Glitch Wizards: The Beautiful, Unhinged Science of Breaking Video Games on Purpose
Glitch Wizards: The Beautiful, Unhinged Science of Breaking Games on Purpose
Video game developers spend years building elaborate, carefully constructed worlds full of rules, physics, and narrative logic. Then the speedrunning community spends the next decade systematically dismantling all of it and posting the receipts on YouTube.
This is not a criticism. This is, somehow, one of the most genuinely impressive things humans currently do with their free time.
Speedrunning — the practice of completing a video game as fast as physically possible, by any means necessary — has evolved from a niche hobby into a full-blown competitive discipline with its own celebrities, drama, world records, and annual charity marathon that raises millions of dollars. It has also produced some of the most deeply unhinged video content on the internet, and we mean that as the highest possible compliment.
A Ranked Breakdown of Speedrun Chaos (From Mildly Cursed to Absolutely Unhinged)
5. The "Oops, Wrong Room" Skip — Low-Key Chaos
At the gentler end of the chaos spectrum, you've got your basic out-of-bounds exploits. A player walks into a corner at a very specific angle, and the game's collision detection — built by a programmer who probably didn't anticipate anyone ever doing this — just gives up. The character slides through a wall and ends up in a room they weren't supposed to reach for another four hours of gameplay.
These are the entry-level glitches. Charming. Reproducible. They feel like finding a secret passage in a house you've lived in for years. The developers built a wall and someone just... walked through it. Politely. With a stopwatch.
4. The Physics Engine Nervous Breakdown — Medium Chaos
Step it up a notch and you get into physics exploits, which is where things start getting genuinely funny to watch. Every 3D game runs on a physics engine — a set of rules governing how objects interact with each other. Speedrunners have discovered that these engines, when pushed to their absolute limits, have opinions that differ significantly from the developers' intentions.
A classic example: the "momentum clip," where a character builds up enough velocity through a specific sequence of inputs that the physics engine simply cannot process their collision with a solid object fast enough, and the character passes through it like it was made of suggestions. You're watching a computer have a small existential crisis in real time, and it's beautiful.
Super Mario 64 speedrunning is basically a museum of physics engine nervous breakdowns, and the community has catalogued them with the dedication of scientists who genuinely love what they study.
3. The Wrong Warp — High Chaos, Requires Explanation
This one needs context, and the context makes it better. In some older games — particularly NES and SNES-era titles — the game stores its level and location data in memory in ways that were never designed to be manipulated. Speedrunners figured out that if you do certain things in a certain order, you can corrupt that memory data in a controlled way and essentially tell the game to load a completely different level, a credits sequence, or occasionally just a wall of garbled text that technically counts as a game completion.
The Legend of Zelda: Ocarina of Time has a speedrun category that uses wrong warps to finish the game in under ten minutes. The intended playthrough is roughly 20-30 hours. Those missing hours aren't skipped so much as they're convinced not to exist through aggressive memory manipulation. This is either the coolest thing in gaming or a war crime against game design, and the answer is probably both.
2. The Arbitrary Code Execution — Extremely High Chaos, Extremely High Respect
Okay. This is where speedrunning stops being a funny hobby and becomes something that genuinely deserves a moment of respectful silence.
Arbitrary Code Execution (ACE) is when a speedrunner exploits a game's glitches so precisely and deliberately that they can actually write new code into the game's memory while it's running. Using nothing but controller inputs. In real time. In a game that was released in 1996.
Pokémon Yellow ACE runs are the gold standard example. Runners have used this technique to make the game's credits roll, to spawn items that shouldn't exist, and to essentially reprogram the game from within using only the game's own broken systems as their compiler. These runs require memorizing hundreds of precise inputs, understanding how the game stores data at a byte level, and having the kind of patience that most people reserve for assembling IKEA furniture.
This isn't breaking a game. This is taking a game apart, studying every component, and then using those components to build something new. Software engineers have looked at ACE speedrun documentation and been genuinely impressed.
1. The "We Broke the Entire Concept of the Game" Category — Maximum Chaos, Transcendent Chaos
At the absolute apex of organized speedrun chaos, you find the runs that don't just break a game — they break the premise of a game so thoroughly that you have to question what a video game even is.
The "any%" category — meaning "finish the game by any means, no restrictions" — has produced some of the most philosophically destabilizing gaming content on the internet. These are runs where the player never meaningfully engages with the game's intended content, where entire storylines are bypassed before they begin, where a game that was supposed to be a 40-hour emotional journey becomes a seven-minute technical exploit showcase.
Watching a great any% run of a beloved game is a deeply strange experience. It's simultaneously impressive and kind of sad and also extremely funny and also makes you feel like you don't understand what reality is. Which, honestly, is the TastySpleen TV brand promise delivered in gaming form.
Why the Industry Had to Take This Seriously
For years, developers mostly ignored speedrunning. Then they started watching the communities. Then they started patching out the glitches speedrunners relied on, which — and this is the important part — caused absolute chaos in the communities and also generated enormous amounts of press coverage.
Some developers eventually made peace with speedrunning. Others leaned in entirely: games like Celeste were designed with speedrunning in mind from the start, building in mechanics that reward the kind of creative, rule-bending play that speedrunners were doing to other games illegally.
The unintended became intended. The community that found value in broken things forced an entire industry to reconsider what "working correctly" even means.
Which is, when you think about it, a very good lesson that extends well beyond video games. Sometimes the people breaking the rules are showing you something about the rules that you needed to see.
Also sometimes they're just really, really committed to finishing Super Mario Bros. in under five minutes, and both things can be true.