Ocarina of Time Speedrun Guide: Categories and Records
The fastest Ocarina of Time run is 3:47.9 and never leaves Kokiri Forest. The fastest glitchless one is 2:09:05. Here is every full-game category on the main speedrun.com board, its record, what each ruleset bans, and where a new runner should start.

The fastest anyone has finished The Legend of Zelda: Ocarina of Time is 3 minutes 47.9 seconds. CountLG set it on Wii Virtual Console on 13 July 2024, and the whole route plays out in Kokiri Forest. The fastest anyone has finished it under the glitchless rules is 2 hours 9 minutes 5 seconds: Smaugy's Glitchless Any% from 26 October 2025, in a category whose documented route still clears all eight main dungeons. That is about 34 times longer, on the same 1998 code.
The gap between those two numbers comes from rulebooks. Ocarina's speedrun.com board runs nine full-game categories split across 19 leaderboards, and nearly every split comes down to how much of three things a category tolerates: wrong warps, Stale Reference Manipulation, and item manipulation. The glitchless boards ban all three and then argue over a long list of smaller tricks. Here is every board, its record, what each ruleset actually bans, and where a new runner should start.

That frame is where the clock stops in most of these categories. Speedrun.com's game rules end any run that defeats Ganon "on the first frame of the final blow cutscene." Timing starts on the first frame of movement or pausing in Link's House.
Every category and its record
These are the full-game records as speedrun.com's main Ocarina of Time board listed them on 2 October 2026. The date is the date the run was performed, as the board records it.
| Board | The job | Record | Runner | Date | Platform |
|---|---|---|---|---|---|
| Any% | Reach the credits. No other restriction | 3:47.900 | CountLG | 13 Jul 2024 | Wii VC |
| Defeat Ganon, Unrestricted SRM | Kill Ganon; any SRM, no code execution | 6:47 | bradyONE | 6 Aug 2026 | Wii VC |
| Defeat Ganon, Restricted SRM | Kill Ganon; Lightnode SRM and arbitrary writing banned | 8:46 | Amateseru | 7 Feb 2024 | Wii VC |
| Defeat Ganon, No SRM | Kill Ganon; Carry-SRM banned | 10:22.250 | TKC | 4 Jul 2024 | GameCube |
| Defeat Ganon, Classic Kakariko Route | Kill Ganon with tech found before GIM (5 Feb 2015) only | 15:07 | Torje | 20 Jun 2026 | Wii VC |
| No Wrong Warp, Unrestricted SRM | Beat the game; blue warps may not be manipulated at all | 15:38 | Amateseru | 8 Oct 2021 | Wii VC |
| No Wrong Warp, Restricted SRM | As above, restricted SRM | 17:47 | Amateseru | 6 Feb 2024 | Wii VC |
| No Wrong Warp, No SRM | As above, Carry-SRM banned | 38:02 | realtimeattack64 | 15 Apr 2022 | Wii VC |
| All Dungeons, Unrestricted SRM | All eight main dungeon rewards, then Ganon or a credits wrong warp | 23:53 | Amateseru | 14 Mar 2024 | GameCube |
| All Dungeons, Restricted SRM | As above, restricted SRM | 32:25 | Amateseru | 31 Jan 2024 | Wii VC |
| All Dungeons, No SRM | As above, Carry-SRM banned | 1:06:22 | zfg | 19 Nov 2025 | Wii VC |
| Nocturne RTA | Clear Forest, Fire and Water, then learn the Nocturne of Shadow | 37:58 | CountLG | 28 Mar 2026 | Wii VC |
| GSR | Ganondorf's prerequisites from their natural sources, then Ganon | 1:06:49 | CountLG | 21 Sep 2024 | Wii VC |
| MST | Every Stone and Medallion, all six trials, then Ganon | 1:35:00 | CountLG | 24 Apr 2026 | Wii VC |
| 100%, SRM | The full 100% checklist, then Ganon | 3:00:39 | zfg | 11 Mar 2021 | Wii VC |
| 100%, No SRM | As above, Carry-SRM banned | 3:44:27 | AxelLarsen | 17 Sep 2025 | Wii VC |
| Glitchless, Any% | Kill Ganon without performing a glitch | 2:09:05 | Smaugy | 26 Oct 2025 | Wii VC |
| Glitchless, All Main Quests | Every main quest at the intended age, tighter technique list | 3:35:21 | Smaugy | 4 Oct 2024 | Wii VC |
| Glitchless, 100% | The 100% checklist under the All Main Quests glitch rules | 5:39:00 | Smaugy | 13 Feb 2023 | Wii VC |
Read down the runner column and four names own most of it: Amateseru holds five records, CountLG four, Smaugy all three glitchless boards and zfg two. Seventeen of the 19 were set on Wii Virtual Console and the other two on GameCube. The oldest record standing is zfg's 100% SRM run from March 2021; the newest is bradyONE's 6:47 in Defeat Ganon, from 6 August 2026.
The three dials every ruleset turns
Most of the boards above differ by where they set three dials, plus a hard line on code execution.
Wrong warps. Beating a dungeon boss summons a blue warp, which tells the game where to send you next and which cutscene to play on arrival. A wrong warp interferes after the warp has set the cutscene but before you land, so the game sends you somewhere it never intended. The Any% route from before GIM's discovery in February 2015 was built on one, and it still has its own board.
Stale Reference Manipulation (SRM). ZeldaSpeedRuns, the community's knowledge base, defines it as overwriting parts of the game's actor data and code "by unloading actors and loading something else in their place." Link keeps writing position data to the actor he is holding even after that actor has been unloaded, so with the right setup he writes it into something else. ZSR describes three levels: editing an actor's variables, Function Pointer Manipulation (redirecting existing code), and Arbitrary Code Execution (ACE), which is running code the player has effectively written. Restricted SRM boards ban "Lightnode SRM, Arbitrary Writing and writing to .code data outside the Zelda Heap"; the No SRM boards ban what the rules call Carry-SRM.
Item manipulation. Bottle Adventure (BA), Reverse Bottle Adventure (RBA) and Get Item Manipulation (GIM) bend the inventory and the item-get routine. GIM, per ZSR, is "a memory manipulation glitch which can be used to modify which item you receive."
| Board | Wrong warps | SRM | RBA / BA / GIM | ACE |
|---|---|---|---|---|
| Any% | Allowed | Allowed | Allowed | Allowed |
| Defeat Ganon (three SRM boards) | Not banned | Per board | Not banned | Banned |
| Defeat Ganon, Classic Kakariko Route | The route relies on one | Carry-SRM banned, with everything found after 5 Feb 2015 | GIM banned | Banned |
| No Wrong Warp | Banned outright | Per board | Not banned | Banned |
| All Dungeons | Allowed, including into the credits | Per board | Not banned | Banned |
| Nocturne RTA | Not banned, except into the Nocturne cutscene since 8 Jul 2020 | Banned | Banned | Banned (all SRM is) |
| GSR | Banned, plus blue-warp cutscene skips | Carry-SRM banned | Banned | Banned |
| MST | Not banned | Carry-SRM banned | Banned | Banned |
| 100% | Not banned | Per board | Bottle RBA allowed; items must come from their source | Banned |
| Glitchless (all three) | Banned | Banned | Banned | Banned |
The column that matters most is the last one. Any% is the only one of the nine categories that allows ACE, and the credits warp in the next section is what that buys.
Any%: a credits warp in Kokiri Forest
ZSR's route page puts it plainly: the current fastest route "performs a credits warp using LightNode SRM in Kokiri Forest." The rules count a credits warp as finished on the first visible frame of any unmodified credits cutscene from which you can reach The End by doing nothing but advancing text.

The run starts here, and in ZSR's write-up it looks almost normal at first:
- Sword and money. Backflip off Link's balcony, grab the Kokiri Sword, then collect every permanent Rupee in the main Kokiri Forest area. That is not greed. ZSR's route says the full set is "required for the Lightnode SRM to work," because it is part of arranging memory (the heap) the right way.
- Shop. Buy a Deku Shield and five Deku Nuts.
- Lock the camera. Move Mido, load the Deku Babas in the hallway to the Deku Tree, then string together two glitches, Return A and Walking While Talking. That leads to a pause-buffered backflip over a fence, which ZSR warns "must be pause buffered, otherwise the game will softlock."
- Start the SRM. A diagonal slash, then pick up a rock. Link walks off-screen holding it, and the next stretch is played blind: runners count beats of the Kokiri Forest music, or a metronome at 145 bpm, and hold set directions for set counts.
- Aim and warp. Link comes back holding an invisible item. Set his facing angle exactly (0xACA0 on Wii VC, Wii U, N64 1.2, Switch and Switch 2), drop the item with the shield button, and roll back over the hallway's loading trigger. ZSR's warning: the wrong angle "will most likely crash the game."
The strangest requirement comes before you press Start. Each platform needs a specific file name, spelled with the Japanese version's character set, which is why ZSR says the route "must be done on the Japanese version." On Wii VC the file is named ラんぐUVくBヲ. The N64 cartridges need three files named in set ways.
ZSR rates Any% a five-minute category for learners and a popular first run. Its own caveat is the honest one: Any% "contains almost no overlap with any non-SRM categories." You will learn a lot about memory and very little about Hyrule.
Wrong warps, and why the Deku Tree comes last
ZSR's wrong-warp explainer starts with the entrance table, "a sizable list of 1556 records" that tells the game which scene to load and where to put Link. A blue warp sets a next-entrance value and a cutscene number. Change the entrance after the cutscene number is set and the pair points somewhere unplanned.
ZSR's first worked example is Ganondoor. In Gohma's boss room, the runner uses the Ocarina Items glitch to keep control of Link on the blue warp, then opens the boss-room door on the right frame. That overwrites the destination with the Deku Tree's own entrance, the leftover cutscene number pushes the index past it, and Link loads into the inside of Ganon's Tower as it collapses. That scene has no cutscene of its own, so the game plays whatever its cutscene pointer was last aimed at. ZSR's FAQ for this trick names the usual softlock: save-and-quitting after Gohma leaves the title screen as the last cutscene played.

Defeat Ganon, Classic Kakariko Route is that idea preserved as a category. ZSR calls it route-locked: it "emulates the Any% route prior to the discovery of GIM on February 5, 2015, defeating Ganon as Child Link using the Ganondoor wrong warp." The checklist is short and specific: Kokiri Sword (or a Deku Stick on the swordless route), a bottle from Kakariko, bugs, a savewarp, Deku Shield, the Deku Tree, the 2-3-1 Scrubs, Gohma, the wrong warp, and the tower collapse. Torje's 15:07 from June 2026 now sits above two runs from 2015 and 2014, both on the Chinese iQue Player. ZSR notes the iQue version is technically fastest but "has fallen almost entirely out of use."
The same trick explains a routing quirk in the long categories. ZSR's All Dungeons No SRM route and its MST route both put the Shadow Temple first among the dungeons and save the Deku Tree, the game's first dungeon, for last:
- All Dungeons counts a dungeon as "any location with a blue warp," so the Ice Cavern is not required. The route finishes with a heap wrong warp from the Deku Tree, and timing ends as soon as you fade in because the cutscene playing "is a credits cutscene."
- MST has to defeat Ganon, so a credits warp is out. After dispelling the trials, the route warps out to the Lost Woods, clips into the Deku Tree, beats Gohma, Ganondoors into the tower collapse and fights Ganon. There is no Ganondorf fight anywhere in it.

The collapse is the normal end of the game, covered in our Ganon's Castle guide. In these routes it is somewhere you arrive from the Deku Tree.
No Wrong Warp and GSR: the warp switched off
No Wrong Warp's rule is blunt: "Manipulating blue warps is banned entirely," including triggering one and then dying or leaving. Other glitches stay legal up to each board's SRM limit, and the fastest route ZSR documents shows how much that leaves. It enters exactly one of the eight main dungeons, the Deku Tree, collects the Light Arrows there through GIM, dies on purpose to get out, and never fights Gohma. From there it skips the Door of Time ("DoT Skip" in ZSR's shorthand), uses RBA for bombs, hovers its way into Ganon's Castle and skips the trials. The No SRM record is realtimeattack64's 38:02.
GSR, the Ganondorf Source Requirement, is stricter. Before Ganon you need Ganondorf beaten, the Light Arrows, the Shadow and Spirit Medallions, magic, Zelda's Lullaby and the 30-arrow Quiver, and every item has to come "from one of their natural sources in the game." Wrong warps, RBA, BA, GIM, Carry-SRM and blue-warp cutscene skips are all banned. ZSR records its older names, No RBA/WW and then No IM/WW, which tell you what the category was built to exclude. CountLG holds it at 1:06:49.
Glitchless is two different rulebooks
The Glitchless board admits the problem in its own rules: there is "such a gray area in defining what is or is not a 'glitch' in this game" that players voted on a shared list. The result is two categories built on opposite ideas.
Glitchless Any% bans techniques, not outcomes. Its rules sum it up as "If the means are not a glitch, neither are the ends" — skip anything you like, as long as you did not perform a glitch to do it. Glitchless All Main Quests adds required goals (all eight main dungeons, the Ice Cavern before the Water Temple, the carpenters before the desert, the Nocturne of Shadow to reach the Shadow Temple, the Door of Time opened with the Song of Time, every trial dispelled with Light Arrows) and bans more techniques. Both allow savewarping and deathwarping.
| Technique | Glitchless Any% | All Main Quests |
|---|---|---|
| Going out of bounds | Allowed | Banned |
| Being in an unloaded area | Allowed | Banned |
| Hoverboost (equipping Hover Boots at speed) | Allowed | Banned |
| Recoil jump (shielding damage mid-air) | Allowed | Banned |
| Skipping text with a weapon swap (owl skips, Deku Tree vine text) | Allowed | Banned |
| Touching exposed loading zones (Early Jabu, Trials Skip) | Allowed | Banned |
| Delaying timers with cutscene items mid-air | Allowed | Banned |
| Cutscene skips using movement input before the cutscene starts | Allowed | Banned |
The two records sit 1 hour 26 minutes apart. Even the looser rulebook produces routes that look odd to anyone raised on the intended order. ZSR's Glitchless Any% route runs the Ice Cavern and the Fire Temple before the Forest Temple, and skips Big Octo in Jabu-Jabu's Belly. If you want the order the game nudges you toward, our dungeon order guide has it.
Why the board is almost all Wii Virtual Console
On the Any% board, 136 of the 185 ranked entries were run on Wii Virtual Console, and the first Nintendo 64 run is tied for 26th at 4:18. ZSR's version-differences page explains most of it. The North American and Japanese Virtual Console releases contain "an unedited NTSC 1.2 rom" running through an emulator, and that emulator layer changes things that matter to runners: "significantly less lag overall, especially during the Tower Escape and Ganon fight," and Get Item Manipulation working "in situations where it would crash on N64." The GameCube builds share both traits, and GameCube is where the board's other two records were set.
The platform rules are strict, all from speedrun.com's game rules page:
| Platform | Rule |
|---|---|
| Wii VC | Official IOS 9 since 15 February 2018; no Wii with a reset faster than 13 seconds; launch from the Wii Menu or Priiloader; 1.0 and 1.1 injects banned |
| N64 flashcart (EverDrive, SummerCart) | Only for times slower than 110% of the world record; counted as emulator |
| Emulator | Same 110% rule. N64: Project64 1.6 or 1.7 only. Wii: Dolphin 5.0-15999 or newer, native resolution |
| GameCube | Official disc only; no emulators, ISO loaders or burnt discs |
| Switch and Switch 2 | All savestates banned, Switch suspend points included, and Switch 2 Rewind banned |
The Switch versions are not equal either. Any% works there with a listed file name (the same one as Wii U VC), but ZSR's All Dungeons route "cannot be done on the NSO (Switch or Switch 2) versions" because heap wrong warps do not work there. ZSR also treats the Ship of Harkinian PC port as a different game, and nothing here is known to apply to the Switch 2 remake, which Nintendo describes as built from the ground up.
Where a new runner should start
ZSR's getting-started page names four main-board categories as good first runs, with times for an intermediate learner:
| Category | Learner time (ZSR) | Why ZSR recommends it | The catch |
|---|---|---|---|
| Any% | About 5 minutes | Short, popular, and its Lightnode SRM shows up in other SRM categories | Almost nothing carries over to non-SRM categories |
| Defeat Ganon, Classic Kakariko Route | 20–25 minutes | "Overall a very good beginner recommendation" with an easy beginner route | ZSR calls it "somewhat unique," so later categories mean learning a lot of new material |
| Nocturne RTA | 45–55 minutes | Uses many tricks from other categories; ZSR says knowing it makes All Dungeons and MST easier to learn | It stops at the Nocturne of Shadow, not the credits |
| Glitchless All Main Quests | 4 hours or more | Beginner-friendly difficulty, and popular | Length. ZSR points at the Faster Quest ROM hack, which cuts about 1 hour 15 minutes of cutscenes |
My pick is Classic Kakariko. It is short enough to reset without losing an evening, it is the old Any% route kept as its own board, and it teaches Ganondoor, which ZSR's MST route still finishes with. Any% is the better choice only if memory exploits are what you came for.
Whatever you pick, get gz, the practice ROM, which ZSR calls "by far the most important tool for practicing this game." On run setup, the rules allow an intro-skip file saved in Link's House. They also ban grabbing the Rupee from the pot in Link's House on the first load of that file, and you have to begin the run within 10 seconds of gaining control.
If this has you eyeing other Zelda boards, our A Link to the Past speedrun guide covers the SNES game's rulesets. And if you would rather race without memorising frame windows, the Ocarina of Time Randomizer runs its own races on racetime.gg.
Quick Action Checklist
- Check speedrun.com/oot for current records. The table above is the board as of 2 October 2026.
- Pick a ruleset by its three dials: wrong warps, SRM level, and RBA/BA/GIM. Of the nine full-game categories, only Any% allows Arbitrary Code Execution.
- For Any%, learn the Lightnode SRM route from ZSR, set the right file name for your platform, and count the blind section at 145 bpm.
- For Classic Kakariko, learn Ganondoor: Ocarina Items on Gohma's blue warp, door on the right frame, and do not save and quit after Gohma.
- Expect ZSR's All Dungeons and MST routes to save the Deku Tree for last.
- Running Glitchless? Decide between Any% (means-not-ends) and All Main Quests (required goals, tighter list) before you learn a route.
- Play on Wii VC if you can. N64 flashcarts and emulators only count for times slower than 110% of the record.
- On Switch, savestates, suspend points and Switch 2 Rewind are banned, and heap wrong warps do not work.
- Install gz before you do anything else.
Frequently Asked Questions
What is the Ocarina of Time speedrun world record?
How do speedrunners beat Ocarina of Time in under four minutes?
What is a wrong warp in Ocarina of Time?
What is the difference between Glitchless Any% and Glitchless All Main Quests?
Which version of Ocarina of Time do speedrunners use?
What Ocarina of Time speedrun category should a beginner start with?
Keep Reading
- Speedrun.com — The Legend of Zelda: Ocarina of Time leaderboards, game rules and category rules (records as listed 2 October 2026)
- Speedrun.com — Any% in 3:47.900 by CountLG, Wii Virtual Console, 13 July 2024
- ZeldaSpeedRuns — Getting Started: beginner category recommendations, learner times, gz, Faster Quest, Ship of Harkinian
- ZeldaSpeedRuns — Any% route: Lightnode SRM credits warp in Kokiri Forest, file names, 145 bpm count, angle setups
- ZeldaSpeedRuns — SRM Overview: stale references, heap manipulation, and the three levels of SRM up to ACE
- ZeldaSpeedRuns — Wrong Warp Explained: the 1,556-record entrance table, blue warps, and Ganondoor
- ZeldaSpeedRuns — Ganondoor (Deku Tree) FAQ: why save-quitting after Gohma softlocks the warp
- ZeldaSpeedRuns — Defeat Ganon (Classic Kak): the pre-GIM route and the iQue version
- ZeldaSpeedRuns — All Dungeons (No SRM) route: Shadow Temple first, Deku Tree last, heap wrong warp into the credits, not possible on NSO
- ZeldaSpeedRuns — MST route: Medallions, Stones, Trials, ending with Gohma and Ganondoor
- ZeldaSpeedRuns — No Wrong Warp route: Light Arrows in the Deku Tree via GIM, DoT Skip, Trials Skip
- ZeldaSpeedRuns — GSR route: Ganondorf Source Requirement and its former names
- ZeldaSpeedRuns — Glitchless Any% route: Ice Cavern and Fire Temple before the Forest Temple, Big Octo Skip
- ZeldaSpeedRuns — Get Item Manipulation: changing which item Link receives
- Nintendo Store — Ocarina of Time (Nintendo Switch 2): "built from the ground up for the Nintendo Switch 2 system", releases 11/5/26
- racetime.gg — Ocarina of Time Randomizer (OoTR) race category
- ZeldaSpeedRuns — Version Differences: N64 1.0/1.1/1.2, GameCube, iQue and Virtual Console builds
Related Guides

Ocarina of Time Randomizer: The Beginner's Guide
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Ocarina of Time Water Temple Guide: Beat It Without Rage
The Water Temple is not hard. It is badly signposted, and on N64 it makes you open a menu roughly two hundred times. Once you understand that the whole dungeon is one vertical shaft with three water heights, it collapses into something you can clear in under an hour.

Ocarina of Time Dungeon Order: The Full Route, Explained
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Ocarina of Time Gerudo's Fortress: Free All 4 Carpenters
The Gerudo do not want you dead. They want you in a cell. Here is how to cross Gerudo Valley, get through the fortress, beat the four Gerudo Thieves guarding the carpenters, and walk out with the Gerudo Token — plus the collectibles on the grounds.

Ocarina of Time Remake: Switch 2 Release Date and Changes
The 1998 original never gave you a jump button. The Switch 2 remake puts jumping on one, adds a Breath of the Wild item scroll, fully voices its cutscenes and lets you hum Zelda's Lullaby into the console. Here is everything Nintendo has confirmed about the November 5 release, the editions and amiibo, and the questions it still has not answered.

Ocarina of Time Ice Cavern Walkthrough: Every Room
Skip the Ice Cavern and the Water Temple becomes uncrossable — the Iron Boots live nowhere else in the game. It's also a genuinely strange dungeon: per Zelda Wiki, it's tied with the Gerudo Training Ground as the smallest in Ocarina of Time, and every room but the mini-boss chamber connects by open hallway instead of a door. Here's the room-by-room route: the Ice Scythe hub and its five Silver Rupees, all three Gold Skulltulas, the White Wolfos fight, and the underwater shortcut on the way out.