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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.