This reminds me of the incredible Flappy Birds SNES Code Injection into Super Mario World. A must-see video. ▶ this video
in “Flappy Bird in 228 bytes” · View on HN
SNES Code Injection -- Flappy Bird in SMW on HackerTube: recommended by 9 Hacker News commenters across 9 separate months, 2016–2025.
demo · intermediate · evergreen
SethBling uses Super Mario World glitches to inject and run Flappy Bird code on an unmodified SNES, entering it purely with controller inputs. It was the first time a human completed this kind of exploit by hand.
Constantly cited as the canonical example of arbitrary code execution through gameplay and of deep system knowledge among speedrunners.
“By hand. No savestates. It took forever and the run through is really and truly fascinating”
20 Hacker News comments link this video. Each one links back to its thread.
This reminds me of the incredible Flappy Birds SNES Code Injection into Super Mario World. A must-see video. ▶ this video
in “Flappy Bird in 228 bytes” · View on HN
My understanding is that they're glitching the game to inject data into memory, in this case processor instructions. And then they use another glitch to jump to and execute that code. No modifications needed to the hardware or ROM, you're just being extremely selective about how to play the game to cause memory to get flipped. This video is done by hand and explains a bit more about how and why it works: ▶ this video
in “Bad Apple but it's played inside Super Mario Bros” · View on HN
I'm a speedrunner, and I'm pretty sure this is well known -- and accepted as standard in some categories! It's a pretty well accepted standard (to the point of the headline being almost a mild offense!). In the gaming world, undefined software behavior is critical to this sort of thing, we see this especially in some games like the legendary exploits found in the Ocarina of Time speedruns for example. I mean, in Super Mario World, SethBling did code injection to manually run a version of Flappy Bird (how ironic given the origin of the pipes!) in the game. By hand. No savestates. It took forever and the run through is really and truly fascinating: ▶ this video I speedrun things other than games as well -- and so the generalization is not just that we are security researchers, we are people who fundamentally learn the "shape" of a thing very, very well, and ways that this shape can be used to get from one state on that shape to another. In conclusion -- yes, it can be something as simple as security research! But the joy and the beauty of speedrunning is something so much bigger and beautiful than that -- though it certainly is one outcome that can be had!
in “Speedrunners are vulnerability researchers, they just don't know it yet” · View on HN
Sometimes even after you've come up with the exploit, you can create something really beautiful for the console to run afterwards. Pokemon Yellow: [link] Super Mario World: ▶ this video
in “Hackers discover how to reprogram NES Tetris from within the game” · View on HN
Just to add some context, arbitrary code execution in Super Mario World is nothing new, it has been known since 2014. There was a tool assisted demonstration at Awesome Games Done Quick 2014 [1] where they inject a pong and a snake game using a TASBot (a robot controller that replays input scripts to the console). And in 2016 a streamer performed it manually to inject a flappy birds game [2] (this second video is really good, he goes into detail of the process). So, what this newer demonstration brings is the use of the known arbitrary code execution capabilities of "Super Mario World" to help finish all 5 games in "Super Mario All-Stars + Super Mario World" as quick as possible. [1] [link] [2] ▶ this video
in “Arbitrary Code Execution in Super Mario All-Stars [video]” · View on HN
This one creates a Flappy Bird clone by hand from within SMW, using the controller under ordinary manual control, on an original, unmodded SNES (with a couple or other standard controllers attached with buttons taped down). Explains the process in detail, which includes creating a kind of crude "IDE" using the score table as feedback for hex values input to make the process faster and less error-prone: ▶ this video
in “Hacker Exploits Bugs in Original ‘Doom’ Code to Run ‘Snake’ Inside the Game” · View on HN
I don't know about the run shown in the OP, but there are a fair number of memory-manipulation/ACE speedruns that are feasible in RTA ("real-time attack", a.k.a. something a human could pull off, as distinct from TAS). Off the top of my head I can think of such routes for Pokemon Red/Blue, Ocarina of Time, and Super Mario World. To answer your question of "how likely is one to pull this off" for those three, the Pokemon one requires no almost advanced execution, other than turning off the console at a precise point to corrupt the save data you otherwise just need to follow a simple (though long) series of steps. The Mario one requires some pixel-perfect precision, and runners often used hacked ROMs that display coordinates in order to train. The Zelda one requires exact angles to be held on the analog stick, and I've heard of people creating guides out of cardboard and rubber bands in order to help them achieve the angles more reliably. Sorry that I don't have any video links on hand, but you could almost certainly find examples of these in the GDQ archives. EDIT: Found a good video for the SMW example, by SethBling, which actually goes a step further and manually reprograms SMW into Flappy Bird: ▶ this video EDIT 2: Here's an excellent explanation of the Zelda ACE: [link]
in “Super Mario Bros. 3 in 3 Minutes – World Record Speedrun Explained [video]” · View on HN
super impressive stuff. I'm generally unfamiliar with speedrunning, but I am familiar with the billy mitchell controversies, so I'm surprised that people accept the legitimacy of streamed runs. wouldn't it be trivial-enough to fake? tangental: my personal favorite mario-related feat is sethbling injecting flappy bird into super mario world manually: ▶ this video
in “'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record” · View on HN
Youtube is full of hidden gems, all a matter of taste. Meta-programming: [link] Math'n'music edutainment: [link] Science edutainment: [link] Feats of incredible gaming skill: [link] Tidbits of hacking ingenuity: ▶ this video Looking for heart in pop culture: [link] You can get lost in the maze of excess information. It's great - i think...
in “Crash Course – Educational course videos on YouTube” · View on HN
> using tools and rigorous methods Lots of speedrun strategies require surprisingly sophisticated tools. People will decompile/disassemble code to figure out what is going on. They'll run the game in an emulator and peek at memory values to figure out how the game works and how to manipulate it. They'll use these tools to set up their game state so that there's a sequence of bytes in RAM, then cause program execution to jump to these bytes, to run arbitrary code execution. Here's a video of a speedrunner explaining some of the things he did to get two arbitrary code executions working together to speedrun Super Mario All-Stars + Super Mario World: [link] (it's about 15 minutes) Here's the same runner using one of those arbitrary code executions to inject Flappy Bird into Super Mario World instead of just warping to end credits: ▶ this video (it's about 6 minutes) He didn't get to that point just by random pressing buttons until something interesting happened. He got to that point because he understands the Super Mario World memory layout well enough to manipulate it and execute the instructions that he chooses for it. That's vulnerability research any way you want to slice it.
in “Speedrunners are vulnerability researchers, they just don't know it yet” · View on HN
I love this kind of stuff. Reminds me of how they programmed Flappy Bird inside Super Mario World using glitches. Crazy stuff. ▶ this video
in “Hackers discover how to reprogram NES Tetris from within the game” · View on HN
Once I thought about this in the context of those code injection game hacks you sometimes see where people do strange, repetitive actions in-game that wind up writing instructions in RAM and eventually they can bootload Flappy Bird in Super Mario World[0], and how in reality that would look like an arcane ritual. But realistically even if the universe were a simulation of some kind, it would be absurd to think that it was anything akin to a modern computer running a Unity game or something, even though that's where everyone goes because of The Matrix. [0] ▶ this video
in “Are We Living in a Computer Simulation, and Can We Hack It?” · View on HN
Some highlights/historically significant examples of this: Super Mario World (TAS, 2014): [link] Super Mario Bros. 3 (TAS, 2014): [link] - The same run performed RTA (i.e. by a human using a real controller) at AGDQ 2015: [link] Super Mario World (RTA, 2015): [link] Super Mario World "total control" (RTA, 2015): ▶ this video Pokemon Yellow total control (TAS, 2017): [link] The Legend of Zelda: Ocarina of Time (RTA, 2019-ish?): [link] Ocarina of Time total control/"Triforce%" (TAS, 2022): [link] (explanation: [link] )
in “Beating Super Mario Bros 3 in 19 frames (2021)” · View on HN
For example, this video ▶ this video by SethBling where he manually exploits SMW to rewrite some of its code and turn it into a Flappy Bird clone.
in “FizzBuzz Mario World: Learning Assembly Language and Having Some Fun” · View on HN
Agreed, I was first perplexed at what was going on, starting to not see where it was going at all with the low-level explanations, and then when the enemy positions turned out to be assembly instructions... mind blown. It also reminded me of this video which shows Flappy Bird being code injected into Super Mario World, by hand... ▶ this video
in “Super Mario Bros. 3 in 3 Minutes – World Record Speedrun Explained [video]” · View on HN
It's even harder to imagine how someone could rewrite the code to Super Mario World on an unmodified SNES to play Flappy Bird just using regular controllers, yet it's possible: ▶ this video
in “Amazon says email banning TikTok from employee phones was ‘sent in error’” · View on HN
There's lots of examples, but a famous one is this video by Sethbling where he uses a controller as opposed to a TAS tool: ▶ this video
in “Don’t try to sanitize input – escape output” · View on HN
There are undoubtedly major benefits in the war against cheaters by completely removing user access to the underlying system. However I think there are two fundamental points to keep in mind on why it's not going to be an ultimate solution. 1) Unless cross-platform play is forbidden or the game is exclusively streamed-only, the cheaters will just use a different platform and will still ruin your game the same old way. It's the cheater's platform of choice that matters. 2) Games are some of the least security conscious pieces of software out there [1], primarily written in C++. There are bugs, lots of bugs. Process-takeover enabling bugs. I'm sure Google sandboxes the game to protect their systems, however cheaters only need access to the game process to enable most of their desires. Yes this would raise the bar in how easy it would be to cheat. Average Joe Cheat Engine users would be gone, but more skilled cheat makers will continue business as usual and their released cheats will do the exploits hidden from the actual people doing the cheating. Bonus: See this cute hack that injects flappy bird into Super Mario World. ▶ this video -- [1] Even AAA developers are clueless about threat models. Games like Tom Clancy's The Division [2] and Fallout 76 [3] are multiplayer games that put extreme trust into the client. Trust that nobody would modify their script files, trust that the client is always telling the honest truth. [2] [link] [3] [link]
in “Stadia Founder's Edition” · View on HN
"likely only possible in TAS" has this habit of becoming possible. SethBling turning Super Mario World into Super Flappy Birds on a console comes to mind. ▶ this video
in “'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record” · View on HN
You definitely do need code execution from RAM for high-fidelity emulation. How else are people going to implement Flappy Bird in Super Mario World? :) ▶ this video
in “Nearly all Nintendo 64 games can now be recompiled into native PC ports” · View on HN