[TAS] Super Mario World "Arbitrary Code Execution" in 02:25.19 by Masterjun
Masterjun3Cited 6× on HN, 2015–2021
demo · intermediate · evergreen · 2015–2021 on HN
A tool-assisted speedrun of Super Mario World that achieves arbitrary code execution through frame-precise controller inputs, finishing in 2:25. It was also performed live on real hardware at AGDQ 2014.
Cited as the classic example of arbitrary code execution inside a game, with later runs injecting Pong, Snake and Flappy Bird.
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6 comments from Hacker News
Somewhat disappointed. I was expecting them to use the well-known arbitrary code execution exploit in this game to load their own implementation of FizzBuzz, cf. ▶ this video The method used by Masterjun3 is TAS-only (it involves executing the contents of the controller registers as code, which requires frame-precise inputs), but there are some other methods which are more viable for a real-time attack.
That's wild because Super Mario Bros contains a built-in code editor (via arbitrary code execution easter eggs), and Nintendo is OK with that. ▶ this video
▶ this video Video is about exploiting Super Mario world, on SNES. The result is that the exploiter then proceeds to make 2 new games inside SMW: Pong and Snake. Those games don't exist inside SMW. They were uploaded using controller inputs. All it takes is 1 hack.
One of the most brilliant applications of this concept is the Pokémon Yellow Total Control Hack: link Similarly, arbitrary code execution in Super Mario World: ▶ this video It's like transforming a chess game into Mikado just by playing it.
He's pointing out that although this type of thing has already been done before by automated inputs (such as this video ▶ this video ), this is the first time a human has done it.
Similar deal with super mario world, using programmed controllers to poke arbitrary code into memory and execute it. ▶ this video