3 HN users recommended this demo3 months2019–2025score 4
Years with an HN recommendation, 2007–2026
HN commenters rate it a great GDQ watch and point to its feats, such as streaming video and Skype through controller ports, as inspiring hacks.
A recording of the TASBot block at Awesome Games Done Quick 2017, where a robot plays games via tool-assisted speedruns, including Super Mario 64 and Portal on an SNES via arbitrary code execution, and ending with a Twitch Plays segment. It showcases console exploits and creative hardware hacking.
“TASBot which always makes a great GDQ watch” (HN, 2022)
LOL... from "Reverse emulating the NES to give it SUPER POWERS!"[1] (which is insa^Wbizza^Wa very creative hack): "The cartridge is the dual of the Nintendo." [1] [link] edit: for a very impressive variation on the SMW "joke" in [1], I recommend this[2] video of TASbot streaming Skype realtime to [2xNES, SNES+SuperGameBoy] through the controller ports . [2] [this video]
TASbot streaming Skype to consoles through controller ports
I absolutely love speed runs and think they’re a great expression of the hacker mentality. To take a subtle bug in something like a physics engine and bend it to your will to eek out another 5s save off the world record is absolutely fascinating. Not to mention things like TASBot which always makes a great GDQ watch [this video] and got me interested in speed running in the first place!
TASBot at GDQ, a great watch that inspired the commenter
He was the public figure for TASBot and TASVideos for a while (see [link] ). 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: [this video] Ars Technica went into a little more detail about that feat: [link]
Video player injected into Zelda via controller inputs
I'm quite amazed how resilient games are to this. Like how SMB1 for the NES is capable of things like the minus worlds where you're more or less playing levels that don't exist because the game doesn't expect you to be reading memory past a certain point, but as long as the values are valid, it can still use it to some degree. There's more extreme situations like Super Mario Land 2 for the Game boy where it's possible for the game to present it's own memory on the screen and if you understand how it works you can do things like ask the game to execute the ending sequence [0]. At it's most extreme a series of TASes was presented in 2017 wherein multiple different hardware systems were linked together via RCEs in different games to make a VOIP streaming setup from a bunch of consoles that don't actually have internet connections [1]. I'm sure there's all kinds of reasons this kind of UB is undesirable, and could be hazardous in some environments, but people have also done some really cool stuff with it! [0]: [link] [1]: [this video]
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