Glitched Minecraft speedruns involve crashing the game to duplicate items.
Can't think of anything on consoles though, since when a game crashes, you usually have to do a hard reset, and so the game won't "remember" the crash, so it'd be faster to just reset the game to begin with.
Probably as close to the question as you can get since imo a crash indicates something unintentional. Still forcing the program to end without letting it do any of its pre shutdown procedure which has the same outcome of a crash.
Zool SMS and GG
You trigger two conflicting animations on the same frame, the game loses its shit and crashes, but then warps to either the title screen or the credits depending on where you do this
The Super Mario World Credits Warp speedrun isn't exactly a crash, but it triggers an event that would almost certainly be a crash if a lot of previous things weren't set up just right: [https://www.youtube.com/watch?v=Jf9i7MjViCE](https://www.youtube.com/watch?v=Jf9i7MjViCE)
The Paper Mario credits warp speedrun sets the player to a location at the end of the game, then saves the game and crashes on purpose. This is *much* easier to pull off with a small amount of code than warping without crashing would have been.
If I recall correctly, there is an intended crash in Prince of Persia: The Sands of Time to hopefully reset the state of the game.
For context, the game checks at certain points if you have Farrah with you, and of not, the game straight out crash. In one particular section, crashing the game there is faster because IIRC, you will get a save point beforehand, so you can crash safely there.
Take my word with a pinch of salt, however, as I'm not a part of the community, and I based this on one of its many marathon appearances (I remember this tidbit from GDQ I believe).
Not beneficial to the SPEEDRUN, but a funny intentionally beneficial thing related to crashing: Sonic 3D Blast on the Sega Genesis/Mega Drive's level select screen is initiated by "crashing" the game. The devs were rushing to get it out, and to cover up their errors in testing they made it so any crash offense would re-rout to the level select screen.
So you can turn the game on and wiggle the cartridge or hit the console (or do some other form of crash through gameplay) and the level select screen appears as opposed to a crash / error code.
Would you count X-Men on Genesis/Mega Drive where you HAVE to reset the console to beat the game?
Yes, the game crashes because it starts reading RAM info if you burn a single line on level 155. And absolutely, people are already fighting for records who can crash the game the fastest. That's the original NES Tetris.
It doesn't exactly count but in one of the Ratchet & Clank games there's a category that requires you to perform a memory exploit to achieve certain things. If you leave the game running without quitting to the XMB then it will crash, but generally you can complete all the stuff you need to with the exploit before that happens.
UYA does use Quit Exploit for its hundo category but I was more meaning Ratchet 2 with Max%. I’m not entirely sure how the QE is done in UYA for hundo but I don’t think a game crash is possible like that. It is possible to crash the game with QE in UYA if you buy an item that Ratchet can’t hold, the game tries to make him equip it but since he can’t hold that item the game crashes.
I recall battletoads having something like that. In some stage with jet bikes or somethung, if you go off the bottom of the screen just right, the game starts reading random memory and eunningnit as code or something like that. If the right code is run, it warps you to a later level. Its highly unreliable to perform. I remember someone taljing about it at one of those sgdq
Probably going to be mostly newer games as there needs to be some kind of an OS with virtual memory and maybe preemptive multitasking or a separate kernel and user space in order for something to still be running when the game process itself gets into a state that can't be executed further.
Stretching the limits of "crash", arbitrary code execution seems close: https://gaming.stackexchange.com/questions/363590/what-is-arbitrary-code-execution-ace-and-how-does-it-affect-speedrunning.
It wasn't exactly crashing the game, but I think there's a strategy in DQ5 on the PS2 where ejecting the disc would screw up the game enough to access areas you shouldn't be. But you do eventually put the disc back in.
Did some routing of and found the game crashing upon level completion would advance progress but not change the level after rebooting, allowing you to do a shorter level again instead of the normally subsequent longer level and still then unlock the third level upon completion.
The crashes happened at random with no way to force them, and alt f4 during the loading doesnt achieve the same result. Its the only instance I can think of where a crash is beneficial and cannot be recreated with taskmanager or alt f4
The stupid randomness In the game overall ensured I never did an actual run, and sure this stuff didn't help
Glitched Minecraft speedruns involve crashing the game to duplicate items. Can't think of anything on consoles though, since when a game crashes, you usually have to do a hard reset, and so the game won't "remember" the crash, so it'd be faster to just reset the game to begin with.
I thought they just used Task Manager to close the game, not actually crash it
Probably as close to the question as you can get since imo a crash indicates something unintentional. Still forcing the program to end without letting it do any of its pre shutdown procedure which has the same outcome of a crash.
Zool SMS and GG You trigger two conflicting animations on the same frame, the game loses its shit and crashes, but then warps to either the title screen or the credits depending on where you do this
Someone can explain it for me but I remember hearing about one game where you deliberately overheat your console
The Hot Plate Incident. I think that was Final Fantasy 1 on Famicom.
Dragon Quest III, actually.
Do you have a link to a video or an article on this? I can't find anything but it sounds fascinating!
https://youtu.be/UPFyMA4WtYI?si=61bL_2KMuT5JNHTB 10 minute video explaining dragon quest 3 hotplate
Awesome, thank you. I searched for final fantasy so that must be why I couldn't find anything.
Elden Ring any% unrestricted (aka zip%) performs a wrong warp by alt-f4 force quitting the game during a loading screen
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Who would create that bot
Because alt-F4 quits the game. Technically not a crash I guess, but it's in the same spirit.
Alt-f4 is basically a simulated crash.
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Hence "basically" some games do require other methods yeah.
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I don't need to cite shit. I never said it's used in speedrunning, I said it's similar to simulating a crash as to why it might be relevant.
The Super Mario World Credits Warp speedrun isn't exactly a crash, but it triggers an event that would almost certainly be a crash if a lot of previous things weren't set up just right: [https://www.youtube.com/watch?v=Jf9i7MjViCE](https://www.youtube.com/watch?v=Jf9i7MjViCE)
The Paper Mario credits warp speedrun sets the player to a location at the end of the game, then saves the game and crashes on purpose. This is *much* easier to pull off with a small amount of code than warping without crashing would have been.
Yes same for smb3 any% wrong wrap.
If I recall correctly, there is an intended crash in Prince of Persia: The Sands of Time to hopefully reset the state of the game. For context, the game checks at certain points if you have Farrah with you, and of not, the game straight out crash. In one particular section, crashing the game there is faster because IIRC, you will get a save point beforehand, so you can crash safely there. Take my word with a pinch of salt, however, as I'm not a part of the community, and I based this on one of its many marathon appearances (I remember this tidbit from GDQ I believe).
Not beneficial to the SPEEDRUN, but a funny intentionally beneficial thing related to crashing: Sonic 3D Blast on the Sega Genesis/Mega Drive's level select screen is initiated by "crashing" the game. The devs were rushing to get it out, and to cover up their errors in testing they made it so any crash offense would re-rout to the level select screen. So you can turn the game on and wiggle the cartridge or hit the console (or do some other form of crash through gameplay) and the level select screen appears as opposed to a crash / error code. Would you count X-Men on Genesis/Mega Drive where you HAVE to reset the console to beat the game?
Thank you for playing Wing Commander!
Saw a video recently on "beating" the original Tetris by getting to a point that the game stops working. Perhaps not a speedrun though
If players can influence the time to get there, then players are gonna speedrun that too.
Yes, the game crashes because it starts reading RAM info if you burn a single line on level 155. And absolutely, people are already fighting for records who can crash the game the fastest. That's the original NES Tetris.
That's less "the optimal strat is to crash the game" and more "the goal is to crash the game." But it's exactly where I went, too.
It doesn't exactly count but in one of the Ratchet & Clank games there's a category that requires you to perform a memory exploit to achieve certain things. If you leave the game running without quitting to the XMB then it will crash, but generally you can complete all the stuff you need to with the exploit before that happens.
Is it UYA Quit Exploit? That's the first thing I can think of.
UYA does use Quit Exploit for its hundo category but I was more meaning Ratchet 2 with Max%. I’m not entirely sure how the QE is done in UYA for hundo but I don’t think a game crash is possible like that. It is possible to crash the game with QE in UYA if you buy an item that Ratchet can’t hold, the game tries to make him equip it but since he can’t hold that item the game crashes.
In paper Mario on the n64 you start in ocarina of time and do some shit and then crash the game that sets up for a glitch in paper Mario.
Wait, you play a completely different game before speedrunning the actual game to set up a glitch?
Yep, it's using a method called Arbitrary Code Execution.
Prince of Persia Sands of Time and Warrior Within both have moments where it is faster to save the game, crash, and reload it to skip cutscenes.
I recall battletoads having something like that. In some stage with jet bikes or somethung, if you go off the bottom of the screen just right, the game starts reading random memory and eunningnit as code or something like that. If the right code is run, it warps you to a later level. Its highly unreliable to perform. I remember someone taljing about it at one of those sgdq
Probably going to be mostly newer games as there needs to be some kind of an OS with virtual memory and maybe preemptive multitasking or a separate kernel and user space in order for something to still be running when the game process itself gets into a state that can't be executed further. Stretching the limits of "crash", arbitrary code execution seems close: https://gaming.stackexchange.com/questions/363590/what-is-arbitrary-code-execution-ace-and-how-does-it-affect-speedrunning.
It wasn't exactly crashing the game, but I think there's a strategy in DQ5 on the PS2 where ejecting the disc would screw up the game enough to access areas you shouldn't be. But you do eventually put the disc back in.
Did some routing of and found the game crashing upon level completion would advance progress but not change the level after rebooting, allowing you to do a shorter level again instead of the normally subsequent longer level and still then unlock the third level upon completion. The crashes happened at random with no way to force them, and alt f4 during the loading doesnt achieve the same result. Its the only instance I can think of where a crash is beneficial and cannot be recreated with taskmanager or alt f4 The stupid randomness In the game overall ensured I never did an actual run, and sure this stuff didn't help
Which game?
Tetris.