Description: A stick population crisis has been plaguing Nintendo 64 speedrunners for the last 10+ years - especially Super Mario 64 and Super Smash Bros competitive players. Many people have tried many methods to solve the problem over the years - CNC machining, plastic injection, 3D printing, etc. However, a curse seems to have afflicted all those who have tried to tackle the problem...
Timestamps: 0:00 The Problem 2:32 The Crisis Unfolds 5:46 The Solution...? 10:48 The Failed Attempts 21:30 State of the Stick Address
Description: A stick population crisis has been plaguing Nintendo 64 speedrunners for the last 10+ years - especially Super Mario 64 and Super Smash Bros competitive players. Many people have tried many methods to solve the problem over the years - CNC machining, plastic injection, 3D printing, etc. However, a curse seems to have afflicted all those who have tried to tackle the problem...
Timestamps: 0:00 The Problem 2:32 The Crisis Unfolds 5:46 The Solution...? 10:48 The Failed Attempts 21:30 State of the Stick Address
Saboom (aka SSBMstuff) is easily the most prolific PlayStation speedrunner of the 2010s. Known as the “greatest of all time” across the Spyro trilogy, he also held world records in Crash Bandicoot/Ape Escape/Yu-Gi-Oh! Forbidden Memories.
Unfortunately, achieving such greatness came at a cost, blurring the lines between passion and obsession… We explore the rise of the legend, his legendary Crash Bash grind, his historic 120% rivalries with ChrisLBC and Dayoman, and his eventual decline into madness.
His journey acts as both an inspiring message and a cautionary tale. All speedrunners would be wise to heed the warnings and teachings that can be learnt from his story.
TIMESTAMPS: 0:00 INTRO 1:30 THE LEGEND RISES 6:17 THE FIRST CRACKS 11:59 STUBBORNNESS STRIKES 20:36 THE GAME THAT BROKE SABOOM 29:00 CHRIS' REVENGE...? 34:51 ONE FINAL RECORD 44:12 SABOOM'S LAST STAND 54:30 EPILOGUE
In the early 2010s, Call of Duty Trickshotting dominated the YouTube scene with the rise of clans like FaZe and OpTic. But there was something that the average viewer didn't know: behind the scenes, cheaters had invented countless methods of faking trickshots, and even spawned a whole faking industry. We uncover the ingenious cheating methods and the history of players who were caught red-handed.
Music by Karl Casey @WhiteBatAudio
Timestamps: 00:00 Intro 1:34 The First Scandal - FaZe Agony 6:37 SoaR Tenser vs Saw Trust 10:24 Faking Goes Mainstream 15:23 SoaR Azza/Azza Lobby 18:47 Locked Lobbies/Cronus 22:31 Warpzy vs FaZe 26:36 Conclusion
Music: Harris Heller - Shadowboxing Karl Casey - The Traveler icmz - Undersea Palace Chrono Trigger - Black Omen Karl Casey - Astral Projection Luminare - Schala's Theme Chillwave Karl Casey - Night Crawler Karl Casey - Dangerous Professor Kliq - Satellite TwoUNDETECTABLE Cheats Jeopardize Super Mario 64 Speedrunning!?retromeister2024-01-13 | DONATE: buymeacoffee.com/retromeister discord.gg/pcYs2tHTCE
A few points about this video: 1. Some people might interpret the intro as an attack against the mods or that the mods are covering things up. That is not what I meant to imply and the mods do a great job as volunteers to verify runs. I would also note that they are the best people to determine what the proof standards should be, and increasing the proof standards to demand things like handcam might just not be viable for something as niche as speedrunning. That's perfectly understandable.
2. "Just use a hash/checksum to verify the ROM". The problem with this is that it just shifts the problem to having to verify the hash. How do you stop someone from just providing a fake hash? Any program that outputs the hash could be modded to spoof it.
3. "This is old, it's just the same as ROM hacking". This is mostly true, and it's also true to say that these cheats could've been done many years ago without the decompilation. But in recent years, there has been a rise of decompilation projects across many classic games, which in my opinion makes this method a lot more relevant. It's now possible for any programmer to target any part of the game and no reverse-engineering skills are required. I also just think it's interesting to show off these cheats and demonstrate what is possible - a lot of people weren't aware of the possibilities and how these mods can be targeted at speedrun strats.
4: "It's the same as just using macros". This is totally false for a number of reasons. For one, a macro does not have access to the state of the game/reading the game's RAM. To take the BLJ cheat in this video as an example, it adjusts the mash speed based on Mario's velocity, which makes the BLJ much more consistent. A macro cannot do that because it cannot react to the live state of the game. Also, a macro plays back the exact same input sequence every time. This means that it would quickly become obvious because you would have the same exact input sequence across multiple runs. On the other hand, the types of cheats in this video can dynamically adjust to the live game and so you still get a unique run/attempt every time (very useful for streamers who need to farm hours of content worth of attempts).
5. "A better method is to just create a TAS". Creating a TAS is a time-consuming process and you would need to individually pre-prepare each TAS run behind the scenes. You would also have to completely fake your reactions and that you're playing live. On the other hand, the cheats in this video seamlessly integrate with your normal gameplay. You can still mostly play as normal and farm hours of attempts, but simply gain the advantage that boosts your gameplay to the next level. You still get a unique run every time, unlike a TAS which you could only use once and then have to keep creating more. So these types of cheats work far better with the modern "live stream meta" of speedrunning.
I would also remind people that the cheats shown in this video are only an example. There are countless possibilities with this type of method across many different classic games. You can probably think of some for your favourite speedrun game to target specific glitches/chokepoints. And these cheats are increasingly easier to do as many of these older games are getting decompilation projects (not to criticise those decomp projects, they are awesome and I have contributed to some myself).
Timestamps: 0:00 Intro 2:14 Cheating Method 3:29 Cheat Example #1 5:54 Cheat Example #2 7:50 Cheat Example #3 11:26 Outro/Implications
Read the description for a brief description of the video, links to all of the other videos that were referenced, and a few extra notes:
𝐁𝐫𝐢𝐞𝐟 𝐃𝐞𝐬𝐜𝐫𝐢𝐩𝐭𝐢𝐨𝐧:
This video provides a brief introduction to speedrunning, all of the main history of speedrunning since the 1970s until April 2018, and a closing discussion about some modern issues in speedrunning. Of course, I don't go into strong detail on everything in the history of speedrunning, so don't consider this video to be extremely comprehensive. However, I do cover all of the key points.
At 26:55 I mention Cosmo Wright who has since transitioned and is now Narcissa Wright. I mention that I'll be using the name Cosmo for the purposes of this video because all of the relevant details are from before the transition. I just want to make clear that I chose this because I show video clips that are clearly from before the transition, including one with the name 'Cosmo' on the screen, so I felt it would be more appropriate. I had the same exact situation in my last video on Ocarina of Time and Narcissa said she was fine with how I handled it, so I just did the same thing with in video.
At 31:38 I made a joke about the NASA marathon and how many of their runners are banned from GamesDoneQuick. I want to make clear that this was just meant as a brief joke and I do not mean to undermine their marathon which they put a lot of time and effort into (and is more than just GDQ-banned runners).Ocarina of Time - World Record History and Progression (Any% Speedrun, 1990s-2017)retromeister2017-11-24 | DONATE: buymeacoffee.com/retromeister DISCORD: discord.gg/aK5MS6bDrF
Read the description for a brief description of the video, a few minor corrections of slight editing errors, notable links, and new record improvements since the release of the video:
𝐁𝐫𝐢𝐞𝐟 𝐝𝐞𝐬𝐜𝐫𝐢𝐩𝐭𝐢𝐨𝐧:
This video provides a history of Ocarina of Time's any% speedrun from the game's release until November 2017. It should not be considered extremely detailed or comprehensive - going through all of the contributions and discoveries would take too long and wouldn't flow particularly well. However, I cover all of the major discoveries and provide simplified explanations of the technical glitches. I also cover some of the more obscure but interesting details.
The video was somewhat rushed near the end of production and I didn't polish it as much as I would like. Hopefully you will enjoy it anyway, there are just some minor issues and editing errors (documented below). I will aim to improve my quality for future videos (this one is definitely a step up from my previous video).
𝐂𝐨𝐫𝐫𝐞𝐜𝐭𝐢𝐨𝐧𝐬:
I referred to Mitjitsu as "Mitijitsu" at multiple places in the video. I wrote his name slightly wrong in the script and failed to double check - sorry about that!
At 4:05, a corner card appears for a clip from Marc Rutzou that I removed, but forgot to delete the corner card for.
At 26:49, there's a slight error where I accidentally show an entrance table screenshot of 0166 instead of 0165 for the Fire Temple.
At 27:18, I forgot to add a corner card for the clip from Exodus which shows the credits warp.
At 32:48, I accidentally said "March" instead of "May".
At 45:02, the date in the corner card reads 07/00/2014 while it should be 07/09/2014.
At 47:42, I said "there's only a 12.5% chance that a deku nut drop will occur from this enemy". I actually should have said "these enemies" rather than "this enemy", because you actually get the opportunity to kill two enemies which *cumulatively* give you a deku nut drop chance of 12.5%.
At 51:43 onwards, I accidentally wrote 2016 instead of 2017 in the corner cards.
Beyond these small errors, I am very confident that there are no other errors in the video. However, please feel free to let me know if you spot anything and I will add it to this section.
Check out http://www.speedrun.com/oot to see all of the most up-to-date times, including new world records that have happened since the release of this video.
Intro was taken (and super professionally modified) from: youtube.com/user/NewRetroWave. LOTS OF INFO IN DESCRIPTION! Please read before commenting. Includes info on how these methods could easily be done on live stream.
Thanks for the great overall response to this video. As this is my first real video, I did not expect it to get anywhere near this many views so I probably didn't take it as seriously as I should have (there are a number of dumb inside jokes and whatnot). Nevertheless, looking back months later, it's clear that this video did spark a discussion about cheating in speedrunning and had a lasting impact!
There are many more instances and methods of cheating that were not discussed in this video. This includes more methods that, if done cleverly, are impossible to detect and could even be done right in front of an audience. For instance, here is another interesting method used in Terraria: youtube.com/watch?v=0a1XyLKgwak.
I'd also like to point out that just because a run is live streamed does not mean we can disregard cheating. In fact, a lot of the runs featured in this video were live streamed. In the case of splicing, it's as simple as just playing back the prerecorded spliced video on a stream whilst pretending to play live. Multiple people have played back prerecorded runs on stream as if they were live, even with a webcam and microphone. Here is an example of EnNopp112 pulling it off pretty well: youtube.com/watch?v=xvTlKS9_MFQ In this case, EnNopp did not play back a prerecorded run to cheat, but just to play a joke on his audience. However, it demonstrates how the same process could be used to convincingly cheat by playing back a prerecorded splice/TAS.
Another point is that tool-assisted runs can be replayed on console with the use of special hardware. Such hardware is not readily available and also a big pain to get working, so I don't think this would be the go-to method for many people, but maybe this could become more common in the future if the process becomes more streamlined and speedrunning becomes more competitive.
You can also hook up your computer to a TV and replay a spliced run on your TV. If you record the TV with a webcam, it would make it appear like the run is being played from console rather than a recording, so the run may seem even more legitimate and the video would be difficult to analyse.
There are methods to get around mains hum inconsistencies. For instance, you could quite easily remove mains hum audio from a run with an equaliser or band-stop filter. You could then edit in your own consistent mains hum sound, potentially making a splice undetectable.