a race between myself and Jaq. |
| NG+ True Pacifist Ending (1:10:00) Declined | Yes | The New Game+ variant of True Pacifist ending preserves the fundamental gameplay of True Pacifist...while removing some of the slower parts of the run, such as new home, Asgore, and the Omega Flowey fight, saving about sixteen minutes over the traditional True Pacifist ending throughout the course of the run. These timesaves allow for a dense run with very minimal downtime. Since the Asgore fight is not included in the New Game+ variant of True Pacifist, this run focuses less on boss fight consistency and focuses more on glitches with the punch card. Submitted as a race between myself and Jaq. |
| True Pacifist Ending (1:30:00) Accepted | Yes | Undertale's True Pacifist Ending consists of beating the game without fighting any monsters. This...category is the “good ending” of Undertale and can be viewed as an extension of the neutral ending. The True Pacifist ending includes all the gameplay from the neutral ending, along with approximately thirty more minutes of content, including the date segments, the true lab, and the exciting final boss fight against Asriel. Submitted as a race between myself and Jaq. |
| Category | Co-op/Race | Description |
|---|---|---|
| Escape Hotel Premises (1:50:00) Declined | No | Escape Hotel Premises is a partial game category, getting about 40% into the game. It's a simple...speed run, in that 90% of the run is quite literally about running, but the delightful atmosphere and wonderfully quirky characters make for a surprisingly serene and mesmerizing run (even with the language barrier). Also once seen on the Hotfix! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% NG+ Sweet Speed Run (1:32:00) Declined | No | Any% NG+ Sweet is the fastest category of the game, skipping all of the side missions between...levels to focus squarely on the levels and bosses. This category was on the back-up list for AGDQ 2022, and although it didn't make the main event, it was featured on the GDQ Hotfix afterward. The run has gotten even faster and more interesting since then, even including a fun out-of-bounds glitch partway through the run. |
| Category | Co-op/Race | Description |
|---|---|---|
| Good Ending (0:20:00) Declined | No | Good Ending has us save Fragrance Point, which can only be done by collecting the 9 whims on the...ship. this has us scour every inch of the ship to collect the whims, essentially becoming the NMS category. don't be fooled though, this game is broken in all the right ways to make this game sick. basic movement - which was already breakneck - has Lipstick Boosting, allowing you to go even faster by using your primary ability. add in Wrong Warps, several huge out of bounds, Super Jumps, and a huge sequence break right before the final boss - Fragrance Point is incredibly sick, moving at a pacr you can hardly keep up with. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Main Stages (0:50:00) Backup | No | While Any% is a good run, it has a massive pacing issue because of bosses and gems, which are...intrinsic to the category. So what if we removed them? Meet AMS! This NG+ category is a stage-rush of sorts. Because we no longer see gems or bosses, this makes the game's movement really shine. My submission video is a fully commentated marathon run, and I think the PAX crowd would have a blast watching. |
| Category | Co-op/Race | Description |
|---|---|---|
| Basegame + DLC: Any% (0:35:00) Accepted | No | Why stop the fun when we have another half of the game to play? This run would play the base game...first and then play the DLC after finishing that run! The big difference is that this limits what items we can realistically bring into the DLC - so no max stamina and no bonus items! This changes the movement of the run in unique ways. Note that the DLC submission video would be treated as the second half of this run: https://youtu.be/APe0EnbPuJ0 |
| Into the Dark: Any% (0:15:00) Declined | No | Play the DLC from start to end. The DLC adds a variety of new items, mechanics, and a brand new...main quest line. Gator takes on some angsty teens to befriend them - but they hang out in the deep caves beneath the surface. This run is also a NG+ run, as you can enter the DLC at any point after beating the basegame. This means that we have maxed out stamina and every base game item, which makes us an even more powerful gator. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Species (0:57:00) Declined | No | All Species is a completionist category where you must link with all 29 non-key species (35 species...total). This category introduces many new puzzle mechanics and has a ton of unique routing/movement, and is my favorite category of this game. Some of my favorite parts of the run include Layer 2, Layer 3, Layer 3 Deep, and Core, four of the most interesting parts of the run through their routing and movement. |
| Category | Co-op/Race | Description |
|---|---|---|
| Expert Logic Solo Randomizer (1:30:00) Declined | No | This is an adjustable length category, 1:30 - 2:30. While SADX randomizer is super accessible,...Expert Logic tests even a speedrunner's knowledge. This logic difficulty **requires** a ton of out-of-bounds, broken logic skips to circumvent a variety of hub movement items introduced into this randomizer as a progression-gate. Combined with an absurd skill ceiling in stages, expert logic becomes the most broken and most rewarding version of SADX to play. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (Restricted) (0:55:00) Backup | No | Beat the game as fast as possible. The restricted category bans most glitches caused by low FPS...caps. This restriction results in a wider slew of difficult bosses, weapon loadouts, and harder skips and strats not seen in the Unrestricted run. Pound for pound, this is the most entertaining category Frogmonster has to offer. |
| Any% (Unrestricted) (0:35:00) Declined | No | Beat the game as fast as possible with any glitches allowed. This route forces us into the final...boss fights with much weaker guns and equipment, which makes for a high-stakes and edge-of-your-seat watch as the run goes on. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (Cloak) (0:45:00) Accepted | No | Beat the game as fast as possible, collecting the 'Cloak of Heroes' key item along the way. This is...a sort of legacy Any% route and is the most popular / competitive category for this game. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (1:36:00) Declined | No | Beat the game as possible by collecting 60 out of 80(ish, it's complicated) total wraith hearts in...the game. Armed with faster OG Xbox loads and tons of new strats, I'm looking to avenge myself for technical issues at PAX East '24 and give this run the showing it deserves >:) |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (4:20:00) Declined | No | A full exploration of the game. Every upgrade is collected, and every mini-game is perfected. This...category really shows off everything that the game has to offer. |
| Any% (3:35:00) Declined | No | The main category of the game. All levels are explored, and the best segments of the overall game...are featured. |
| Any% Co-op (3:35:00) Declined | Yes | A co-op full run of the game - something that has not been done before involving top runners. Would...allow for strategizing between knowledgeable runners and create situations unseen previously. |
| Mizar 1 (1:25:00) Declined | No | The introductory speedrun category of the game. It technically does not reach the end credits, but...it does reach a definitive stopping point. Much more fast paced than the comparable segment of Any% and still shows off all the main bosses and levels. |
| Mizar 1 Race (1:25:00) Declined | Yes | A race in the shorter category of the game. This could also be done as a co-op with the second...player playing as Floyd (either in a single game co-op with 2 players or a co-op race with 4 players). |
| Category | Co-op/Race | Description |
|---|---|---|
| 100% (00:47:00) Declined | No | 100% completes every battle, catches all the bugs in the game, and purchases all the upgrades...available in the shop! There's a ton of micro-optimizations for this run to sweep locations, menu efficiently, and so much to track to keep the run on track. Extra time is given in case of bad RNG, but the game has fail-safes built in to prioritize uncaught bugs to alleviate this. |
| Terrarium (00:30:00) Backup | No | Terrarium is a bespoke category I created because I was upset at the fact that all the speedruns...have you either skip the bug catching mini game or instant release the bugs. This category requires you to catch 15 unique ground bugs, 10 air bugs, and 2 water bugs, which is about 50% of the bugs in the game while also doing about half of the battles. A great sampling of what the game has to offer. The dev also introduced an additional bug (the sunburst water beetle) to make this category possible. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Training Stages (Any%) (01:00:00) Declined | No | All Training Stages involves playing through all 93 campaign levels as quickly as possible. This...category is run from a completed file, so there is much less downtime between levels than in other categories. Some of the levels here are not featured in Any% and showcase skips and tech not heavily seen in other levels. |
| All Training Stages (New Game) (01:10:00) Declined | No | All Training Stages involves playing through all 93 campaign levels as quickly as possible. This...category is run from a new save file, so all levels must be unlocked by getting certain collectibles on some stages. Some of the levels here are not featured in Any% and showcase skips and tech not heavily seen in other levels. |
| Any% (00:50:00) Declined | No | Any% involves playing through the 62 campaign levels required to reach the credits from a fresh...save file. The campaign itself introduces and utilizes the game's many items, features, and mechanics, and many levels have interesting skips that utilize tricks to cut out large sections of each level. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:50:00) Backup | No | Any% requires simply reaching the end of the game as fast as possible. This requires reactivating...the 3 subsystems needed to reach the final boss, as well as defeating the final boss itself. |
| Category | Co-op/Race | Description |
|---|---|---|
| Impossible Showcase (01:00:00) Accepted | No | This showcase will feature as many songs as I can fit into an hour, all performed on the game's...hardest difficulty, Impossible. Songs will be a mix of base game and dlc tracks. Because this is a showcase, the length is very flexible, so an hour is simply a suggestion. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:45:00) Declined | No | Any% simply requires getting to the end of the game as fast as possible by any means. This is done...by going out of bounds, clipping through doors, moving during cutscenes, doing very precise jumps, and more. No word is truly safe from us speedrunners. |
| Category | Co-op/Race | Description |
|---|---|---|
| any% (00:38:00) Backup | No | Tight routing, tighter windows for jumps and accurate damage boosts will allow us to speed along...this glorious Capcom title. Deaths are tragic but not run ending in any way besides level 3 (being an autoscroller) where it's more painful than is it going to change parts of the run going forward. Long deaths such as that one have been considered and included as a part of the overall time estimate. Timing starts when you gain control of nemo (first movement in Mushroom Forest) and ends at loss of character control when the Nightmare King is defeated. No turbo allowed |
| Category | Co-op/Race | Description |
|---|---|---|
| Zipless (00:27:00) Declined | No | Zipless rules: No Zips, Screen wraps, scrolls or Wiggle Glitches allowed. |
| Category | Co-op/Race | Description |
|---|---|---|
| Normal, zipless (00:35:00) Declined | No | Timing starts on "game start" and ends on final hit on last boss. Turbo is not allowed. (Note:..."game start" is Selecting Normal) Full game, no skips or glitches. Cool techniques and well timed item swaps with easter eggs are all over this category. |
| Category | Co-op/Race | Description |
|---|---|---|
| any% (00:46:00) Declined | No | There will be a couple times we aim to save time by breaking cutscenes that will glitch out the...music providing us with fluid movement in those particular heavy sprite levels. Otherwise it is another zipless run masquerading as an any% route. Timing starts on "game start" and ends on final hit on last boss. Turbo is not allowed. Second controller is not allowed. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% 1P1C (00:21:00) Declined | No | This category only allows for one turtle being picked for one runner, and thus the Wrong Warp trick...is impossibe to perform. MAIN RULES Start the timer as soon as you gain control, SDA style. Other timer start alternatives are: Start the timer when you hit start on the "Big Apple, 3 AM" screen, but with a -4 second countdown. Start the timer on turtle select, and have a -9 second countdown (doing this you want to mash to skip the intro cutscene and hold start throughout the whole "Big Apple, 3 AM" screen). Timer ends as soon as you lose control after defeating Super Shredder. Don't stop the timer when Shredder falls off, but wait until your turtle(s) start to walk towards the middle of the screen. You don't have to wait until the turtle(s) have reached the middle. Do not use the in-game timer, it is very broken and may also show different results depending on the cartridge and rom file. You want to use real-time for Turtles 4: Turtles in Time only. |
| Category | Co-op/Race | Description |
|---|---|---|
| 32 Tracks (200cc) (01:10:00) Backup | No | All 32 tracks featured in super-speed! Instead of the normal 150cc you're used to, this is an...enhancement mod of the normal run where you go a little faster. This introduces the possibility of new skips and shortcuts that aren't possible on the normal version of the game and some cuts that are a little cleaner than their 150cc counterparts. |
| Category | Co-op/Race | Description |
|---|---|---|
| Legendary Trial (00:30:00) Accepted | No | We take the 13 legend challenges, which are some of the most difficult changes in the game, and you...run through them like a gauntlet! Starting off with Donkey Kong and ending off with Super Mario Bros., we go through all 13 games featured and highlight the moments that make those games true classics for many years to come in the future! |
| Speedrun Mode NG+ (01:30:00) Declined | No | Speedrun Mode is entirely a different beast as it puts true skills to the test, from collecting...coins quickly to defeating deadly bosses with speedrun strategies such as Barba and Meta Knight. Witness Nintendo's longer love letter to speedrun fans as we go through all 156 of the speedrun challenges in the game! |
| Category | Co-op/Race | Description |
|---|---|---|
| All ? Panels (0:30:00) Backup | Yes | This category turns Mario Kart World into a collect-a-thon platformer with kart racing elements....All 150 question mark panels are collected in free roam, this game's open-world mode, involving creative routing and unique movement. This run is very fast-paced with little downtime, and is arguably the most unique run in the history of the series. I helped create this category and currently hold the world record by a considerable margin. Multiple new strategies have also been discovered since my run at AGDQ. |
| Category | Co-op/Race | Description |
|---|---|---|
| Super Speed World Tour (0:35:00) Declined | No | World Tour plays through the first ten worlds of Banana Rumble that make up the base story, which...should be recognizable even to casual fans of the game. However, this run plays in Super Speed mode, which doubles my top speed and acceleration, creating an even faster-paced (and sometimes more difficult) run! |
| Category | Co-op/Race | Description |
|---|---|---|
| Arcade Mode Showcase (0:50:00) Declined | Yes | Arcade Mode is UNBEATABLE's dedicated rhythm game mode. I'll play a selection of charts on either...unbeatable or star difficulty (the two highest available difficulties), including some of the hardest charts in the game. Showcase length is flexible and can be adjusted between 35 minutes and 1 hour. The setlist in the submission vod does not necessarily represent the setlist that will be played at PAX East if accepted. |
| Category | Co-op/Race | Description |
|---|---|---|
| Team Up Mission (Hasuna District) (1:38:00) Declined | No | this is an alternative open-world story mode for MHAJ that takes every main arc from the main story...and recreates them as "training missions" for the main characters of the show to go through and grow from. there is a lot of variety in the main missions with different fights, restrictions, timed challenges, and collectathon esque segments. also, the biggest thing to make this category interesting is that the rising meter, plus ultra gauge, and health arent reset to any default value after the end of encounters. it introduces a lot of macro routing into the speedrun, like building more gauge in an easier fight to speed up a later harder fight, and setting a checkpoint at an out of the way facility early on and spacing out gauge usage between several shorter fights without a break- requiring good health management. not to mention, the game plays like a golden age 3d spiderman game with cooldown resets! it is a super engaging showcase yay |
| Category | Co-op/Race | Description |
|---|---|---|
| Expert (Pauseless) Relay (0:48:00) Accepted | Yes | relay of expert (100 + 20 + 20 + 10 hard levels! woah!) with peas |
| Category | Co-op/Race | Description |
|---|---|---|
| Single Player No SLA (01:05:00) Accepted | No | The standard category for Portal 2 - no out of bounds or save load abuse glitches. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Courses (Normal) (00:35:00) Declined | No | The full game experience! RunRun is the beginner course, WakuWaku is the main story but...intermediate, and HaraHara is the most challenging course. |
| HaraHara (Normal) (00:20:00) Declined | No | I'll be playing this on the DS version, as it is the most marathon-friendly of the consoles! This...is Raffina's course where there are 8 stages; I'll be using a hefty amount of Power Chains and (hopefully) All Clears to help finish the fights without reaching Fever mode unless necessary. I will take the run to Carbuncle, but should I miss the requirements to trigger the route, I will just fight Popoi. |
| Category | Co-op/Race | Description |
|---|---|---|
| Scenario Mode (00:30:00) Backup | No | As mentioned earlier, counterattacking does not exist in Puyo 1, and each AI has different patterns...that are either smart or are completely random. Either way, Power Chains and Stair-Stacking are going to help win each fight. In Puyo 2, the Scenario Mode operates off of score; I clear a tower if I reach the score after beating a stage. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Worlds (00:45:00) Declined | No | This category plays through 100 stages using Sonic to blaze through levels with the fastest speed...stat and a great jumping stat. |
| Category | Co-op/Race | Description |
|---|---|---|
| Expert Pauseless Relay (Warps) (00:50:00) Accepted | No | gz and I want to showcase a relay showing off both the SMB1 and SMB2 stages; I will be handling the...SMB1 stages. Pauseless entails not going for pause strats that allow us to perform TAS-like inputs to skip certain parts of the stage. This makes for a very challenging category, so it's pure execution, no pausing! |
| Category | Co-op/Race | Description |
|---|---|---|
| All Worlds (Wii Remote) (00:40:00) Declined | No | Using a special cheat code, we can trick the Wii into loading the Balance Board stages as opposed...to dealing with obstacles that are exclusive to Wii Remote stages. |
| Category | Co-op/Race | Description |
|---|---|---|
| PS2/PS3 very easy (00:34:13) Declined | No | Rugrats in Paris very easy difficulty, on PS1. Run is an attempt to reclaim the world record. World...record was beaten in August 2022 by 7 minutes. The end goal is to collect 12 golden tickets, purchase the Reptar helmet, and face Robo-Snail to save the princess as quick as possible |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (2:15:00) Declined | No | Any% involves completing the game's entire main campaign. The run is focused on tight movement and...combat through levels both on foot and in vehicles, primarily using the character "Gearshift", for her great speed and consistent power. The popular character "Gill Grunt" is used to skip the bulk of one level, and "Eon's Elite Trigger Happy" is used to defeat an endgame boss quicker than intended. |
| Category | Co-op/Race | Description |
|---|---|---|
| Dark Story (00:40:00) Declined | No | Dark Story follows the events of Shadow, Eggman and Rouge in their quest for world domination. The...beginning of the run is light on major skips, where I will primary display raw movement and execution. The run will reach a crescendo with heart stopping, execution heavy level skips towards the end of the run, which will demand absolute mastery of the game's movement systems and tech. |
| Category | Co-op/Race | Description |
|---|---|---|
| any% (1:05:00) Accepted | No | Any% involves beating the game as quickly as possible. |
| Category | Co-op/Race | Description |
|---|---|---|
| All Dungeons (1:35:00) Declined | No | All Dungeons requires the player to enter the blue warp at the end of every dungeon. We accomplish...this in relatively little time through clever use of wrong warps, routing, and even accessing a savefile inaccessible through normal means. A brand new trick was discovered at the very end of last year, allowing us to skip the door of time without wrong warps, and saving a solid minute and a half, making PAX East a perfect opportunity to debut it. |
| Category | Co-op/Race | Description |
|---|---|---|
| 120 Star (1:50:00) Accepted | No | 120 stars is the 100% completion of this game. We grab every 100 coin, secret star and bowser stage...star. You can also use any strat you want with no restrictions |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (One-Handed) (00:15:00) Accepted | No | As far as I can tell, doing an Any% speedrun with one-hand has never been done before. I know I am...able to do it, so let's make history by doing it live on stage! |
| Warpless (00:25:00) Accepted | No | This run involves saving Peach at the end of 8-4 without using any warp zones. That means playing...all 32 levels in the regular game, all of which are notoriously challenging. Luckily there are tons of precise and visually stunning glitches to show off all across the run. |
| Category | Co-op/Race | Description |
|---|---|---|
| Any Wild Dungeons of Echoes? (02:30:00) Accepted | No | This category is a combination run of Echoes of Wisdom: All Dungeons (Restricted) and Breath of the...Wild Any%! The premise for the run being possible is simple: Echoes of Wisdom All Dungeons (Restricted) has over 43 minutes of "downtime", aka time I can put the controller down and play Breath of the Wild. Conversely, Breath of the Wild Any% has plenty of leeway to fit into that downtime comfortably! here's some supplementary data to support this: Downtime data: https://docs.google.com/spreadsheets/d/1uByCme87iHiYEXLDKnKSk4LlhszU1b8uCHw84LAR8OA Echoes of Wisdom run: https://youtu.be/uW5_PvQydHo and Breath of the Wild run: https://www.youtube.com/watch?v=1p0BcN6xiYQ |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (00:35:00) Declined | No | Breath of the Wild Any% is a well known run, and a very fun one at that! This run is a gorgeous run...where we use fun clips, skips, and dips (definition of what qualifies as a "dip" pending) to blaze through the game in around half an hour! But maybe, there's a twist... |
| Category | Co-op/Race | Description |
|---|---|---|
| All Dungeons (Restricted) (02:30:00) Declined | No | All Dungeons (Restricted) is, shockingly, Very Different from its unrestricted counterpart. By...restricting the ability to wrong warp to the ends of dungeons and only allowing wrong warps to the point nearest the entrance of the dungeon, we see significantly more game, nuanced tech that's pulled from the fantastic glitchless category, while cutting the length down by over an hour from the glitchless counterpart by allowing the aforementioned wrong warps, which are themselves a spectacle to see! |
| All Dungeons (Unrestricted) (01:50:00) Declined | No | All Dungeons (Unrestricted) is the perfect combination of showing off the most of this wonderful...game, while throwing in the glitches and exploits that make the speedrun so fun and interesting! We showcase all 8 dungeons with cool boss fights, a fun variety of strategies to complete each dungeon, which has a large amount of versatility thanks to the open-ended nature of this gorgeous game! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (03:00:00) Declined | No | This is Twilight Princess like it's never been seen before on stage! We save a whopping 12 seconds...through rerouting the entirety of the first hour-ish of the game (plus over 7 minutes off of new tricks...) but we shake up the entire first half of the run, with a ton of new skips and tricks! |
| Category | Co-op/Race | Description |
|---|---|---|
| Any% (1:28:00) Accepted | No | The Oracle of Ages Any% speedrun throws most of what you might know about the normal progression of...the game completely out the window. It showcases a gnarly mix of tight movement, RNG manipulation, menu and resource management, and glitches and exploits that are so absurd it's a miracle they exist in the first place. Oh, and to top it all off, Arbitrary Code Execution to finish off the run and warp to the credits! |
| Category | Co-op/Race | Description |
|---|---|---|
| All Essences (1:40:00) Accepted | No | The All Essences speedrun of Oracle of Seasons plays mostly by the book in terms of casual...progression, but not without a huge sequence break that allows all four Seasons to be accessed earlier than intended. Despite that, we still see the vast majority of the game and thus it's a great viewing experience, whether you're familiar with the game or not! Resource management and combat skills are vital to this speedrun, and long RNG-manipulated segments throughout help keep our Pegasus Seed supply stocked to keep moving fast, and allow for some incredibly fast fights too. |
| Category | Co-op/Race | Description |
|---|---|---|
| EPC Neutral (00:55:00) Declined | Yes | Undertale speedrunning is famous for its wide variety of glitches with an item known as the punch...card. Once collected, the punch card allows for runners to skip cutscenes, store text, and wrong warp in almost every room in the game. In a typical Undertale speedrun, this item is not collected until about twenty minutes into the run, but what if we started a neutral ending run with a punch card already in our menu? Undertale’s early punch card neutral ending answers that question, adding even more glitches to an already fast-paced speedrun. These category-exclusive glitches save about four and a half minutes over the regular neutral route. Submitted as a race between myself and mrlink2k. |
| Neutral Ending (1:00:00) Declined | Yes | The neutral ending of Undertale is the game's main and most competitive category. It is esentially...Undertale's version of an any% category. The neutral ending showcases a mastery of glitches, encounter menuing, and frame-perfect attacks. The neutral ending is jam-packed with plenty of fast-paced glitches, mostly due to an item known as the punch card. Submitted as a race between myself and mrlink2k. |
| NG+ Neutral Ending (00:45:00) Declined | Yes | The New Game+ variant of the Neutral Ending preserves the fundamental gameplay of a regular neutral...ending speedrun while speeding up some of the slower parts of the run, such as ruins, new home, and the Omega Flowey fight. Overall, New Game+ saves about thirteen minutes over the traditional neutral ending, allowing for a dense run with minimal downtime. Submitted as a race between myself and mrlink2k. |
| NG+ True Pacifist Ending (1:10:00) Declined | Yes | The New Game+ variant of True Pacifist ending preserves the fundamental gameplay of True Pacifist...while removing some of the slower parts of the run, such as new home, Asgore, and the Omega Flowey fight, saving about sixteen minutes over the traditional True Pacifist ending throughout the course of the run. These timesaves allow for a dense run with very minimal downtime. Since the Asgore fight is not included in the New Game+ variant of True Pacifist, this run focuses less on boss fight consistency and focuses more on glitches with the punch card. Submitted as a race between myself and mrlink2k. |
| True Pacifist Ending (1:30:00) Accepted | Yes | Undertale's True Pacifist Ending consists of beating the game without fighting any monsters. This...category is the “good ending” of Undertale and can be viewed as an extension of the neutral ending. The True Pacifist ending includes all the gameplay from the neutral ending, along with approximately thirty more minutes of content, including the date segments, the true lab, and the exciting final boss fight against Asriel. Submitted as a race between myself and mrlink2k. |