pretty much nobody does segmented runs anymore , the vast majority of runners compete with RTA . There are certain segmented projects where all different runners will submit a segment of a whole game , like HalfLife 2041 or the similar communal segmented run for the original Quake . But by far , the two most common timing methods are RTA , or ingame time , if your game has it . For example , both the Metroid and Pokemon community go by ingame timewhile also using an RTA timer to keep splits , but for games that lack an ingame timer , RTA is used . Glitchless is an example category of speedrun within a certain game , completely independent of timing method . A game like Ocarina of Time has lots of categories that either ban certain major sequence break glitches , or require you to do certain extra things before finishing the game . Every game has its any % category , which , common between any and all games , simply means to complete the game as fast as possible , anything goes . And typically , most games have a 100 % category as well , however if the game does not have a percentage completion counter , what then exactly constitutes 100 % completion is decided by the community . Got a bit off topic there but , speedrunning is a very arbitrary thing by nature , the regulations are completely generated by the community certain games will start and stop timing at the firstfinal input , others will be from console power on , to end of credits . It makes no sense , and lacks continuity between different games . It ' s not really something you can standardize , because of the vast differences in platforms , emulation , input methods , etc . So we try our best with RTA , and keep true to the competitive spirit of speedrunning during these marathons , even if shenanigans happen . Because honestly , it ' s a very niche , strange , arbitrary , almost madeup thing we do , and if it weren ' t for so many people honoring and believing in it , it wouldn ' t be competitive at all .