Glossary
Definitions for gameplay interactions and challenge run terminology used across CRC. These are our community standards — individual games may define terms differently on their rules pages.
Timing & Submission
IGT (In-Game Time)
Timing method that uses the game's own internal timer, which typically pauses during loads, menus, and cutscenes. Fairer across different hardware but not available in all games.
RTA (Real-Time Attack)
Timing method that measures wall-clock time from start to finish, including load screens, cutscenes, and menus. The most common timing method.
Gameplay Interactions
Hard CC (Crowd Control)
Effects that fully prevent the player from taking any action for a duration: stuns, freezes, petrification, knockdowns, sleep, and similar. In challenge run contexts, hard CC is typically treated the same as a hit because the player loses control involuntarily.
Soft CC (Crowd Control)
Effects that limit or impair the player's actions without fully disabling them: slows, blinds, aim disruption, silence (blocking abilities), and similar. Whether soft CC counts as a "hit" varies by game — check each game's rules page for specifics.
Invincibility Frames (i-frames)
A window of time during certain actions (dodges, rolls, backsteps) where the player cannot be hit. Understanding i-frame windows is critical for no-hit runs. Taking a hit during i-frames does not count as a hit.
Self-Damage
Health loss caused by the player's own actions: fall damage, explosive splash, poison from consumables, etc. Rules on self-damage vary significantly by game. Some "no-hit" rulesets exclude self-damage; others include it. Always check the game's specific rules.
Challenge Types
1CC
No global definition yet.
Also known as: 1 Credit Clear
Blindfolded
- Complete the run without being able to see the screen.
- Monitor must be visibly off or covered.
- Webcam/handcam strongly recommended for verification.
Damageless
- Damage is any loss of your character’s current health, regardless of the source.
- Changes to maximum health are not damage, even if they also change current health or later restore.
Also known as: NoDamage, No-Damage, No Damage
Deathless
- A death is when your character fails in a way that resets progress, typically with a penalty like losing lives, items, or other resources.
Also known as: No-Death, No Death
Flawless
No global definition yet.
Also known as: Perfect
High Score
No global definition yet.
Hitless
- A hit is when an NPC or dynamic object makes contact with your character's hurtbox, causing damage or hard crowd control (Hard CC).
- Player-initiated actions that cause damage or movement are NOT hits.
Also known as: NoHit, No-Hit, No Hit
Minimalist
No global definition yet.