[HN Gopher] Diablo hackers uncovered a speedrun scandal
       ___________________________________________________________________
        
       Diablo hackers uncovered a speedrun scandal
        
       Author : pitwin
       Score  : 257 points
       Date   : 2025-02-15 14:00 UTC (1 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | uolmir wrote:
       | There have been several of these deep dives into manipulated
       | speed runs and they seldom disappoint. Since we are on HN, I'll
       | mention another mathy one that was summarized by Matt Parker:
       | https://www.youtube.com/watch?v=8Ko3TdPy0TU
        
       | szvsw wrote:
       | As someone with absolutely no knowledge of speedrunning community
       | norms, it's very interesting to see how a practice that is
       | fundamentally about exploiting generally unintended mechanisms
       | within a system design still develops its own notion of ethics,
       | legitimate and illegitimate exploits, etc. Not that different
       | than something like the Astros technology-assisted sign-stealing
       | scandal (as opposed to legitimate sign-stealing) against the
       | Dodgers in the '17 WS, at least from the perspective of needing
       | to identify the lines between fair play and illegitimate
       | advantage.
       | 
       | Edit: children have helped point out the precise notion of ethics
       | - no exploit is unethical on its face, so long as it is
       | disclosed, which allows the speedrun to be correctly classified
       | and compared to others in its class.
        
         | darkwater wrote:
         | I have your same knowledge but what you mention seems pretty
         | normal and even human, no? You exploit some difficult to
         | exploit bugs and you don't want easy tricks to be used instead.
         | 
         | Although following this logic I don't fully understand why TAS
         | are allowed.
        
           | __s wrote:
           | What do you mean by allowed?
           | 
           | TAS runs aren't put on leaderboards against RTA runs
        
             | nurettin wrote:
             | Everything is allowed as long as you cat honestly. Some
             | present no challenge (like idspispopd and run to exit makes
             | no sense) so nobody runs it.
        
               | mst wrote:
               | Aha! Doom noclip so you can run through walls.
               | 
               | (the first google result I got for idspispopd did not say
               | _which_ cheat code it was, so figured I'd mention)
        
             | darkwater wrote:
             | No idea, I'm no expert at all in the scene :) it's just how
             | TFA closes its story.
        
           | aithrowawaycomm wrote:
           | I think of TAS as a code competition, almost like demoscene,
           | whereas tool-free speedrunning is more e-athletics.
        
           | ChoGGi wrote:
           | TASes aren't allowed in regular categories (I'm sure they are
           | somewhere), they're used to find the fastest way possible
           | then human players try to reproduce it.
        
         | __s wrote:
         | Note this is what categories are for. The category sets the
         | rules. There are glitchless categories (which define glitching,
         | see Ocarina of Time which has restricted & unrestricted
         | glitchless categories since the game is so broken:
         | https://m.youtube.com/watch?v=2ebZ94KGlVw or how glitched
         | categories include no-SRM & no-ACE)
        
         | vanderZwan wrote:
         | It's not a particularly complex or surprising "ethics" though:
         | the point of competing between speed-runners is an honest
         | comparison of human skills, so all exploits require full
         | disclosure to ensure a fair comparison and the ability to agree
         | on which skills are actually being compared. This is why tool-
         | assisted speedruns are separated from human speed runs, for
         | example.
        
           | szvsw wrote:
           | > It's not a particularly complex or surprising "ethics"
           | though
           | 
           | Yes, you are mostly right, but it's still interesting (and
           | positive!) that the community landed on an "anything goes so
           | long as you are honest" set of norms.
           | 
           | As someone without much (well, any) interaction with
           | speedrunning communities, it's still fun to see how other
           | internet communities have codified or tacitly established
           | their operating procedures, expectations, norms etc.
        
             | dahart wrote:
             | What is interesting or unique about honesty as a shared
             | norm?
             | 
             | You are, again here, despite trying to deny it elsewhere in
             | this thread, claiming the "anything goes" part within the
             | bounds of the game and within the rules of the competition
             | is somehow reflecting on the community norms and making
             | this "interesting".
             | 
             | It's like trying to say "Oh wow it's so interesting that
             | marathon runners have their own ethics; they can just run
             | as fast as they want as long as they don't take shortcuts".
        
               | krisoft wrote:
               | > they can just run as fast as they want as long as they
               | don't take shortcuts
               | 
               | In fact that is not how marathon running works. If you
               | take certain drugs that is frowned uppon, even if you are
               | honest about it. Similarly you can't break the legs of
               | the competitors. That is heavily frowned uppon even if
               | you are honest about it.
               | 
               | These are not obvious. There could be a full-doping
               | version of marathon running but there isn't. There could
               | be a combined martial art&marathon running competition
               | where you try to hurt your opponent without getting hurt
               | while running a marathon distance but there isn't.
        
               | dahart wrote:
               | Frowned upon? Not obvious? What are you talking about?
               | This is straw man. Doping is against marathon rules and
               | assault is both against the rules and also straight up
               | illegal. Maybe you should read some marathon rules https:
               | //www.baa.org/sites/default/files/2021-08/Boston_Marat...
               | 
               | There could be a doping-allowed marathon, indeed, if
               | anyone actually wanted that. And that still wouldn't
               | demonstrate any unique community norms or change my point
               | at all.
        
               | cgriswald wrote:
               | As a disinterested third party I'm not sure what your
               | point is. Honesty isn't unique? I don't think anyone is
               | saying otherwise.
               | 
               | You seem to be proving the other poster's point that
               | people interested in marathons landed on a class of rules
               | that is specific and that nobody wants the alternatives.
               | 
               | It's the difference between that and the speed-running
               | community's "anything goes, we'll just classify it" rules
               | that people find are finding interesting.
        
             | pdpi wrote:
             | An interesting peculiarity of the speedrunning community is
             | that there is also a large component of "the community vs
             | the game" mattering more than than "runner vs runner".
        
               | Adachi91 wrote:
               | That is very accurate, whenever I was dethroned from a
               | position (legitimately) I was happy for that person and
               | challenged me to find a better way to complete the run.
               | 
               | Although the games I've done are very niche and have
               | small moderation teams.
        
               | vanderZwan wrote:
               | So the e-sports version of track and field basically,
               | with similar attitudes that arise from the similar nature
        
               | djur wrote:
               | A lot of games have community members who are known more
               | as researchers than as competitive runners. Even if you
               | don't have the reflexes or time to get on the
               | leaderboard, you might be able to devise strats for the
               | people who do.
        
             | me_me_me wrote:
             | Just to add a bit more context.
             | 
             | For a given game there are often multiple categories. With
             | rules for each. Some forbid some exploits, some complete
             | game as fast as possible some 100% it.
             | 
             | When a new tech gets discovered there might be a debate if
             | it belongs to certain categories or not.
        
         | cbarrick wrote:
         | No, I think you are misunderstanding. There really isn't an
         | "ethics" of what exploits are allowed or disallowed.
         | 
         | Speed running communities generally don't care what exploits
         | you use, as long as you are up-front and honest about it. The
         | idea is to have apples-to-apples comparisons. You did a 100%
         | run with no exploits? Cool, let's compare that to other people
         | who also ran that category. Your friend did an any% run with
         | save file manipulation? Also cool, let's compare that to others
         | in the category.
         | 
         | If you modified your save file mid run, but tell everyone else
         | that your run should be compared against other runs that did
         | not modify save files, that's clearly dishonest. The problem
         | isn't the part about what exploit was used; it's the part where
         | he lied to the community about which category it should be
         | classified.
         | 
         | Also, the core aspect of speed running is speed: the amount of
         | time it takes you to complete the game. If you are modifying
         | save files outside the game after you start a run, you need to
         | record that time.
        
           | szvsw wrote:
           | > Speed running communities generally don't care what
           | exploits you use, as long as you are up-front and honest
           | about it.
           | 
           | That is, precisely, a set of ethics!
           | 
           | > There really isn't an "ethics" of what exploits are allowed
           | or disallowed.
           | 
           | It sounds like there is: disclosed exploits are allowed,
           | while non-disclosed exploits are disallowed. This is very
           | clearly a set of ethics. It is different than that of
           | industry, where generally speaking trade-secrets and non-
           | disclosure of methodology is often considered critical to
           | business success, short of establishing protected IP; in
           | academia, disclosure is putatively the norm but there is
           | plenty of partial disclosure of methodology rather than
           | complete... etc.
           | 
           | > The problem isn't the part about what exploit was used;
           | it's the part where he lied to the community about which
           | category it should be classified.
           | 
           | That puts it very precisely, and also highlights his
           | unethical behavior in the context of speedrunning's norms
           | around ethical representation of achievements.
        
             | dahart wrote:
             | Whether someone was honest or lied in competition isn't a
             | unique set of ethics anywhere. Yes they use ethics, and
             | those ethics are shared with society's notion of ethics.
             | You're failing to make a case that speed running has their
             | own norms.
        
             | cbarrick wrote:
             | I see. Maybe we're getting too hung up on a prescribed
             | meaning of the word "ethics" rather than the larger meaning
             | of what we're actually saying to each other.
             | 
             | Your original comment talks about the distinction between
             | "legitimate" and "illegitimate" exploits, and the
             | juxtaposition of ethics and exploits. My point is that this
             | framing is a misunderstanding of speed running norms -
             | there isn't actually a distinction between "legitimate" and
             | "illegitimate" exploits. And this undermines the poignancy
             | of the juxtaposition. I even refute your assertion that
             | speed running is fundamentally about exploiting - some of
             | the most fun categories or glitchless.
             | 
             | I assumed you meant the original comment in the scope of
             | behaviors that could be triggered by the game's code. So it
             | seemed to me that there was a misunderstanding:
             | "illegitimate exploits" simply isn't a thing in this scope,
             | given honesty around the recording.
             | 
             | But now I see you make the distinction "disclosed exploits
             | are allowed, while non-disclosed exploits are disallowed".
             | Yes, lying is a exploit, in a larger sense. It wasn't clear
             | to me that this was the intended original meaning. So sure,
             | in this scope it is valid to talk about illegitimate
             | exploits.
             | 
             | Frankly, I'm still not sure this actually was your original
             | intended meaning, and it feels like I got strawmanned into
             | an argument about the semantics of the words "ethics" and
             | "legitimacy", when my original intent was to add clarity
             | around the culture of speed running. Any further debate
             | about the philosophy of language is getting too far off
             | topic.
             | 
             | Oh, and your edit about "children" is rude.
        
               | lcnPylGDnU4H9OF wrote:
               | > Maybe we're getting too hung up on a prescribed meaning
               | of the word "ethics" rather than the larger meaning of
               | what we're actually saying to each other.
               | 
               | Huh, this reminds me of speedrunners and speedrunning
               | being called "cheaters" and "cheating" by new-to-
               | speedrunning viewers on speedrun streams. (Really,
               | they're just interested in the glitchless categories.) It
               | seems to be a fairly common first reaction and this
               | thread helps put that in perspective.
               | 
               | > Oh, and your edit about "children" is rude.
               | 
               | That's presumably not how they meant it.
               | https://news.ycombinator.com/item?id=43060190
        
               | cbarrick wrote:
               | > That's presumably not how they meant it.
               | 
               | Hah, I have made a misunderstanding again! I guess the
               | philosophy of language _is_ on topic for this thread :P
        
         | lcnPylGDnU4H9OF wrote:
         | > its own notion of ethics, legitimate and illegitimate
         | exploits, etc.
         | 
         | There are run "categories" for any given game. Super Metroid's
         | arguably most prestigious category used to be called "Any%",
         | referring to the required item collection percentage as
         | distinct from 100% or Low%, and now it's called "Any%, No Major
         | Glitches" because someone discovered that you can go out of
         | bounds with the X-Ray Scope and a door. It specifies "major"
         | glitches because the run otherwise makes heavy use of (among
         | others) a "minor" glitch called Mock Ball, which lets you move
         | in morph ball form at regular form running speed. Ultimately,
         | the community has to agree on what is major and what is minor
         | but it's usually moot until a new exploit is discovered.
         | 
         | It is interesting and it makes a whole lot of sense once you
         | look at it from this angle. The categories actually have pretty
         | rigorously defined rules precisely because there is so much
         | competition involved.
        
           | jordigh wrote:
           | It also depends on what is "fun". Major glitches in Super
           | Metroid make you skip too much of the game and that just
           | isn't fun to watch.
           | 
           | Speedrunning is a spectator sport, so spectators ultimately
           | determine which categories are the prestigious ones.
        
             | djur wrote:
             | An example I'm aware of is the Lufia II No Major
             | Glitches/No RNG Manipulation run. That game is very easy to
             | make essentially deterministic with RNG manipulation, but
             | like most highly technical RPG runs it's long and
             | exhausting. The No RNG run not only bans RNG manipulation
             | but also certain very rare drops that RNG manipulation is
             | usually used to obtain. Why? Because otherwise, the optimal
             | strategy would be to grind runs 10 minutes at a time until
             | you got the rare drop from an early boss, and that's not
             | fun. So the ruleset is designed to be accessible for
             | runners who aren't interested in pathological optimization.
        
           | immibis wrote:
           | You can always play whatever you want - you just can't rank
           | it on leaderboards if it doesn't follow the rules of that
           | leaderboard.
           | 
           | TASes break every rule and are pretty cool.
        
             | recursive wrote:
             | I mean there can still be rules. Like using a hacked ROM or
             | spliced video. Of course you wouldn't splice to get good
             | performances, but different RNG states or something.
        
               | immibis wrote:
               | You can still do that, just don't submit it to a normal
               | or TAS leaderboard. Put it on Youtube and say here's this
               | cool thing I did. Even Doodong's Cavern is a meme.
        
             | NobodyNada wrote:
             | > TASes break every rule and are pretty cool.
             | 
             | There's still rules in TASing, just a different set of
             | rules! Specifically, you have to submit a file containing a
             | sequence of controller inputs that completes the game when
             | played back in an accurate emulator (or a replay device
             | connected to the controller port of an original console
             | running the original game).
             | 
             | I co-authored the current fastest TAS of Super Metroid:
             | https://youtu.be/m-Gt57ur7OA?t=2m30s We completed the game
             | in under 2 minutes of gameplay by exploiting a race
             | condition in the game's sprite animation system to start an
             | exploit chain leading to full arbitrary code execution
             | (full writeup: https://tasvideos.org/8214S ).
             | 
             | We used all kinds of tooling to create the run: a recording
             | emulator with savestates, slowdown, and frame-by-frame
             | input editing, scripting tools, debuggers, disassemblers,
             | and memory viewers. We used memory editing tools during
             | development to test different scenarios without having to
             | set them up in-game first, but the actual run you submitted
             | is completely "pure"; just an input file that beats the
             | original, unmodified game.
             | 
             | And just like real-time speedruns, TASes are split into
             | categories too. Here's the world record TAS with major
             | glitches disallowed, by Sniq: https://youtu.be/Rr9gdQ-VkO4
             | Whereas our ACE TAS is more like a CTF challenge than
             | anything else, Sniq's run is a masterpiece of gameplay that
             | shows how far the game can be pushed beyond the current
             | human limits. But again, it's still a true run of the game;
             | the only difference is that you submit an input file
             | instead of a realtime performance of the run.
        
               | snibsnib wrote:
               | A bit outdated now, but Saturn TAS made a very good TAS.
               | It optimized door transitions to get the best in-game
               | time. Unfortunately this was right as the rules changed
               | between tracking in-game time and real-time, so the run
               | never made it into the leaderboard. It made him stop
               | making TASes for Super Metroid altogether.
               | https://www.youtube.com/watch?v=y3THRhCgCO4
        
               | AJenbo wrote:
               | Here is the TAS we produced for Diablo (the original goal
               | before we got side tracked by the issue found in what as
               | supposed to be the baseline):
               | https://www.youtube.com/watch?v=tiwoqd4arI0
        
               | tetha wrote:
               | > There's still rules in TASing, just a different set of
               | rules! Specifically, you have to submit a file containing
               | a sequence of controller inputs that completes the game
               | when played back in an accurate emulator (or a replay
               | device connected to the controller port of an original
               | console running the original game).
               | 
               | Enter TASBot: https://www.youtube.com/watch?v=rha61Y3_Voc
               | 
               | It's a really cool project. In case "just" running a TAS
               | on a real console through some wired up controller...
               | Nintendo DS is also supported:
               | https://www.youtube.com/watch?v=MHQCJX0RzS8
               | 
               | It's such a funny and rewarding escalation of the really
               | impressive world of TAS.
        
           | zerocrates wrote:
           | Another good example is the Zelda Ocarina of Time any%, which
           | progressed as new techniques allowed skipping more and more
           | of the game, but which was still pretty broadly popular even
           | when it was a warp to the final boss in under 20 minutes, is
           | now way less popular now that they discovered a arbitrary
           | code execution method that credits-warps in under 5 minutes.
           | 
           | This process had already been going on before, but you have
           | this progressive sequence of the speedrun getting harder to
           | play _and_ harder to watch. You see some spliting out to
           | restricted categories but even those aren 't all that
           | popular, but also something else that's recently become
           | really common particularly in the communities for these games
           | that have been optimized to death: randomizers. Shuffle
           | around the positions of the necessary items, or the map
           | itself, and you have something that's fresh for viewers and
           | people who've played the game forever, an extra aspect of
           | chance, usefulness of skills and familiarity with parts of
           | the game that wouldn't otherwise be relevant... but it does
           | split the community even more.
        
           | jknoepfler wrote:
           | And they are oh-so-contentious. If anyone wants to go down a
           | fascinating rabbit hole, the recent conversation/debate
           | around whether Bomb Torizo skip (a very difficult,
           | borderline-human-impossible trick) should be allowed in Super
           | Metroid runs was actually fascinating and ended up getting
           | into deep research about inconsistencies between hardware
           | polling rates vis-a-vis what runners could
           | reasonable/humanely expect from one another... that's a thin
           | gloss from a non-expert, but it's a great concrete example to
           | work from.
           | 
           | (The debate was sparked by a runner proving that the trick
           | was humanly possible, raising the spectre of someone actually
           | pulling it off in a world record run, which would force all
           | subsequent world record would-bes to replicate a trick that
           | would kill 99.99% of runs, execution of which depending on
           | the vagaries of how different controllers poll inputs in
           | addition to nearly inhuman levels of sustained, frame-perfect
           | inputs).
        
           | rcxdude wrote:
           | And there's generally a combination of principles involved,
           | and different speedrunners and communities will prioritise
           | different ones:
           | 
           | Fairness: generally speaking the competition wants to be
           | fair. Part of this is just having a consistent set of
           | enforced rules, but it also comes down to decisions about
           | timing and allowing or disallowing certain tricks: if how
           | fast part of a game is depends on how fast your hardware is,
           | for example (whether by a trick working or simply lag), then
           | most communities will try to eliminate this effect by banning
           | hardware-dependent tricks or adjusting timing rules to remove
           | loading times.
           | 
           | Competition: At the end of the day speedrunning is a
           | competition around a game, so there's a general resistance to
           | modifying the game itself, or e.g. use of external tools to
           | assist the player beyond what was intended by the developer.
           | But that will sometimes be compromised if there's some aspect
           | of the game which badly affects other goals.
           | 
           | Fun: At the end of the day, speedruns are something that
           | should be fun and rewarding to play and watch. So if the
           | optimal run of a game becomes unfun to play or watch, then
           | generally something will be done about it, whether by banning
           | the trick which is unfun or by allowing something which
           | alleviates the pain point (sometimes this even verges into
           | health concerns: some pokemon games, for example, have very
           | long runs with a huge amount of button-mashing to get through
           | dialogue quickly, and RSI is a very real concern which means
           | that turbo controllers which automate that are sometimes
           | allowed). This can go as far as patching the game to remove
           | particularly unfun or RNG-heavy parts, though it's rare.
           | 
           | And of course you can have different categories which will
           | focus on different aspects of this, especially as different
           | runners and watchers will have different ideas on what is
           | fun: apart from what counts as 'beating the game' (any%,
           | 100%, 'true ending', whatever), there's different levels of
           | what other compromises are allowed. And it can get pretty
           | contentious: from hardcore 'play the game as intended'
           | purists to arbitrary-code-execution TASers, everyone has a
           | different idea about what they enjoy in the competition, and
           | different games can have strengths in each area of focus.
        
         | dahart wrote:
         | You're framing this in a very funny way.
         | 
         | This is not at all the same thing as the Astros scandal. Astros
         | didn't break the agreed upon rules (edit: I'm wrong - human
         | sign stealing was allowed, but electronic sign stealing was
         | not). Groobo did break the agreed upon rules.
         | 
         | There is no "own notion" of ethics here, and it's presumptuous
         | and incorrect to suggest that exploiting games during a game
         | exploit competition somehow reflects on ethics and makes the
         | cheating "interesting". Cheating and ethics in a competition is
         | defined by what the agreed upon rules are. Perhaps ironically,
         | your comment is developing it's own notion of ethics.
        
           | travisjungroth wrote:
           | > Astros didn't break the agreed upon rules.
           | 
           | They did. Using electronic devices to communicate during a
           | game (I guess besides the dugout phone) is banned. They were
           | watching the video feed in the clubhouse. https://en.m.wikipe
           | dia.org/wiki/Houston_Astros_sign_stealing...
        
             | dahart wrote:
             | Ah, you're right, thanks. I read that sign stealing was
             | allowed, and missed the parts about devices being banned.
        
               | szvsw wrote:
               | Runners on 2B are allowed to try to steal signs if they
               | can crack whatever set the pitcher and catcher have
               | switched to (well they use pitch com now); the astros
               | used live video feeds to pick up the signs even with no
               | one on base as well as computer assisted methods to crack
               | the codes, and then related the pitches to the batter via
               | the dugout.
        
           | szvsw wrote:
           | > This is not at all the same thing as the Astros scandal.
           | Astros didn't break the agreed upon rules.
           | 
           | Sheesh, didn't expect to re-litigate WS'17 on HN today... I
           | concede that there was at least some gray area in the
           | codified official rules and the 2001 directive around
           | electronic transmission, but it very clearly was a violation
           | of the norms, IMO, and the Giants-Dodgers binocular incident
           | in the 50s and its reception is good precedent.
           | 
           | > There is no "own notion" of ethics here, and it's
           | presumptuous and incorrect to suggest that exploiting games
           | during a game exploit competition somehow reflects on ethics
           | and makes the cheating "interesting".
           | 
           | That's not what I was suggesting was interesting to me. What
           | interests me is the social phenomenon that is what the actual
           | members of the community deem to be acceptable or in this
           | case unacceptable, how the the community works to identify
           | violations of norms, and then handle with the fallout.
        
             | dahart wrote:
             | > That's not what I was suggesting was interesting to me.
             | What interests me is the social phenomenon that is what the
             | actual members of the community deem to be acceptable or in
             | this case unacceptable, how the the community works to
             | identify violations of norms, and then handle with the
             | fallout.
             | 
             | You cited the exploiting as the one and only reason that
             | cheating is interesting here, and explicitly implied that
             | it's somehow different from other kinds of competition.
             | After this new comment, I don't see how to interpret your
             | top comment any differently.
             | 
             | This community competition didn't do anything differently
             | than any other competition. Someone entered the competition
             | claiming to be adhering to the rules
             | (https://kb.speeddemosarchive.com/Rules), they flagrantly
             | broke the competition rules, tried to hide their cheating,
             | and people got upset when it was uncovered. No different
             | than any competition cheating, I don't see what you're
             | implying about what people deem to be acceptable, or norms.
             | The norms here are no different than anywhere else.
        
               | szvsw wrote:
               | > You cited the exploiting as the one and only reason
               | that cheating is interesting here
               | 
               | As far as I can tell, I did not... this is what I said:
               | 
               | > it's very interesting to see how a practice that is
               | fundamentally about exploiting generally unintended
               | mechanisms within a system design still develops its own
               | notion of ethics, legitimate and illegitimate exploits,
               | etc
               | 
               | Removing extra clauses:
               | 
               | > it's very interesting to see how a practice [...]
               | develops its own notion of ethics, legitimate and
               | illegitimate exploits, etc
        
               | dahart wrote:
               | > Removing extra clauses
               | 
               | Oh, "fundamentally about exploiting" is just a "extra
               | clause"? Hahaha.
               | 
               | Your sentence intentionally juxtaposed game exploits with
               | ethics. If you disagree with that, you're contradicting
               | yourself and not me.
               | 
               | What's left over is still the part I'm objecting to.
               | Nobody developed their own notion of ethics, the
               | community has the same competition ethics that
               | practically any competition anywhere uses.
        
         | tialaramex wrote:
         | Yes. All of human culture is like this.
         | 
         | When you do something nobody did before or are faced with a
         | moral dilemma you've no prior experience with it's often
         | unclear whether what's "Good" and what's "Bad" in some general
         | sense and so the reaction may be based on "vibes".
         | 
         | Dick Fosbury's weird jumping style? No rule against that, but
         | equally the committee could have seen it and said "No, that's
         | not OK" and forbidden it by the next event. They did not, Dick
         | seems like an athlete, this is a new technique, fine by us -
         | and today everybody serious uses this style (the "Fosbury
         | Flop") or one based on it for jumping.
         | 
         | Modern Contract Law mostly comes back to "Carlill v Carbolic
         | Smokeball Co" in the 19th century. This is about a quack
         | medicine (Carbolic Smokeballs don't prevent Influenza) but the
         | legal question was: If you specifically advertise that if
         | people do a thing (use your Carbolic Smokeballs) and an event
         | happens (a customer catches Influenza, "flu") you will pay them
         | a lot of money (PS100 in the 1890s) - well can the advertiser
         | say they didn't mean it when asked for the money? Mrs Carlill
         | seems like a nice lady, everybody hates people selling quack
         | medicine, so obvious Carlill wins - but setting out explicitly
         | _why_ she wins forms the basis of an important part of modern
         | civil law. That advert is an _Offer_ , the choice to buy and
         | use the Carbolic Smokeballs was _Acceptance_ , she caught flu,
         | therefore now Carbolic Smokeball Co. owe Mrs Carlill PS100.
         | 
         | If you've ever heard about why people would buy a seemingly
         | worthless thing for $1, or about the peppercorn rents, or
         | wondered why you're told you "agreed" to a bunch of legal stuff
         | you don't care about and haven't actually read - that all comes
         | back to Carlill v Carbolic Smokeball Co. Maybe if she'd been an
         | awful smug Karen trying to get paid for moaning and they were
         | selling a pretty good (but not 100% effective) cure for flu,
         | judges would have instead figured out why she _does not get
         | paid_ and our case law would have turned out very differently.
         | 
         | [Edited to fix typo]
        
           | Y_Y wrote:
           | It's a good story but I think you oversell it. Carbolic Smoke
           | Ball was heard in 1892, peppercorn rents (literal and
           | figurative) predate that case by hundreds of years.
        
             | ricree wrote:
             | To elaborate on your points some more: the basic building
             | blocks of contract law were already well established by the
             | time Carlill v Carbolic Smoke Ball came about. The main
             | question at hand was whether these could apply when the
             | offer was made to the public at large rather than to any
             | specific person or group.
        
             | tialaramex wrote:
             | That's fair. Contract law was not invented from scratch to
             | give Mrs Carlill the win, but much of the modern
             | formalisation around the ingredients for a legal contract
             | does date back to that case.
             | 
             | Also this models what we were discussing. What exactly the
             | rules were for contracts drifted over time as people's
             | intuitions and experiences changed, things that everybody
             | just accepted as normal in 1825 seem insane in 2025 - when
             | I was born there wasn't yet an Unfair Contract Terms Act
             | for example - if you didn't read carefully maybe you're
             | trapped in a deal that any fool could see was abusive, but
             | the courts can't fix it.
        
               | Y_Y wrote:
               | You make a worthwhile point, and I think that we're
               | talking about the same thing from different perspectives.
               | 
               | For example I'm glad the Unfair Contract Terms Act (and
               | its successors exist), but I would have considered it a
               | formalisation of existing, inconsistently applied,
               | principles. As I see it, the magic of common law is that
               | actual decisions can depend on which way the wind is
               | blowing at the time, while keeping vague long-term
               | ideals.
               | 
               | The concept clearly had some support in the Doctrine of
               | Fundamental Breach. Perhaps you were already born in time
               | for e.g. Canada Steamship Lines Ltd v The King (1952)
               | which limited the ability to include exclusions for
               | liability in a contract, in a way that that wasn't
               | codified until the Unfair Contracts Terms Act.
               | 
               | Anyway I think we don't substantially disagree, and I
               | think it's valuable to have a range of reasonable
               | conceptualizations of the same history.
        
         | dahart wrote:
         | > Edit: children have helped point out the precise notion of
         | ethics - no exploit is unethical on its face, so long as it is
         | disclosed
         | 
         | (Edit: I know I goofed here) Calling people children for
         | correcting your assumptions breaks HN guidelines, please
         | review: https://news.ycombinator.com/newsguidelines.html
         | 
         | Whether video game exploits are ethical was never a question.
        
           | lcnPylGDnU4H9OF wrote:
           | Children comments to theirs, not childish commenters. For
           | what it's worth, I thought the same thing on first read
           | before I realized another interpretation.
        
             | dahart wrote:
             | Sorry! You're right. My bad assumption, I'm embarrassed.
             | Apologies to parent @szvsw.
        
               | buttercraft wrote:
               | FWIW, I completely misinterpreted their comment too. I
               | thought they were talking about actual young people and
               | the intersection of innocence and ethics or something.
               | Never would have connected it to "child comments."
        
           | shakow wrote:
           | > Calling people children for correcting your assumptions
           | 
           | I'm pretty sure that's an abbreviation for "children
           | comments".
        
             | dahart wrote:
             | Yep, my bad.
        
         | nottorp wrote:
         | Speedruns aren't only about exploiting glitches.
         | 
         | For example, I only watch glitchless speedruns. That's what I'm
         | interested in.
         | 
         | People who are interested in speedruns including glitches want
         | all of them to be disclosed though.
        
         | sandworm101 wrote:
         | >> a practice that is fundamentally about exploiting generally
         | unintended mechanisms within a system design
         | 
         | That is true of _all_ racing. From NASCAR and F1 to the Olympic
         | 100m, everyone operates on the bleeding edge of  "the rules"
         | ... at least that's where winners play.
        
         | rpdillon wrote:
         | I think this notion of ethics is: "Don't lie."
        
         | bigstrat2003 wrote:
         | Honestly, I really can't stand speedrunning because it is so
         | focused on glitches most of the time. No glitch categories
         | exist, but are by far in the minority. I don't find it
         | interesting to watch people exploit programming bugs, I want to
         | watch people play the game as intended at a high level of
         | skill.
        
           | djur wrote:
           | This really isn't true. One of the most famous speedrunning
           | games is Super Metroid, and its two glitchless categories are
           | the most actively competitive ones. Ocarina of Time
           | glitchless had a new world record a few months back. Glitched
           | speedruns tend to get more coverage in gaming media (because
           | "runner completely breaks game" is clickier than "runner
           | plays game 0:01 faster than previous runner"), and they tend
           | to show up a lot at marathons (because they're faster), but
           | generally speaking if you don't like seeing glitches there is
           | plenty of content out there for you.
        
         | scott_w wrote:
         | What's being described in this article is separate from regular
         | exploits, though. Hacking invalid seeds and items into your
         | game are clearly not even speed running. It's like riding a
         | bike round the London Marathon and declaring victory.
        
         | sixtiethutopia wrote:
         | This kind of "ethics" is common in many different areas.
         | 
         | For example in rock climbing there's no cheating, only lying.
         | 
         | There's nothing wrong with hangdogging a route (relying on the
         | rope/gear to rest while ascending a route) but if you then tell
         | people that you redpointed the route (climbed the route start
         | to finish without relying on the rope/gear) then you're a liar.
        
         | remram wrote:
         | You're equating deviating from the intended way to play a
         | computer game you own with lying to entire communities of
         | people. I do not understand it. One of those things has nothing
         | to do with "ethics".
        
       | Liquix wrote:
       | also covered by Abyssoft in video format:
       | https://www.youtube.com/watch?v=N_1su-dOUNw
        
       | sesm wrote:
       | So, the speedrun author claimed it was RNG-edited, but it was
       | level edited instead? The author could easily refute that by
       | providing the RNG seed. I think every run that claims to be RNG-
       | edited should post RNG seed for verification. If the author
       | claimed that the run was unedited and it was 'just luck', I'm
       | surprised that anyone believed him in the first place.
        
         | hn-acct wrote:
         | The copyright notice mismatch is suspicious and the missing
         | items is a dead giveaway away and should have made it
         | ineligible alone.
        
           | AJenbo wrote:
           | I would agree with you but SDA is very picky with what they
           | will accept as evidence against a video, since the changing
           | inventory doesn't affect anything it could have been a
           | mistake in replicating the segments when optimizing the run,
           | but would not actually have affected things. In the end it
           | was a combination of the inability to reproduce the level
           | with item drops and the impossible end fight that got them to
           | decide to pull the record.
        
         | mst wrote:
         | > I think every run that claims to be RNG-edited should post
         | RNG seed for verification
         | 
         | If I understood the later parts of the article right, that's
         | now basically a standard or nobody believes you.
        
           | lcnPylGDnU4H9OF wrote:
           | And it encourages the community to create a "fixed-seed"
           | category for the game, which would generally have a fastest
           | known seed with a fastest known route.
        
         | duskwuff wrote:
         | > So, the speedrun author claimed it was RNG-edited, but it was
         | level edited instead?
         | 
         | It's worse than that - it's a bunch of separate video clips
         | spliced together to give the appearance that it's a playthrough
         | of the entire game, but which couldn't actually play out that
         | way in a single game. Not just because the RNG doesn't match
         | up, but also because the character is gaining items and levels
         | between the splices which they never actually earned through
         | gameplay.
        
           | Ekaros wrote:
           | Which is fully valid video genre. But not a valid record.
           | Spliced runs as videos show casing best what a specific scene
           | can do is great tool to promote scene. But those should never
           | be presented as records.
           | 
           | Well apart from not being completable run...
        
             | duskwuff wrote:
             | At that point, that isn't even a "run" anymore, spliced or
             | otherwise - it's just a gameplay compilation video. Which
             | is fine, like you said, but only as long as you don't call
             | it something it's not.
        
       | lcnPylGDnU4H9OF wrote:
       | On the topic of speedrunning, DwangoAC is a name that stands out.
       | He's represented (possibly led but I'm not familiar) the TAS
       | Block team for Games Done Quick events in the past (not sure
       | about events since 2018 since I did not watch them) and they've
       | put together some impressive work.
       | 
       | My favorite was publicly declaring that all PS2 replay files for
       | Super Monkey Ball 2 can't be trusted after a public demonstration
       | as to why. Closely followed by Brain Age shenanigans. Interesting
       | but not surprising to see the name on this story as well.
       | 
       | https://youtube.com/watch?v=-0eM0413N8w (SMB2, declaration near
       | the end after the run)
       | 
       | https://youtube.com/watch?v=uXFiKuK5M30 (Brain Age)
        
         | gmueckl wrote:
         | He was the public figure for TASBot and TASVideos for a while
         | (see https://tas.bot/wiki/Main_Page). TASBot is really a
         | beautiful idea to help visualize what tool assisted speedruns
         | are doing via the controller button lights in TASBot's hands. I
         | think DwangoAC and TASBot represented the TAS community at
         | multiple events, not just GDQ.
         | 
         | Tool assisted speedruns are remarkable to me because creating
         | the authoring tools is hacking in the classic sense.
         | 
         | And then there's the sheer insanity of exploiting broken game
         | logic to gain arbitrary code execution solely via controller
         | inputs. The most elaborate demonstration of this that I know of
         | was given at AGDQ 2017, eventually injecting a video player
         | into Zelda on SNES and streaming the video through the
         | controller port: https://youtu.be/7CgXvIuZR40?si=KR5hAv-
         | iJHjWv8vL&t=1076 Ars Technica went into a little more detail
         | about that feat: https://arstechnica.com/gaming/2017/01/how-a-
         | robot-got-super...
        
       | ghastmaster wrote:
       | Here is the full analysis that the article links to eventually:
       | 
       | https://diablo.tas.bot/
        
       | boomboomsubban wrote:
       | "Fastest completion of an RPG videogame?" You can beat Pokemon
       | Blue in ~1 minute, and I'm sure there are countless other similar
       | examples.
       | 
       | Guinness being in this area at all is bizarre to me, but it
       | probably sells books.
        
         | autarch wrote:
         | Guinness is a joke. They don't really have standards for lots
         | of their records. For example, Guinness called Ben Lee's the
         | "fastest violinist" for his "performance" of Flight of the
         | Bumblebee. I put "performance" in quotes because he absolutely
         | butchered the piece. But he butchered it very quickly!
         | 
         | It's obvious when you think about it that these sorts of
         | categories are meaningless. What is the fastest violinist?
         | Surely this has to include both speed and _accuracy_. How do
         | you measure accuracy over speed?
        
           | devnullbrain wrote:
           | GWR's website's about us:
           | 
           | >We are the global authority on all things record-breaking
           | 
           | GWR website when you search "first person to":
           | 
           | >1 to 20 of 1691 results found
           | 
           | Now how do they propose I break those?
        
             | thih9 wrote:
             | Become the first person to X+1, or the first person to X in
             | record time, or the oldest person to X, or the first person
             | to X while Y, etc.
        
           | ASalazarMX wrote:
           | Had to lookup a video of his performance. The fastest
           | speakers somehow enunciate all phonemes when played back
           | slowly, but Lee just at 25% is running notes into another. It
           | doesn't help that he keeps winking at the camera instead of
           | fully concentrating like high-performers do.
           | 
           | It's as if Steve Woodmore started slurring words and claimed
           | an even faster Guiness record. The difference is most of us
           | have great hearing for words, but not so great for music.
        
             | autarch wrote:
             | I have Ben Lee beat. I've done the fastest violin
             | performance of John Cage's 4:33, and I didn't even need a
             | violin. I'll be calling up Guinness next Monday to have it
             | confirmed.
        
             | xdavidliu wrote:
             | I'm pretty sure Ruggiero Ricci's 1947 recording (first
             | ever) of Paganini's 5th caprice is faster
             | 
             | https://youtu.be/9ugLoMvfUiQ?feature=shared&t=815
        
           | danem wrote:
           | Five years ago, Guinness left the following note on their
           | video of Ben Lee's performance:
           | 
           | " It's worth noting that this is no longer a category that
           | our records team monitor - the record has been rested. Our
           | records managers are no longer able to monitor fastest
           | musician records as it has become impossible to judge the
           | quality of the renditions, even when slowed down. In terms of
           | monitoring the number of musical notes, it is not clear if
           | all notes have been played fully. "
        
             | autarch wrote:
             | Yeah, I think this is in large part due to TwoSetViolin, a
             | classical music YouTuber duo who did a hilarious roast of
             | this performance, as well as the whole concept of "fastest
             | performance". See
             | https://www.youtube.com/watch?v=BvsvaCU6i1M for the
             | original video.
        
           | philistine wrote:
           | Publicly disowned cheater Billy Mitchell is disgraced with
           | all record-keeping authorities. Except Guinness. They have
           | reinstated his records years after all his cheating
           | allegations had been thoroughly proven. Guinness is 100% pay
           | for play and should not even be trusted with beer-making,
           | even less record-keeping.
        
         | chmod775 wrote:
         | It mainly sells beer, but some books too.
        
         | Deathmax wrote:
         | Their primary business model nowadays is as an advertising
         | agency, not book selling:
         | https://www.guinnessworldrecords.com/business-marketing-solu...
        
         | LeoPanthera wrote:
         | I'm sure everyone even vaguely interested in this topic has
         | already seen it, but hbomberguy's 30 minute video about a sound
         | effect, and accompanying feature length meltdown about an
         | infamous video game music composer, has a lengthy section in
         | the middle about Guinness' involvement in video games records.
         | 
         | https://youtu.be/0twDETh6QaI
        
       | memhole wrote:
       | Highly recommend watching this channel if you're curious about
       | speedruns:
       | 
       | https://www.youtube.com/@SummoningSalt
        
         | latexr wrote:
         | I don't care about speed runs at all, but that channel always
         | grabs me.
        
       | fracus wrote:
       | It is kind of hilarious the fraud was uncovered by some esoteric
       | technical investigation when there was definitive evidence in
       | plain sight the whole time.
       | 
       | "For instance, the "1996-2001" copyright date seen on the title
       | screen in Groobo's video is inconsistent with the v1.00 shown on
       | the initial menu screen, suggesting Groobo's run was spliced
       | together from runs on multiple different versions of the game.
       | Items acquired early in the run also disappear from the inventory
       | later on with no apparent explanation."
       | 
       | It reminded me of a joke in Northern Exposure where Ed uncovers a
       | thief by listing circumstantial evidence and then adding one
       | piece of evidence that he almost forgot.. he witnessed the thief
       | stealing a radio.
        
         | permo-w wrote:
         | the whole thing is so chaotic. I don't get the impression that
         | Guinness World Records or anyone in the Youtube comments is
         | aware it's a segmented run, but it is clearly stated in the
         | original submission:
         | 
         | https://web.archive.org/web/20091121211238/https://speeddemo...
         | 
         | it's cheating for other reasons too, but it's confusing as fuck
         | trying to figure who originally thought the record was
         | segmented or not.
        
           | AJenbo wrote:
           | Being a segmented run is not a problem, the issue is that the
           | segments are not from the same save meaning that the RNG
           | could never produce the given levels in a single run, which
           | is a requirement for segmented runs.
           | 
           | But yeah a lot of the "it's obviously cheating" comments
           | seems to be from people not realizing that the player is
           | allowed to re run the level and no required to go in blind,
           | some of them may only have played it multiplayer where there
           | isn't a save state for the game.
        
             | jolmg wrote:
             | Hmm... I'm not familiar with the speedrunning community.
             | However, if I check the rules it cites, while it does say
             | this today[1]:
             | 
             | > There obviously needs to be continuity between segments
             | in terms of inventory, experience points or whatever is
             | applicable for the individual game.
             | 
             | > manually editing/adding/removing game files is generally
             | not allowed
             | 
             | If I check the Wayback Machine, it doesn't go all the way
             | back to 2009 when the run was done. Earliest is 2012, and
             | there it doesn't say anything about continuity or
             | editing/adding/removing game files.[2]
             | 
             | [1] https://kb.speeddemosarchive.com/Rules
             | 
             | [2] https://web.archive.org/web/20120701000000*/https://kb.
             | speed...
        
               | Dylan16807 wrote:
               | Those sound like rules you'd file under "too obvious to
               | even mention". It's not a speedrun if you're editing
               | files at will.
               | 
               | Very specific changes are sometimes allowed by specific
               | game communities.
               | 
               | Like, what would the alternative be? People would just
               | hook the intro to the credits and win after one second.
        
               | toast0 wrote:
               | If you don't mention the rules that are too obvious to
               | mention, someone will think they can put together a
               | segmented speed run with their best times from each
               | dungeon level smooshed together into one run. After all,
               | that's a lot of good segments.
               | 
               | And a little bit of 'rng forcing' using outside tools to
               | get drops they want that they can't get and then tweak
               | your fireball damage to make things work for the final
               | boss.
        
               | Out_of_Characte wrote:
               | Thats just not what a segmented run is. Just like any
               | game that allows save-states, you could abuse save states
               | to retry any part of 'the run' changing the entire save
               | file to a different run and 'splicing' them together is
               | splicing, which is not allowed. Tweaking fireball damage
               | is literally hacking the game to get the desired result.
               | Unless you find a way to perform ACE with your inputs.
               | Which is not the case here.
        
               | AJenbo wrote:
               | Which is probably why they have clarified the rules since
               | then. And why they have always had judges evaluate the
               | submissions to check that the comply with the spirit of
               | the rules.
        
         | Salgat wrote:
         | Everyone knew it was probably faked, but for the longest time
         | there was no smoking gun that refuted the run's legitimacy
         | without any plausible deniability. You have to remember that
         | the speed runner gave plausible answers to many of the concerns
         | brought up, which took a lot of concrete work to disprove (for
         | example, proving that the map seeds they used required
         | different runs, which required special tooling to bruteforce
         | check against).
        
           | fracus wrote:
           | Were the two inconsistencies I quoted not smoking guns?
        
             | AJenbo wrote:
             | The problem is that the menu is not part of the timed
             | portion of the video and is just there for the viewer. In
             | his response the runner said he simply used an old random
             | intro he had when he combined the segments. The
             | disappearing item might not have been enough either since
             | it would not have had any consequence and could have been a
             | simple continuity issue when redoing segments. If it was
             | the only thinks we had pointed out it likely would not have
             | been removed based on the response from SDA.
        
             | yifanl wrote:
             | The premise of being a segmented run uploaded by an amateur
             | a decade ago provides a _lot_ of leeway.
        
           | phire wrote:
           | Nobody knew it was fake before the investigation started.
           | 
           | The investigation didn't even start because they were
           | suspicious. The team wanted to create a TAS and decided to
           | recreate Groobo as a starting point, then optimise from
           | there. First step of making a TAS was to bruteforce the map
           | generation seed.
           | 
           | And they quickly encountered issues, and it quickly devolved
           | into an investigation of just how "cheated" it was. Partly
           | because for their TAS usecase, they didn't really care if the
           | run was played on multiple versions, as long as it was still
           | a single save file with a single map seed. But I assume it
           | was mostly curiosity at that point.
           | 
           | Groobo's defence was didn't come until near the end of the
           | investigation, and was more or less: "Yes, I did that. But it
           | was all disclosed to the SDA judges, and they allowed it
           | under the rules of that time".
        
         | driverdan wrote:
         | What's funny is that I immediately noticed the inventory
         | inconsistency but since I'm not a Diablo speedrunner I assumed
         | it was some kind of intended glitch that's known and allowed.
         | Then I continued reading and saw they just noticed it.
        
         | tiltowait wrote:
         | This happens pretty often. Karl Jobst has a lot of videos about
         | cheaters, and it's always interesting to see how many were
         | ridiculously obvious in hindsight. Frequently, people won't
         | expect a good player to cheat, because "they don't need to."
         | But cheating, at thay level, tends to be about saving time
         | waiting for the perfect RNG.
        
           | lawn wrote:
           | It reminds me of the blatant aim hacks that for example
           | Flusha used in Counter Strike, yet people online still defend
           | him.
        
           | vikingerik wrote:
           | There's observation bias there - the cheaters that we see are
           | the obvious ones, we never know who gets away with it when
           | they got everything to appear perfectly consistent without
           | any telltales.
           | 
           | Like even for RNG, it'd be possible to fake that on a real
           | console, with extra hardware writing to the bus. We'd never
           | detect that, all we'd have would be the statistical arguments
           | of like "one in 10^10 tries" or whatever.
        
           | wredcoll wrote:
           | Reminds me of the argument that rich people, given political
           | power, won't act to harm the government/society for their own
           | enrichment "because they're already rich!".
        
         | inglor_cz wrote:
         | The famous Van Meegeren forgery "Christ and the Adulteress",
         | which was sold to Goering, used a more modern blue instead of
         | the original Vermeer's ultramarine - and for a good reason,
         | because Van Meegeren could not, during wartime, obtain
         | ultramarine from London, which is where the only contemporary
         | vendor was located.
         | 
         | It could be detected by contemporary means, but no one thought
         | about it in time, and there was no wisdom-of-the-crowds yet.
        
         | rollcat wrote:
         | Eh these kinds of runs pop up all the time in the speedrunning
         | scene. Busting fake runners is an easy way to make views on YT.
         | 
         | First signal is when it's from a person who doesn't have a
         | history of consistent achievements on the public leaderboards.
         | It's not a rule - sometimes there are extremely talented up-
         | and-coming _legit_ runners who go from pretty bad times to WRs
         | in a matter of months (e.g. Derek MacIntyre in Factorio 100%),
         | but their past runs often show steady improvements. Many fake
         | runners pop out of nowhere, or have few /inconsistent top
         | times/PBs.
         | 
         | Second, every serious speedrunning community has people who
         | check the video recording frame-by-frame; other rules usually
         | include a whitelist of mods, posting the save, (for games that
         | have RNG) the seed, and (for games that have replays) the
         | replay. Breaking the rules just outright disqualifies a run.
         | The frame-by-frame videos usually are enough to uncover
         | cheating. E.g. in Minecraft any%, stronghold navigation relies
         | a lot on luck and intuition; but there are visual cues for
         | which room might lead to the end portal, and if a runner
         | doesn't take the split second to look in that direction it's a
         | tell-tale sign they've already scouted the seed.
         | 
         | But yeah, some formerly-respected runners actually put a lot of
         | effort into cheating, and it takes another expert runner (or
         | even the whole community) to bust them. More in-depth for
         | Minecraft: https://www.youtube.com/watch?v=XoEQ8wtawPI
        
           | AJenbo wrote:
           | Groobo has records in several other games, he also held
           | previous records for Diablo, the previous runs looks like
           | they have less issues so it seems to be something that
           | escalated from just replacing one or two levels in the video
           | in to making changes to the game and splicing everything
           | together from unrelated runs.
        
       | thaumasiotes wrote:
       | Hmmm.
       | 
       | From the article:
       | 
       | > "My run is a segmented/spliced run," Groobo said. "It always
       | has been and it was never passed off as anything else, nor was it
       | part of any competition or leaderboards. The Speed Demos Archive
       | [SDA] page states that outright." Indeed, an archived version of
       | Groobo's record-setting Speed Demos Archive submission [link to
       | archive from 2009-11-21] does say directly that it's made up of
       | "27 segments appended to one file."
       | 
       | > But simply splitting a run into segments doesn't explain away
       | all of the problems the TAS team found. Getting Naj's Puzzler on
       | dungeon level 9, for instance, still requires outside
       | modification of a save file, which is specifically prohibited by
       | longstanding [link to current rules page] Speed Demos Archive
       | rules that "manually editing/adding/removing game files is
       | generally not allowed." Groobo's apparent splicing of multiple
       | game versions and differently seeded save files also seems to go
       | against SDA rules, which say that "there obviously needs to be
       | continuity between segments in terms of inventory, experience
       | points or whatever is applicable for the individual game."
       | 
       | This doesn't really look like good reporting. First, we're
       | comparing an archived page from 2009 to the rules as they're
       | reported today. But the rules page from 2009-11-28, ten months
       | after the submission, says this (
       | https://web.archive.org/web/20091128190935/http://speeddemos...
       | ):
       | 
       | > System modification: You are not allowed to modify your system
       | or use extra hardware such as GameSharks and Game Genies. These
       | devices let you alter game parameters and can give you an unfair
       | advantage. The only allowed extra hardware are modchips and boot
       | disks used for playing imports, and official add-ons. For
       | example, the PS2 HDD is allowed, while the HD Loader is not.
       | 
       | > Game modification: Removing or altering a game
       | disc/cartridge/files while the game is running is forbidden.
       | Examples of this are the crooked cartridge trick in The Legend of
       | Zelda: Ocarina of Time and the CD streaming trick in The Legend
       | of Zelda: Twilight Princess. If you're not sure what this rule
       | means, think about it this way: don't mess with your system while
       | playing the game, and don't modify the game itself at any time.
       | 
       | > Games that allow you to save your progress and continue later
       | can be done using segments. You can retry segments as much as you
       | want, in order to optimize them. Keep in mind that the purpose of
       | segmentation is not to make life easier for you or to reduce the
       | amount of time it takes you to produce a run. A segmented run
       | implies a higher level of risk-taking and a lower tolerance for
       | mistakes. Use as many segments as is optimal to achieve the
       | fastest final time.
       | 
       | The continuity-between-segments requirement is not present in the
       | 2009 rules. And not only does the prohibition on editing game
       | files not exist, there's a clause stating it's allowed while the
       | game isn't running. Why might the game not be running? Well, if
       | you're doing a segmented run, you're expected to save and quit
       | the game, restarting it later.
       | 
       | This raises some questions:
       | 
       | 1. Are we allowed to set our system clock to a time in the
       | future? The rules appear to specify that we aren't ("you are not
       | allowed to modify your system"). But that part of the rules is
       | heavily focused on altering the hardware, making it unclear
       | whether the system clock is supposed to count in that category.
       | 
       | 2. Are we allowed to change the random dungeon generation seed
       | stored in our savefile between segments? Now the rules specify
       | that we can! ("Removing or altering a game disc/cartridge/files
       | _while the game is running_ is forbidden.)
       | 
       | 3. The summary of the modification rules says the opposite of
       | what the rules themselves say. ("1. You are not allowed to modify
       | your system; 2. Altering game files while the game is running is
       | forbidden; 3. In summary, don't alter the system while the game
       | is running, and don't alter the game at any time.") What's up
       | with that?
       | 
       | 4. Can two segments of a segmented run come from different
       | savefiles?
       | 
       | Second, the original submission doesn't just state that it's a
       | segmented run. It also says this:
       | 
       | > Once more I'm here to cut down the time almost in half and it's
       | due to even more luck manipulation, even more glitches, and even
       | more sexiness. The most important thing is that I manipulated
       | Naj's Puzzler to drop from the earliest monster possible.
       | 
       | The implication is that there is some form of RNG manipulation in
       | Diablo 1 that would have been allowed, but the actual form of
       | manipulation that groobo used wasn't it. If that's true, the
       | article should have covered what would have been allowed and why
       | this was different. As written, this looks more like the
       | journalist didn't bother reading what groobo said about his
       | video.
       | 
       | Third, the article almost glosses over what appears to be a much
       | more significant problem:
       | 
       | > Groobo's final fight against Diablo, for instance, required
       | just 19 fireballs to take him out. While that's technically
       | possible with perfect luck for the level 12 Sorceror seen in the
       | footage, the TAS team found that the specific damage dealt and
       | boss behavior only matched when they attempted the same attacks
       | using a level 26 Sorceror.
       | 
       | While there isn't an explicit continuity requirement in 2009, the
       | difference between fighting a boss at level 26 vs level 12 is
       | large enough that I'm comfortable assuming it violated an
       | implicit requirement. I'm also curious about whether your level
       | is displayed on screen - which would imply that the video isn't
       | just segmented but assembled from edited frames - or not. This
       | finding appears to have been glossed over because it's not in the
       | original report on the video. But the journalist should have
       | exercised better judgment.
        
         | layer8 wrote:
         | > The continuity-between-segments requirement is not present in
         | the 2009 rules.
         | 
         | Arguably, it is implied by "the purpose of segmentation is not
         | to make life easier for you". In the present case, the
         | segmentation not only makes it easier, it makes the run
         | possible at all in the first place.
        
           | thaumasiotes wrote:
           | > Arguably, it is implied by "the purpose of segmentation is
           | not to make life easier for you".
           | 
           | I don't agree with that; in context, "the purpose of
           | segmentation is not to make life easier for you" is a warning
           | that it takes more time to create a competitive segmented run
           | than it does to create a competitive single-segment run.
        
         | duskwuff wrote:
         | > 1. Are we allowed to set our system clock to a time in the
         | future?
         | 
         | These rules were written to apply to console games, which
         | typically didn't have a system clock, or didn't use it to
         | affect gameplay. (It's also not clear that it was even known at
         | the time that the system time was used as the RNG seed.)
         | 
         | > 4. Can two segments of a segmented run come from different
         | savefiles?
         | 
         | Generally not. Otherwise, a "run" would degenerate into
         | starting the game, saving at the first opportunity, then
         | loading a save which has almost completed the game and
         | finishing it from there. That's clearly not a meaningful or
         | interesting competition. The expectation is that segments are
         | used as "checkpoints" in what could have, in principle, been a
         | single-segment run.
         | 
         | For some games where there's very little state saved - e.g. if
         | progress through the game consists entirely of how many levels
         | you've completed - there's some room for bending this rule. For
         | a game with complex state like Diablo, though? Absolutely not.
        
         | AJenbo wrote:
         | 1: Yes, setting the time isn't a modification of hardware.
         | 
         | 2: No, because then you could just give yourself hacked items
         | (items are based on their item seed) to one-shot Diablo. Where
         | would the limit be if save editing were allowed? Why go down
         | all the stairs when you could just change your current level to
         | the last one by editing the save?
         | 
         | 3: The rules are guidelines for what you can expect your run to
         | be rejected for, not an exhaustive list. The discrepancy is
         | probably just a case of the rule specifically targeting issues
         | that have come up, while the summary simply states that, in
         | general, any modification is not allowed. I don't see the
         | conflict, just apply both. After all, if you were allowed to
         | mod the game, you could just make the win condition talking to
         | Pepin when you first enter town, and now you can beat the game
         | in a few seconds.
         | 
         | > The implication is that there is some form of RNG
         | manipulation in Diablo 1 that would have been allowed, but the
         | actual form of manipulation that groobo used wasn't it. If
         | that's true, the article should have covered what would have
         | been allowed and why this was different. As written, this looks
         | more like the journalist didn't bother reading what groobo said
         | about his video.
         | 
         | The simple rule is that you can use any manipulation as long as
         | it relies only on the game itself. This includes starting the
         | game at a specific system time.
         | 
         | Some of Groobo's claims are simply impossible to achieve
         | through RNG manipulation in Diablo. For example, item drops are
         | predetermined at game start and are not influenced by the
         | runtime RNG. The only way to alter them would be by using a
         | tool to modify the game's memory. In one of his older videos,
         | such a tool can be seen running in the taskbar. He also admits
         | to using one to skip through levels while searching for a good
         | level set to run. While that isn't a problem in itself, the
         | tool must be off during the actual run. Evidently, it wasn't
         | off for the final fight, and that's also the only plausible
         | explanation for the item drops seen during the run. If he knew
         | of a legitimate way to manipulate drops, he could simply
         | explain it to clear things up.
         | 
         | This TAS demonstrates a lot of what can be done within Diablo's
         | mechanics: https://www.youtube.com/watch?v=tiwoqd4arI0 - Boot
         | the game at a specific point after Windows startup to get a
         | perfect shop. - Enter a new game at a specific system time to
         | generate ideal levels. - Split gold to manipulate RNG. - Wait
         | for the monster AI to advance RNG.
         | 
         | For full details on all tricks used, you can read this article:
         | https://tasvideos.org/9396S
         | 
         | > While there isn't an explicit continuity requirement in 2009,
         | the difference between fighting a boss at level 26 vs level 12
         | is large enough that I'm comfortable assuming it violated an
         | implicit requirement. I'm also curious about whether your level
         | is displayed on screen - which would imply that the video isn't
         | just segmented but assembled from edited frames - or not. This
         | finding appears to have been glossed over because it's not in
         | the original report on the video. But the journalist should
         | have exercised better judgment.
         | 
         | The level is only shown when opening the character panel, which
         | does happen a few times. However, you can also estimate the
         | level based on the amount of mana consumed by spells. He is
         | evidently level 12, but his damage output matches that of a
         | level 26 hero. Most likely, this was achieved by modifying the
         | base damage formula used to calculate fireball damage.
         | 
         | If you check the source article, you can watch a recreation
         | using an unmodified game with a level 12 hero, where the fight
         | desynchronizes, and the hero dies. In contrast, when fireball
         | damage is artificially enhanced, the gameplay remains
         | synchronized throughout the fight.
         | 
         | https://diablo.tas.bot/#Artificially_Enhanced_Fireball_Damag...
         | 
         | From what I understood, Groobo had come to the understanding
         | that 19 fireballs would have been enough with perfect RNG based
         | his calculations using number from various strategy guides.
         | 
         | A lot of what happens in this run can be explained as him
         | simply wanting to create the perfect run but making bad
         | assumptions regarding what could actually be done legitimately
         | and ending up with an impossible run instead.
        
         | djur wrote:
         | In context, "while the game is running" is meant to prohibit a
         | category of glitches you can trigger in console games by
         | bumping/removing the game media (like the exploits mentioned).
         | I don't think in context it was intended to exclude save file
         | modification between segments. I would characterize it as an
         | unintended oversight in the rules, and save file editing is
         | definitely against the spirit of those rules as written.
        
       | anthk wrote:
       | That's why I prefer gameplays on Nethack/Slashem, they are pretty
       | hard to either fake or cheat in.
       | 
       | You can replay these online, or with TTYREC. Also, the fanbase
       | has values, the gameplay has conducts to reflect what kind of
       | behaviour did you follow ingame.
       | 
       | You can play as a vegetarian, or as a pacifist, letting your pet
       | bash and bite everyone.
       | 
       | OFC locally they can hack the game, but these are mostly done
       | from developers to test the game, not for "serious" gameplays.
        
         | beeflet wrote:
         | >That's why I prefer gameplays on Nethack/Slashem, they are
         | pretty hard to either fake or cheat in.
         | 
         | I wonder if you could train an AI on it and just have 1000 of
         | em running to get the best records
        
           | anthk wrote:
           | They already did that; it was one of the earliest (modern) AI
           | tests from Facebook. You can get the paper at Google.
           | 
           | And it was not easy at all.
        
       | bastardoperator wrote:
       | I don't care about speed running at all. The drama in this
       | community though, absolutely top notch, it's like a technical
       | soap opera and I love it.
        
       | SG- wrote:
       | just like Musk.
        
       | ecshafer wrote:
       | I don't really care about speed running, but I have played a ton
       | of Diablo. That run is so obviously fake that I am astounded it
       | was ever taken seriously. Getting that many stairs right next to
       | each other in a row, then getting perfect super lucky drops and
       | just perfect everything. It would be, even if possible, a 1 in a
       | trillion run.
        
       | fmxsh wrote:
       | I find speedrunning fascinating. Like a microcosm of society to
       | study human behavior. How the wins and losses of one generation
       | of players shape the next, pushing the art beyond what was
       | thought possible. A generation of strategies and perception of
       | the limits in speedrunnig, in my view, can be just a few years.
       | 
       | Cheaters. Their motives. The attempts to expose them. The
       | creative and not-so-creative ways they cheat. The equally
       | creative ways they are caught. The border between trust and
       | distrust. The psychological need for fame and belonging. Honor.
       | Hierarchy. Tradition. Breakthroughs.
       | 
       | Technology. Strategies. Outside-the-box thinking. Advanced
       | analysis. Statistics. Reverse engineering.
       | 
       | The psychology of the player. Persistence. Stress. Pressure.
       | Adaptation.
       | 
       | Carl Jobst's youtube channel of course is recommended. But also
       | 'Summoning Salt', and 'Bismut'.
        
       | taurath wrote:
       | This entire article is not new, and the information was posted to
       | youtube back in November 2024: https://youtu.be/N_1su-dOUNw
        
       | aboardRat4 wrote:
       | >"it did harm. Groobo's alleged cheating in 2009 completely
       | stopped interest in speedrunning this category [of Diablo]. No
       | one tried, no one could." >Because of Groobo's previously unknown
       | modifications to make an impossible-to-beat run, "this big
       | running community just stopped trying to run this game in that
       | category,"
       | 
       | Come on, it saved people a lot of time.
        
         | Hikikomori wrote:
         | Nobody should have hobbies.
        
       ___________________________________________________________________
       (page generated 2025-02-16 23:02 UTC)