in Any% speedrunning because the voice acting runs slightly faster than in other versions (e.g. 3.967 seconds faster than the English version). The current Any% record is held by Player5 at 23 minutes, 51 seconds. In 2021 the speedrunning community released a segmented Any% speedrun which is supposedly the best theoretical time at 22 minutes and 44 seconds, though development has continued and the best possible time currently sits at 22 minutes and 30 seconds with other categories such as Master Mode Any%, Bug Limit Any% and All Dungeons also being worked on. The Legend of Zelda: Ocarina of Time Originally, Ocarina of Time speedruns took several hours to complete, as the game contains many long, mandatory dungeons. Throughout the mid-2000s, the Speed Demo Archives community discovered various glitches and sequence breaks in the game that allowed players to skip large portions of it. For instance, the Door of Time Skip allows the player to skip the child Link dungeons by doing a precise side hop through the Door of Time, which has a slight opening in the corner of it. In 2012, the "Wrong Warp" glitch was discovered. The complicated trick has many uses, the most famous being the wrong warp from the Great Deku Tree, the first dungeon, to Ganon's Castle after Ganondorf has been defeated. This allows the game to be beaten as child Link, which allows for the game to be completed very quickly. Speedruns of Ocarina of Time are dependent on the console the game is played on and what language the game is being played in. There are many different Nintendo-released versions of the game on a plethora of consoles, with each console having many advantages and disadvantages over each other. For the Any% category, runs have primarily been done on the Japanese Wii Virtual Console version of the game. The Virtual Console has both faster loading times and less lag than the Nintendo 64 version of the game, although it takes longer to reset the game on Virtual Console. Runs used to be done mainly on the English version of Ocarina of Time until runners realized that in order to compete with Japanese players' times, they would have to use that version of the game because the text scrolls faster on the Japanese version of the game than it does on the English version. In that regard, the Chinese iQue Player version of