> Decoding the Language of Digital Chaos
Arbitrary Code Execution - The ability to run custom code within a game or program, often achieved by exploiting buffer overflows or memory corruption.
A condition where data exceeds the allocated memory buffer, potentially overwriting adjacent memory locations.
Out of Bounds - Exiting the intended play area of a game, often by clipping through walls or exploiting collision detection.
Controlling or predicting Random Number Generation to achieve favorable outcomes in games.
Obtaining items, abilities, or accessing areas in an order different from the intended game progression.
A glitch that causes the player to warp to an unintended location, often by corrupting memory addresses.
Tool-Assisted Speedrun - A speedrun created using emulator tools like save states and frame-by-frame input to achieve theoretically perfect play.
Unintended modification of memory contents, often leading to unpredictable program behavior or crashes.
A situation where the behavior of software depends on the relative timing of events, such as the order of thread execution.
Moving through solid objects or surfaces in a game, usually due to collision detection errors.
An input or timing that must be executed within a single frame (usually 1/60th of a second) to work properly.
A pointer that doesn't point to any valid memory location, often causing crashes when dereferenced.
When an arithmetic operation results in a value too large to be stored in the allocated memory space.
Backwards Long Jump - A specific glitch in Super Mario 64 where jumping backwards repeatedly can build up infinite speed.
The ability to run any code on a target system, often the ultimate goal of exploit development.
The moth is preserved in the Smithsonian Museum, making it the most famous insect in computing history.