gaming

how-diablo-hackers-uncovered-a-speedrun-scandal

How Diablo hackers uncovered a speedrun scandal


Investigators decompiled the game to search through 2.2 billion random dungeon seeds.

The word Debunk radiating flames against a demonic background Credit: Aurich Lawson

For years, Maciej “Groobo” Maselewski stood as the undisputed champion of Diablo speedrunning. His 3-minute, 12-second Sorcerer run looked all but unbeatable thanks to a combination of powerful (and allowable) glitch exploits along with what seemed like some unbelievable luck in the game’s randomly generated dungeon.

But when a team of other speedrunners started trying and failing to replicate that luck using outside software and analysis tools, the story behind Groobo’s run began to fall apart. As the inconsistencies in the run started to mount, that team would conduct an automated search through billions of legitimate Diablo dungeons to prove beyond a shadow of a doubt that Groobo’s game couldn’t have taken place in any of them.

“We just had a lot of curiosity and resentment that drove us to dig even deeper,” team member Staphen told Ars Technica of their investigation. “Betrayal might be another way to describe it,” team member AJenbo added. “To find out that this had been done illegitimately… and the person had both gotten and taken a lot of praise for their achievement.”

If we have unearned luck

If you have any familiarity with Diablo or speedrunning, watching Groobo’s run feels like watching someone win the lottery. First, there’s the dungeon itself, which features a sequence of stairways that appear just steps from each other, forming a quick and enemy-free path down to the dungeon’s deeper levels. Then there’s Groobo’s lucky find of Naj’s Puzzler on level 9, a unique item that enables the teleporting necessary for many of the run’s late-game maneuvers.

Groobo’s 3: 12 Diablo speedrun, as submitted to Speed Demos Archive in 2009

“It seemed very unusual that we would have so many levels with the upstairs and the downstairs right next to each other,” Allan “DwangoAC” Cecil told Ars Technica. “We wanted to find some way of replicating this.”

When Cecil and a team of tool-assisted speedrun (TAS) authors started that search process in earnest last February, they said they used Groobo’s run as a baseline to try to improve from. While Groobo ostensibly had to rely on his own human luck in prepping his run, the TAS runners could use techniques and tools from outside the game to replicate Groobo’s run (or something very similar) every time.

To find an RNG seed that could do just that, the TAS team created a custom-built map generation tool by reverse-engineering a disassembled Diablo executable. That tool can take any of the game’s billions of possible random seeds and quickly determine the map layout, item distribution, and quest placement available in the generated save file. A scanner built on top of that tool can then quickly look through those generated dungeons for ones that might be optimal for speedrunning.

“We were working on finding the best seed for our TAS, and we were trying to identify the seed from Groobo’s run, both to validate that our scanner works and to potentially straight-up use it for the run,” Stephan said of the effort. “We naturally had a lot of trouble finding [that seed] because it doesn’t exist.”

A thorough search

In their effort to find Groobo’s storied run (or at least one that resembled it), the TAS team conducted a distributed search across the game’s roughly 2.2 billion valid RNG seeds. Each of these seeds represents a different specific second on the system clock when a Diablo save file is created, ranging from between January 1, 1970, and December 31, 2038 (the only valid dates accepted by the game).

After comparing each of those billions of those RNG dungeons to a re-creation of the dungeon seen in Groobo’s run, the team couldn’t find a single example containing the crucial level 9 Naj’s Puzzler drop. After that, the team started searching through “impossible” seeds, which could only be created by using save modification tools to force a creation date after the year 2038.

The team eventually found dungeons matching Naj’s Puzzler drop in Groobo’s video, using seeds associated with the years 2056 and 2074.

After an exhaustive search, the TAS team couldn’t find a dungeon with Naj’s Puzzler dropped in the place Groobo’s run said it should be.

After an exhaustive search, the TAS team couldn’t find a dungeon with Naj’s Puzzler dropped in the place Groobo’s run said it should be. Credit: Analysis of Groobo’s Diablo WR Speedrun

The early presumption that Groobo’s run was legitimate ended up costing the team weeks of work. “It was baffling when we couldn’t find [the early Naj’s Puzzler] in any of the searches we did,” Cecil said. “We were always worried that the scanner might have bugs in it,” Staphen added.

The TAS team’s thorough search also showed troubling inconsistencies in the other dungeon levels shown in Groobo’s run. “Normally you would only need to identify a single level to replicate a run since all the other levels are generated from the same seed,” AJenbo told Ars. But the levels seen in Groobo’s run came from multiple different seeds, which would require splicing footage from multiple different playthrough of different dungeons. That’s a big no-no even in a so-called “segmented” run, which is still supposed to contain segments from a single unmodified save file.

“At that point we also wanted to figure out how manipulated the run was,” AJenbo said. “Was it a legit run except for [dungeon level] 9? Was it three good runs combined? In the end we only found two levels that had come from the same run so at least 13 (probably 15) runs were spliced into one video, which is a lot for a game with just 16 levels.”

The evidence piles up

After Groobo’s dungeon generation problems came to light, other inconsistencies in his run started to become apparent. Some of these are relatively easy to spot with the naked eye once you know what you’re looking for.

For instance, the “1996–2001” copyright date seen on the title screen in Groobo’s video is inconsistent with the v1.00 shown on the initial menu screen, suggesting Groobo’s run was spliced together from runs on multiple different versions of the game. Items acquired early in the run also disappear from the inventory later on with no apparent explanation.

This copyright date doesn’t line up with the “V1.00” seen later on the menu screen in Groobo’s run.

This copyright date doesn’t line up with the “V1.00” seen later on the menu screen in Groobo’s run. Credit: Analysis of Groobo’s Diablo WR Speedrun

Even months after the investigation first started, new inconsistencies are still coming to light. Groobo’s final fight against Diablo, for instance, required just 19 fireballs to take him out. While that’s technically possible with perfect luck for the level 12 Sorcerer seen in the footage, the TAS team found that the specific damage dealt and boss behavior only matched when they attempted the same attacks using a level 26 Sorcerer.

After the TAS team compiled their many findings into a lengthy document, Groobo defended his submission in a discussion with Cecil (screenshots of which were viewed by Ars Technica). “My run is a segmented/spliced run,” Groobo said. “It always has been and it was never passed off as anything else, nor was it part of any competition or leaderboards. The Speed Demos Archive [SDA] page states that outright.” Indeed, an archived version of Groobo’s record-setting Speed Demos Archive submission does say directly that it’s made up of “27 segments appended to one file.”

But simply splitting a run into segments doesn’t explain away all of the problems the TAS team found. Getting Naj’s Puzzler on dungeon level 9, for instance, still requires outside modification of a save file, which is specifically prohibited by longstanding Speed Demos Archive rules that “manually editing/adding/removing game files is generally not allowed.” Groobo’s apparent splicing of multiple game versions and differently seeded save files also seems to go against SDA rules, which say that “there obviously needs to be continuity between segments in terms of inventory, experience points or whatever is applicable for the individual game.”

After being presented with the TAS team’s evidence, SDA wrote that “it has been determined that Groobo’s run very likely does not stem from only legitimate techniques, and as such, has itself been banished barring new developments.” But Groobo’s record is still listed as the “Fastest completion of an RPG videogame” by Guinness World Records, which has not offered a substantive response to the team’s findings (Guinness has not responded to a request for comment from Ars Technica).

A recent Diablo speedrun on a confirmed legitimate dungeon seed.

This might seem like a pretty petty issue to spend weeks of time and attention debunking. But at a recent presentation attended by Ars, Cecil said he was motivated to pursue it because “it did harm. Groobo’s alleged cheating in 2009 completely stopped interest in speedrunning this category [of Diablo]. No one tried, no one could.”

Because of Groobo’s previously unknown modifications to make an impossible-to-beat run, “this big running community just stopped trying to run this game in that category,” Cecil said. “For more than a decade, this had a chilling impact on that community.” With Groobo’s run out of the way, though, new runners are setting new records on confirmed legitimate RNG seeds, and with the aid of TAS tools.

In the end, Cecil said he hopes the evidence regarding Groobo’s run will make people look more carefully at other record submissions. “Groobo had created a number of well-respected … speedruns,” he said. “[People thought] there wasn’t any good reason to doubt him. In other words, there was bias in familiarity. This was a familiar character. Why would they cheat?”

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

How Diablo hackers uncovered a speedrun scandal Read More »

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What we know about AMD and Nvidia’s imminent midrange GPU launches

The GeForce RTX 5090 and 5080 are both very fast graphics cards—if you can look past the possibility that we may have yet another power-connector-related overheating problem on our hands. But the vast majority of people (including you, discerning and tech-savvy Ars Technica reader) won’t be spending $1,000 or $2,000 (or $2,750 or whatever) on a new graphics card this generation.

No, statistically, you (like most people) will probably end up buying one of the more affordable midrange Nvidia or AMD cards, GPUs that are all slated to begin shipping later this month or early in March.

There has been a spate of announcements on that front this week. Nvidia announced yesterday that the GeForce RTX 5070 Ti, which the company previously introduced at CES, would be available starting on February 20 for $749 and up. The new GPU, like the RTX 5080, looks like a relatively modest upgrade from last year’s RTX 4070 Ti Super. But it ought to at least flirt with affordability for people who are looking to get natively rendered 4K without automatically needing to enable DLSS upscaling to get playable frame rates.

RTX 5070 Ti RTX 4070 Ti Super RTX 5070 RTX 4070 Super
CUDA Cores 8,960 8,448 6,144 7,168
Boost Clock 2,452 MHz 2,610 MHz 2,512 MHz 2,475 MHz
Memory Bus Width 256-bit 256-bit 192-bit 192-bit
Memory Bandwidth 896 GB/s 672 GB/s 672 GB/s 504 GB/s
Memory size 16GB GDDR7 16GB GDDR6X 12GB GDDR7 12GB GDDR6X
TGP 300 W 285 W 250 W 220 W

That said, if the launches of the 5090 and 5080 are anything to go by, it may not be easy to find and buy the RTX 5070 Ti for anything close to the listed retail price; early retail listings are not promising on this front. You’ll also be relying exclusively on Nvidia’s partners to deliver unadorned, relatively minimalist MSRP versions of the cards since Nvidia isn’t making a Founders Edition version.

As for the $549 RTX 5070, Nvidia’s website says it’s launching on March 5. But it’s less exciting than the other 50-series cards because it has fewer CUDA cores than the outgoing RTX 4070 Super, leaving it even more reliant on AI-generated frames to improve performance compared to the last generation.

What we know about AMD and Nvidia’s imminent midrange GPU launches Read More »

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Handful of users claim new Nvidia GPUs are melting power cables again

The 12VHPWR and 12V-2×6 connectors are both designed to solve a real problem: delivering hundreds of watts of power to high-end GPUs over a single cable rather than trying to fit multiple 8-pin power connectors onto these GPUs. In theory, swapping two to four 8-pin connectors for a single 12V-2×6 or 12VHPWR connector cuts down on the amount of board space OEMs must reserve for these connectors in their designs and the number of cables that users have to snake through the inside of their gaming PCs.

But while Nvidia, Intel, AMD, Qualcomm, Arm, and other companies are all PCI-SIG members and all had a hand in the design of the new standards, Nvidia is the only GPU company to use the 12VHPWR and 12V-2×6 connectors in most of its GPUs. AMD and Intel have continued to use the 8-pin power connector, and even some of Nvidia’s partners have stuck with 8-pin connectors for lower-end, lower-power cards like the RTX 4060 and 4070 series.

Both of the reported 5090 incidents involved third-party cables, one from custom PC part manufacturer MODDIY and one included with an FSP power supply, rather than the first-party 8-pin adapter that Nvidia supplies with GeForce GPUs. It’s much too early to say whether these cables (or Nvidia, or the design of the connector, or the affected users) caused the problem or whether this was just a coincidence.

We’ve contacted Nvidia to see whether it’s aware of and investigating the reports and will update this piece if we receive a response.

Handful of users claim new Nvidia GPUs are melting power cables again Read More »

dragonsweeper-is-my-favorite-game-of-2025-(so-far)

Dragonsweeper is my favorite game of 2025 (so far)

While writing a wide-ranging history of Windows Minesweeper for Boss Fight Books in 2023, I ended up playing many variations of Microsoft’s beloved original game. Those include versions with hexagonal tiles, versions with weird board shapes, and versions that extend Minesweeper into four dimensions or more, to name just a few.

Almost all these variants messed a little too much with the careful balance of simplicity, readability, reasoning, and luck that made the original Minesweeper so addictive. None of them became games I return to day after day.

But then I stumbled onto Dragonsweeper, a free browser-based game that indie developer Daniel Benmergui released unceremoniously on itch.io last month. In the weeks since I discovered it, the game has become my latest puzzle obsession, filling in a worrying proportion of my spare moments with its addictive, simple RPG-tinged take on the Minesweeper formula.

Exploresweeper

Like Minesweeper before it, Dragonsweeper is a game about deducing hidden information based on the limited information you can already see on the grid. But the numbers you reveal in Dragonsweeper don’t simply tell you the number of threats on adjacent squares. Instead, the “numbers are sum of monster power,” as the game’s cryptic “Monsternomicon” explains. So a revealed square with a “14” could suggest two 7-power devils nearby or two 5-power slimes and a 4-power ogre, or even seven 2-power bats in a particularly weird randomized arrangement.

Destroying those monsters means eating into your avatar Jorge’s health total, which is prominently displayed in the bottom-left corner. Jorge’s health can safely go down to zero hearts without dying—which feels a bit counter-intuitive at first—and can be restored by using discovered health potions or by leveling up with gold accumulated from downed monsters and items. If you can level up enough without dying, you’ll have the health necessary to defeat the titular dragon sitting in the middle of the board and win the game.

Dragonsweeper is my favorite game of 2025 (so far) Read More »

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Punch-Out’s Mike Tyson has been defeated in under two minutes for the first time

Bismuth explains the unreasonable luck needed for a record-setting Tyson fight at around the 56: 30 mark in this 2024 video.

Summoning Salt says Tyson here gave him a “perfect pattern” during his first phase of endless uppercuts, something that happens only 1 in 1,600 bouts. And later in the fight, the game’s random-number generator cooperated by adding only an extra 16 frames of delay (~0.8 in-game seconds) compared to a “perfect” run. Combined, Summoning Salt estimates that Tyson will only punch this quickly once every 7,000 to 10,000 attempts.

“It’s over,” Summoning Salt said live on Twitch when the record-setting match was finished, in a surprisingly even tone that came over what sounds very much like a dropped controller. “I thought I’d be a lot more excited about this. Holy shit, dude! It’s fucking over… Dude, am I dreaming right now? … I’m sorry I’m so quiet. I’m kind of in shock right now that that just happened.”

Where do we go from here?

With his near-perfect combination of both skill and luck, Summoning Salt’s new record surpasses his own previous world record of precisely 2: 00.00 on the in-game clock. That mark, set just eight months ago, was just three frames off of displaying 1: 59 on the in-game timer for the first time.

Summoning Salt was also the first runner to break the 2: 01 barrier on Tyson in 2020, a feat he has since replicated just 15 times over tens of thousands of attempts. “There’s essentially no difference between all of those [2:00.xx] fights and this one, except I got better luck from Tyson on this fight,” he writes. “Finally, after nearly half a decade, the 1: 59 has happened.”

Summoning Salt discusses the difficulty of beating 2: 13 on Tyson in 2020, months before setting a then-record time of 2: 00 himself

Ironically, just before posting his first 2: 00.xx fight in 2020, Summoning Salt posted a video discussing in part just how difficult it was for speedrunners to beat Matt Turk’s 2007 record of 2: 13 on Tyson. “For years it was just this impossibly fast time that the top players just couldn’t get close to,” Summoning Salt said at the time. “Of course, other top players fought Tyson years later, but their best efforts came up short… they couldn’t touch it. It stood alone.”

Summoning Salt is now just over a second off of the tool-assisted speedrun record of 1: 58.61, which uses emulated gameplay to fight a theoretical “perfect” bout every time. But after spending years on what he writes “is the greatest gaming achievement I have ever accomplished,” Summoning Salt seems ready to hang up his virtual boxing gloves for good.

“I have no plans to ever improve this time,” he writes. “It will be beaten by somebody one day, likely by matching this fight and then getting better luck in phase 3. I have no interest in competing for that but am extremely proud to have gotten the first sub 2 ever on Mike Tyson.”

Punch-Out’s Mike Tyson has been defeated in under two minutes for the first time Read More »

the-sims-re-release-shows-what’s-wrong-with-big-publishers-and-single-player-games

The Sims re-release shows what’s wrong with big publishers and single-player games


Opinion: EA might be done with single-player games—but we’re not.

The Sims Steam re-release has all of the charm of the original, if you can get it working. Credit: Samuel Axon

It’s the year 2000 all over again, because I’ve just spent the past week playing The Sims, a game that could have had a resurgent zeitgeist moment if only EA, the infamous game publisher, had put enough effort in.

A few days ago, EA re-released two of its most legendary games: The Sims and The Sims 2. Dubbed the “The Legacy Collection,” these could not even be called remasters. EA just put the original games on Steam with some minor patches to make them a little more likely to work on some modern machines.

The emphasis of that sentence should be on the word “some.” Forums and Reddit threads were flooded with players saying the game either wouldn’t launch at all, crashed shortly after launch, or had debilitating graphical issues. (Patches have been happening, but there’s work to be done yet.)

Further, the releases lack basic features that are standard for virtually all Steam releases now, like achievements or Steam Cloud support.

It took me a bit of time to get it working myself, but I got there, and my time with the game has reminded me of two things. First, The Sims is a unique experience that is worthy of its lofty legacy. Second, The Sims deserved better than this lackluster re-release.

EA didn’t meet its own standard

Look, it’s fine to re-release a game without remastering it. I’m actually glad to see the game’s original assets as they always were—it’s deeply nostalgic, and there’s always a tinge of sadness when a remaster overwrites the work of the original artists. That’s not a concern here.

But if you’re going to re-release a game on Steam in 2025, there are minimum expectations—especially from a company with the resources of EA, and even more so for a game that is this important and beloved.

The game needs to reliably run on modern machines, and it needs to support basic platform features like cloud saves or achievements. It’s not much to ask, and it’s not what we got.

The Steam forums for the game are filled with people saying it’s lazy that EA didn’t include Steam Cloud support because implementing that is ostensibly as simple as picking a folder and checking a box.

I spoke with two different professional game developers this week who have previously published games on Steam, and I brought up the issue of Steam Cloud and achievement support. As they tell it, it turns out it’s not nearly as simple as those players in the forums believe—but it still should have been within EA’s capabilities, even with a crunched schedule.

Yes, it’s sometimes possible to get it working at a basic level within a couple of hours, provided you’re already using the Steamworks API. But even in that circumstance, the way a game’s saves work might require additional work to protect against lost data or frequent problems with conflicts.

Given that the game doesn’t support achievements or really anything else you’d expect, it’s possible EA didn’t use the Steamworks API at all. (Doing that would have been hours of additional work.)

A pop-up in The Sims says the sim has accidentally been transferred $500 because of a computer bug

Sadly, this is not the sort of computer bug players are encountering. Credit: Samuel Axon

I’m not giving EA a pass, though. Four years ago, EA put out the Command & Conquer Remastered Collection, a 4K upscale remaster of the original C&C games. The release featured a unified binary for the classic games, sprites and textures that were upscaled to higher resolutions, quality of life improvements, and yes, many of the Steam bells and whistles that include achievements. I’m not saying that the remaster was flawless, but it exhibited significantly more care and effort than The Sims re-release.

I love Command & Conquer. I played a lot of it when I was younger. But even a longtime C&C fan like myself can easily acknowledge that its importance in gaming history (as well as its popularity and revenue potential) pale in comparison to The Sims.

If EA could do all that for C&C, it’s all the more perplexing that it didn’t bother with a 25th-anniversary re-release of The Sims.

Single-player games, meet publicly traded companies

While we don’t have much insight into all the inner workings of EA, there are hints as to why this sort of thing is happening. For one thing, anyone who has worked for a giant corporation like this knows it’s all too easy for the objective to be passed down from above at the last minute, leaving no time or resources to see it through adequately.

But it might run deeper than that. To put it simply, publicly traded publishers like EA can’t seem to satisfy investors with single-purchase, single-player games. The emphasis on single-player releases has been decreasing for a long time, and it’s markedly less just five years after the release of the C&C remaster.

Take the recent comments from EA CEO Andrew Wilson’s post-earnings call, for example. Wilson noted that the big-budget, single-player RPG Dragon Age: The Veilguard failed to meet sales expectations—even though it was apparently one of EA’s most successful single-player Steam releases ever.

“In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category,” he explained, suggesting that games need to be multiplayer games-as-a-service to be successful in this market.

Ironically, though, the single-player RPG Kingdom Come Deliverance 2 launched around the same time he made those comments, and that game’s developer said it made its money back in a single day of sales. It’s currently one of the top-trending games on Twitch, too.

It’s possible that Baldur’s Gate 3 director Swen Vincke hit the nail on the head when he suggested at the Game Developers Conference last year that a particular approach to pursuing quarterly profits runs counter to the practice of making good games.

“I’ve been fighting publishers my entire life, and I keep on seeing the same, same, same mistakes over and over and over,” he said. “It’s always the quarterly profits. The only thing that matters are the numbers.”

Later on X, he clarified who he was pointing a finger at: “This message was for those who try to double their revenue year after year. You don’t have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop.”

In light of Wilson’s comments, it’s a fair guess that EA might not have put in much effort on The Sims re-releases simply because of a belief that single-player games that aren’t “shared world experiences” just aren’t worth the resources anymore, given the company’s need to satisfy shareholders with perpetual revenue growth.

Despite all this, The Sims is worth a look

It’s telling that in a market with too many options, I still put the effort in to get the game working, and I spent multiple evenings this week immersed in the lives of my sims.

Even after 25 years, this game is unique. It has the emergent wackiness of something like RimWorld or Dwarf Fortress, but it has a fast-acting, addictive hook and is easy to learn. There have been other games besides The Sims that are highly productive engines for original player stories, but few have achieved these heights while remaining accessible to virtually everyone.

Like so many of the best games, it’s hard to stop playing once you start. There’s always one more task you want to complete—or you’re about to walk away when something hilariously unexpected happens.

The problems I had getting The Sims to run aren’t that much worse than what I surely experienced on my PC back in 2002—it’s just that the standards are a lot higher now.

I’ve gotten $20 out of value out of the purchase, despite my gripes. But it’s not just about my experience. More broadly, The Sims deserved better. It could have had a moment back in the cultural zeitgeist, with tens of thousands of Twitch viewers.

Missed opportunities

The moment seems perfect: The world is stressful, so people want nostalgia. Cozy games are ascendant. Sandbox designs are making a comeback. The Sims slots smoothly into all of that.

But go to those Twitch streams, and you’ll see a lot of complaining about how the game didn’t really get everything it deserved and a sentiment that whatever moment EA was hoping for was undermined by this lack of commitment.

Instead, the cozy game du jour on Twitch is the Animal Crossing-like Hello Kitty Island Adventure, a former Apple Arcade exclusive that made its way to Steam recently. To be clear, I’m not knocking Hello Kitty Island Adventure; it’s a great game for fans of the modern cozy genre, and I’m delighted to see an indie studio seeing so much success.

A screenshot of the Twitch page for Hello Kitty

The cozy game of the week is Hello Kitty Island Adventures, not The Sims. Credit: Samuel Axon

The takeaway is that we can’t look to big publishers like EA to follow through on delivering quality single-player experiences anymore. It’s the indies that’ll carry that forward.

It’s just a bummer for fans that The Sims couldn’t have the revival moment it should have gotten.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

The Sims re-release shows what’s wrong with big publishers and single-player games Read More »

football-manager-25-canceled-in-a-refreshing-show-of-concern-for-quality

Football Manager 25 canceled in a refreshing show of concern for quality

The developer’s statement notes that preorder customers are getting refunds. Answering a question that has always been obvious to fans but never publishers, the company notes that, no, Football Manager 2024 will not get an update with the new season’s players and data. The company says it is looking to extend the 2024 version’s presence on subscription platforms, like Xbox’s Game Pass, and will “provide an update on this in due course.”

Releasing the game might have been worse

Credit: Sports Interactive

Fans eager to build out their dynasty team and end up with Bukayo Saka may be disappointed to miss out this year. But a developer with big ambitions to meaningfully improve and rethink a long-running franchise deserves some consideration amid the consternation.

Licensed sports games with annual releases do not typically offer much that’s new or improved for their fans. The demands of a 12-month release cycle mean that very few big ideas make it into code. Luke Plunkett, writing at Aftermath about the major (American) football, basketball, and soccer franchises, notes that, aside from an alarming number of microtransactions and gambling-adjacent “card” mechanics, “not much has changed across all four games” in a decade’s time.

Even year-on-year fans are taking notice, in measurable ways. Electronic Arts’ stock price took a 15 percent dip in late January, largely due to soft FC 25 sales. Players “bemoaned the lack of new features and innovation, including in-game physics and goal-scoring mechanisms,” analysts said at the time, according to Reuters. Pick any given year, and you can find reactions to annual sports releases that range from “It is technically better but not by much” to “The major new things are virtual currency purchases and Jake from State Farm.”

So it is that eFootball 2022, one of the most broken games to ever be released by a brand-name publisher, might be considered more tragedy than farce. The series, originally an alternative to EA’s dominant FIFA brand under the name Pro Evolution Soccer (or PES), has since evened out somewhat. Amid the many chances to laugh at warped faces and PS1 crowds, there was a sense of a missed opportunity for real competition in a rigid market.

Football Manager is seemingly competing with its own legacy and making the tough decision to ask its fans to wait out a year rather than rush out an obligatory, flawed title. It’s one of the more hopeful game cancellations to come around in some time.

Football Manager 25 canceled in a refreshing show of concern for quality Read More »

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Donkey Kong’s famed kill screen has been cleared for the first time

A short emulator-aided demonstration of how the broken ladder glitch works (not shown: the dozens of frame-perfect inputs needed to pull it off).

Better to be lucky than to be good

While players have theorized about using the broken ladder glitch to pass the kill screen for years, it initially seemed like even this glitched shortcut was too slow for the short kill screen timer. Yet when Kosmic attempted the same trick using his own emulator-assisted setup recently, he says he was able to complete the level on his first try. What gives?

As it turns out, Kosmic was the beneficiary of some significant luck. Basically, every time Donkey Kong throws a barrel, there is a 1 in 32 chance that he will wait an extra half second or so before throwing the next barrel (this random process is explained in way too much detail in this Pastebin). Since the game’s bonus timer only ticks down when Donkey Kong actually throws a barrel, the semi-rare delay can give Mario the crucial extra frames he needs to reach the top of the kill screen using the broken ladder glitch.

Funnily enough, this randomized barrel-throwing delay can theoretically repeat indefinitely, provided the game’s randomizer picks the same lucky 1-in-32 sequence over and over again. If Donkey Kong decides to delay his barrel throw about 19 times in a row, Mario would actually be able to complete the kill screen normally, without the broken ladder glitch (and without facing many barrels, even). Of course, the chances of that happening on unmodified arcade hardware are nearly 1 in 40 octillion (1 in 32^19, to be precise), so don’t count on encountering it in the wild any time soon.

Mario dies on level 22-6, which Kosmic now considers the “true” Donkey Kong kill screen.

Mario dies on level 22-6, which Kosmic now considers the “true” Donkey Kong kill screen. Credit: Kosmic

With the ladder glitch, though, Kosmic’s emulator-assisted run needed significantly less luck to pass the kill screen at 22-1. He was even able to push the game past the next four stages (including previously unseen spring and pie factory screens) to reach level 22-6.

Kosmic calls that stage the game’s true kill screen, as there’s currently no known way for Mario to remove all eight rivets quickly enough to overcome the glitch-shortened timer, even with emulator assistance. Then again, for decades, players assumed there was no way to complete level 22-1, either. Maybe someone will figure out a clever method for beating this new kill screen with 40 more years of sustained effort.

Donkey Kong’s famed kill screen has been cleared for the first time Read More »

nintendo-patent-explains-switch-2-joy-cons’-“mouse-operation”-mode

Nintendo patent explains Switch 2 Joy-Cons’ “mouse operation” mode

It’s been a month since we first heard rumors that the Switch 2’s new Joy-Cons could be slid across a flat surface to function like a computer mouse. Now, a newly published patent filed by Nintendo seems to confirm that feature and describes how it will work.

The international patent was filed with the World Intellectual Property Organization in January 2023, but it was only published on WIPO’s website on Thursday. The Japanese-language patent—whose illustrations match what we’ve seen of Switch 2 Joy-Con precisely—features an English abstract describing “a sensor for mouse operation” that can “detect reflected light from a detected surface, the light changing by moving over the detected surface…” much like any number of optical computer mice. Schematic drawings in the patent show how the light source and light sensor are squeezed inside the Joy-Con, with a built-in lens for directing the light to and from each.

A schematic diagram of the Switch 2’s Joy-Con light sensor

A schematic diagram of the Switch 2’s Joy-Con light sensor Credit: Nintendo / WIPO

A machine translation of the full text of the patent describes the controller as “a novel input device that can be used as a mouse and other than a mouse.” In mouse mode, as described in the patent, the user cradles the outer edge of the controller with their palm and places the inner edge “on, for example, a desk or the like.”

In this configuration, the user’s thumb can still access the analog stick (which is now pointing horizontally) while the index and middle fingers are positioned so the two shoulder buttons “can be operated as, for example, a right-click button and a left-click button,” according to the patent. The patent describes this configuration as “easy to hold” or “easy to grip.” It also goes to great lengths to explain how the shoulder buttons wrap around the curved top corner of the controller and thus are “easy to press” by pushing either downward or closer to horizontally with a finger.

Nintendo patent explains Switch 2 Joy-Cons’ “mouse operation” mode Read More »

amd-promises-“mainstream”-4k-gaming-with-next-gen-gpus-as-current-gen-gpu-sales-tank

AMD promises “mainstream” 4K gaming with next-gen GPUs as current-gen GPU sales tank

AMD announced its fourth-quarter earnings yesterday, and the numbers were mostly rosy: $7.7 billion in revenue and a 51 percent profit margin, compared to $6.2 billion and 47 percent a year ago. The biggest winner was the data center division, which made $3.9 billion thanks to Epyc server processors and Instinct AI accelerators, and Ryzen CPUs are also selling well, helping the company’s client segment earn $2.3 billion.

But if you were looking for a dark spot, you’d find it in the company’s gaming division, which earned a relatively small $563 million, down 59 percent from a year ago. AMD’s Lisa Su blamed this on both dedicated graphics card sales and sales from the company’s “semi-custom” chips (that is, the ones created specifically for game consoles like the Xbox and PlayStation).

Other data sources suggest that the response from GPU buyers to AMD’s Radeon RX 7000 series, launched between late 2022 and early 2024, has been lackluster. The Steam Hardware Survey, a noisy but broadly useful barometer for GPU market share, shows no RX 7000-series models in the top 50; only two of the GPUs (the 7900 XTX and 7700 XT) are used in enough gaming PCs to be mentioned on the list at all, with the others all getting lumped into the “other” category. Jon Peddie Research recently estimated that AMD was selling roughly one dedicated GPU for every seven or eight sold by Nvidia.

But hope springs eternal. Su confirmed on AMD’s earnings call that the new Radeon RX 9000-series cards, announced at CES last month, would be launching in early March. The Radeon RX 9070 and 9070 XT are both aimed toward the middle of the graphics card market, and Su said that both would bring “high-quality gaming to mainstream players.”

An opportunity, maybe

“Mainstream” could mean a lot of things. AMD’s CES slide deck positioned the 9070 series alongside Nvidia’s RTX 4070 Ti ($799) and 4070 Super ($599) and its own RTX 7900 XT, 7900 GRE, and 7800 XT (between $500 and $730 as of this writing), a pretty wide price spread that is still more expensive than an entire high-end console. The GPUs could still rely heavily on upscaling algorithms like AMD’s Fidelity Super Resolution (FSR) to hit playable frame rates at those resolutions, rather than targeting native 4K.

AMD promises “mainstream” 4K gaming with next-gen GPUs as current-gen GPU sales tank Read More »

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VGHF opens free online access to 1,500 classic game mags, 30K historic files

In the intro video, Salvador talks about looking through their archives and stumbling on the existence of Pretzel Pete, a little-remembered early 3D driving/platform game. Despite its extreme obscurity, the game is nonetheless mentioned in the 1999 E3 catalog and an old issue of PC Gamer, both of which are now memorialized forever in the VGHF digital archives.

Getting this kind of obscure information into a digitized, easily searchable form was “a lot harder than it sounds,” Salvador said. Beyond getting archival-quality scans of the magazines themselves (a process aided by community efforts like RetroMags and Out of Print Archive), extracting the text from those pages proved difficult for OCR software designed for the high-contrast, black-text-on-white-background world of business documents. “If you’ve ever read a ’90s video game magazine, you know how crazy those magazine layouts get,” Salvador said.

VGHF Head Librarian Phil Salvador talks about the digital library launch.

To get around that problem, Salvador said VGHF Director of Technology Travis Brown spent months developing a specially designed text-recognition tool that “handles even the toughest magazine pages with no problem” and represents “a significant leap in quality over what we had before.” That means it’s easier than ever to find 81 separate mentions of Clu Clu Land from across dozens of different issues with a single search.

Unfortunately, the vast wealth of video game information on offer here does not include direct, playable access to retail video games, which libraries can’t share digitally due to the limitations of the DMCA. But the VGHF and other organizations “continue to challenge those copyright rules every three years,” leaving some hope that digital libraries like this may soon include access to the source material being discussed.

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sony-removes-playstation-account-requirement-from-4-single-player-steam-games

Sony removes PlayStation account requirement from 4 single-player Steam games

Sony’s game publishing arm has done a 180-degree turn on a controversial policy of requiring PC players to sign in with PlayStation accounts for some games, according to a blog post by the company.

A PlayStation account will “become optional” for Marvel’s Spider-Man 2, God of War Ragnarok, The Last of Us Part II Remastered, and Horizon Zero Dawn Remastered. Sony hasn’t lost hope that players will still go ahead and use a PlayStation account, though, as it’s tying several benefits to signing in.

Logging in with PlayStation will be required to access trophies, the PlayStation equivalent of achievements. (Steam achievements appear to be supported regardless.) It will also allow friend management, provided you have social contacts on the PlayStation Network.

Additionally, Sony is providing some small in-game rewards to each title that are available if you log in with its account system. You’ll get early unlocks of the Spider-Man 2099 Black Suit and the Miles Morales 2099 Suit in Spider-Man 2, for example—or the Nora Valiant outfit in Horizon: Zero Dawn.

Some of these rewards are available via other means within the games, such as the Armor of the Black Bear set for Kratos in Ragnarok.

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