People Play Video Games as Fast as Possible for a Living. The Root Goes Back to a 1993 Doom Recording.
Speedrunning started with Doom demo recordings shared on Usenet in 1993. Today it fills convention halls, raises millions for charity, and pays top runners six-figure incomes. How beating games absurdly fast became a real career.
Key Takeaways
- •Doom demo recordings on Usenet (1993) created the first speedrunning community
- •Games Done Quick charity marathons have raised $50M+ since 2010, starting from $10K in a basement
- •Speedrun.com hosts 300,000+ verified runs across 25,000+ games with strict verification
- •Top speedrunners earn six-figure incomes from Twitch streaming, YouTube, and sponsorships
- •The competitive instinct traces to 1970s arcade culture: high scores on Pac-Man, Donkey Kong, Space Invaders
Root Connection
Speedrunning traces to 1993, when players recorded demos of themselves completing Doom levels at impossible speeds and shared them on Usenet newsgroups. But the deeper root is the arcade era of the 1970s and 1980s, when players competed for high scores on machines like Pac-Man, Donkey Kong, and Space Invaders. The competitive instinct to master a game beyond its intended design has existed since the first quarter was dropped into a cabinet.
Timeline
Pong launches. Players immediately start competing for high scores, establishing the instinct to 'beat' a game beyond its intended purpose
Twin Galaxies is founded to track arcade high scores. Walter Day creates the first competitive gaming leaderboard.
Doom players record 'demo' files of ultra-fast level completions and share them on Usenet. The speedrunning community is born.
Quake Done Quick, a 19-minute full-game speedrun of Quake, becomes the first viral speedrun video. It inspires thousands.
Speed Demos Archive (SDA) launches as the first dedicated speedrun hosting site with verification standards.
Games Done Quick (GDQ) holds its first charity marathon. Seven runners in a basement raise $10,000 for CARE.
GDQ events have raised over $50 million for charity. Top speedrunners earn six figures from Twitch, sponsorships, and content.
Speedrun.com hosts 300,000+ verified runs across 25,000+ games. Speedrunning is a recognized esports discipline.
There are people who play Super Mario 64 for a living. Not casually. They play it in under 7 minutes.
That game was designed to take 15 to 20 hours. These runners finish it before most people finish their morning coffee. And they do it live, on camera, for audiences of hundreds of thousands.
This is speedrunning: the practice of completing a video game as fast as physically (and technically) possible. It sounds like a niche hobby. It is a multimillion-dollar industry.
The roots go back to 1993.
When id Software released Doom, they included a feature that let players record "demo" files of their gameplay. These were small files that captured every input the player made, and anyone could replay them to watch the run. It was designed for sharing cool moments. Players turned it into competition.
On Usenet newsgroups (the Reddit of the early 1990s), Doom players started sharing demo files of themselves completing levels at ludicrous speeds. They discovered glitches, skips, and tricks that the developers never intended. They optimized routes. They shaved fractions of seconds off their times. They competed against each other through file sharing, not real-time matchmaking.
This was speedrunning before the word existed.
In 2010, seven people sat in a basement and speedran games for charity. They raised $10,000. By 2024, Games Done Quick had raised over $50 million. The format never changed: people playing games very fast while a crowd screams. The scale changed everything.
— Bryte
In 1997, a group of Quake players released "Quake Done Quick," a 19-minute, 49-second recording of the entire game completed in a single continuous run. It was distributed as a demo file. It went viral (by 1997 standards). It inspired thousands of players to try beating it.
The community grew through the 2000s. Speed Demos Archive (SDA), founded in 2003, became the first centralized site for hosting and verifying speedruns. Verification was important: players had to prove their runs were legitimate, not tool-assisted or spliced together. SDA established standards that the community still uses.
But the real explosion came from two things: Twitch and charity.
Twitch, the live streaming platform that launched in 2011, turned speedrunning from a niche file-sharing hobby into a spectator sport. Suddenly, you could watch someone attempt a world record in real time. You could see them fail, react, try again. The emotional arc of a speedrun (hours of practice, moments of execution, the crushing reset when something goes wrong at minute 58 of a 60-minute run) made for compelling entertainment.
Then came Games Done Quick.
A speedrunner doesn't play the game the way the developer intended. They play the game the way the code allows. Every glitch is a shortcut. Every unintended behavior is a tool. The developers built a world. The speedrunners reverse-engineered it.
— Bryte
In January 2010, seven speedrunners gathered in a basement for "Classic Games Done Quick," a marathon event where they played games back-to-back while viewers donated to charity. They raised $10,531 for CARE, a humanitarian organization.
The format was simple: speedrunners play live, commentators explain the tricks and glitches in real time, and viewers donate to charity for incentives (like naming a character or choosing which route the runner takes). It was part competition, part education, part telethon.
By 2024, Games Done Quick events (now held twice yearly as AGDQ and SGDQ) had raised over $50 million for charities including Doctors Without Borders, the Prevent Cancer Foundation, and Direct Relief. Single events routinely raise $3 to $4 million in a week. Peak concurrent viewership exceeds 200,000.
Seven people in a basement to $50 million for charity. In 14 years.
But what makes speedrunning genuinely fascinating, beyond the charity and entertainment, is what it reveals about games themselves.
A speedrunner doesn't play the game the way the developer intended. They play the game the way the code allows.
Every video game is software. Software has bugs. In normal play, most bugs are invisible or irrelevant. But speedrunners hunt for bugs with the intensity of security researchers looking for exploits. They find ways to clip through walls by standing in exact pixel positions. They discover that performing specific actions in specific sequences can skip entire sections of the game. They manipulate random number generators by timing inputs to the frame.
In The Legend of Zelda: Ocarina of Time, speedrunners discovered "wrong warping," where performing a series of specific actions causes the game to load the wrong area, teleporting the player from the beginning of the game to near the end. The current any% record (complete the game as fast as possible by any means) is under 3 minutes and 30 seconds. The game was designed to take 30 to 40 hours.
In Super Mario Bros., runners complete the entire game in under 4 minutes and 55 seconds, using frame-perfect inputs (actions that must be executed within a 1/60th-of-a-second window) to optimize every jump and movement.
These aren't cheats. The runners use unmodified copies of the game on original (or accurately emulated) hardware. They're just exploiting what the code actually does versus what the developers thought it did.
This is why speedrunning is, in a real sense, reverse engineering. The runners develop a deeper understanding of how the game's code works than most of the original developers had. They document every glitch, every frame rule, every memory address. The speedrunning community for a major game often produces more technical documentation than the studio that made it.
Today, speedrun.com hosts over 300,000 verified runs across more than 25,000 games. Leaderboards track world records by category: any% (beat the game by any means), 100% (complete everything), glitchless (no exploits), and dozens of game-specific categories.
Top speedrunners earn six-figure incomes. Twitch subscriptions, YouTube content, sponsorships, and tournament prizes add up. The most popular runners (like Cheese, Simply, or PointCrow) have audiences in the hundreds of thousands.
It started with seven people playing Doom in 1993, sharing files on a text-based internet forum.
Now it fills convention halls, employs hundreds of people, and has donated $50 million to charity.
All because some gamers looked at a game designed to be played for 40 hours and asked: "But what if I did it in 3 minutes?"
(Sources: Speed Demos Archive, Games Done Quick Official Reports, Speedrun.com, Ars Technica, Twitch Analytics, Twin Galaxies Archive)
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