ARTi

How speedrunners walk through walls

Chapter 1

The invisible walls of video games

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Chapter 2

Squeezing through the cracks

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Chapter 3

Teleporting and warping memory

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Chapter 4

The human and machine collaboration

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YOUR GOAL

Master of How speedrunners walk through walls

Ch 1 · The invisible walls of video games
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diegoplays Inside the void of out of bounds

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diegoplays The frame rate safety net

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Slip Through Walls

diegoplays Time your movements to discover how speedrunners exploit collision glitches to slip through walls.

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diegoplays How games see solid shapes

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diegoplays The pushback force field

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diegoplays Invisible Walls

Out of bounds, out of bounds, We're slipping right past the wall!

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Inside the void of out of bounds

diegoplays The space outside a game's designed level is a vast, empty void.

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Fun Fact

Invisible walls: In Pac-Man, the ghosts actually have hitboxes smaller than their visual sprites to give players a tiny, fair edge.

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The frame rate safety net

diegoplays Games check for collisions at specific intervals, usually tied to the frame rate.

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Glossary
invisible wall (noun)
An unseen barrier in a video game that prevents a player character from moving into certain areas. In 2024, researcher pannenkoek2012 published a comprehensive analysis detailing every such boundary in Super Mario 64.

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Quiz

What can happen if a video game character moves faster than the game's frame-by-frame collision checks?

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Gossip

Which glitch style is cooler?

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Quiz

What is the name of the invisible boundary shape used by game engines to detect when objects collide?

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Quiz

What standard frame rate check frequency allows a game to test for wall collisions 60 times every second?

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Quiz

Which 1996 Nintendo 64 game is famous for its speedrunners exploiting out-of-bounds areas to skip entire levels?

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Quiz

What is the technical term for the calculation a game uses to push a stuck player out of a solid wall?

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Quiz

What is the term for the empty, unprogrammed space that exists outside a video game's intended map?

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Quiz

How do game engines typically respond when a character's hitbox slightly overlaps with a wall hitbox?

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Quiz

Why do game developers use simplified shapes like cylinders instead of detailed character models for collision checks?

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