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When something is titled “The World’s
Hardest Game,” it certainly has a lot to

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live up to.

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On December 15th, 2007, a 16-year-old developer
named Stevie Critoph, who went by the online

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alias Snubby, released a very special game
to his website, snubbyland.com.

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At the age of 12, he started making short
flash games and cartoons, uploading much of

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his work to both Newgrounds and Snubby Land
to share his creative passion with the world.

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His games were simple and his animations were
crude, but there was certainly something special

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brewing at Snubby Land creative media.

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In late 2007, Snubby spent several months
piecing together a project that would be very

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different from anything that he had created
before.

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He wanted to make a flash game so difficult
that calling it “The World’s Hardest Game”

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wouldn’t be seen as a joke.

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The objective was simple.

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For 30 levels, one needed to maneuver a red
square from one green zone to another, dodging

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the blue, purple, and red enemies, while collecting
all the yellow coins along the way.

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Upon death, the player got sent back to either
the beginning of the level or the last checkpoint

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with all collected coins wiped away.

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The game wasn’t too difficult at the start,
allowing most people to quickly clear the

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first few levels, but soon after, players
would realize exactly what kind of monster

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they were up against.

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By and large, the levels only get harder as
the game progresses, and the game must essentially

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be completed in one sitting, as it does not
save people’s progress; closing or reloading

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the browser tab means starting everything
over from the beginning.

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If someone gave up trying to complete the
last level, they would have to slog through

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the first 29 levels again just to get another
shot at it.

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Upon completing each level, the game taunts
the player with a new, snarky message, seeking

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to eat away at their confidence, and as the
death counter in the top right creeps higher

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and higher, the immense frustration felt after
failing a level just before the end is only

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compounded.

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The game truly pulls no punches.

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Upon release, it truly may have been the most
difficult, but still completable, flash game

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ever created.

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So, that raises the question: Who was the
first player to conquer “The World’s Hardest

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Game?”

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Upon the game’s release, Snubby Land was
a website of pretty modest size.

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There were about 50 registered members who
had contributed around 1,000 posts to the

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forums, around 400 of which had come from
Snubby himself, and about 250 that had come

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from someone named mexifry895, the website’s
second most-active contributor.

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He would be the first to leave a comment about
the game on the 22nd of December, one week

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after its release, venting his frustration
with level 10, a definite choke point that

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is noticeably harder than all the previous
levels.

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The next day, someone named Ziggy claimed
to make it to level 15.

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Mexifry gave more updates about his progress,
and after struggling with level 22, Snubby

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jumped in to lend a hand:

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“Just time it right.

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Move between the boxes.

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You move at the exact same speed as the enemies
so just wait for the opening and go through.”

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- Snubby

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He got stuck on level 23 for three days, and
after finally clearing it, he swiftly labeled

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level 24 as being “impossible.”

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It appeared as though the rest of the game
was going to be a complete slog, but, by comparison,

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it ended up being pretty smooth sailing.

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On December 28th, with a final attempt session
that lasted about 4 hours and recorded 689

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deaths, mexifry895 became the first victor
of The World’s Hardest Game.

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However, the leaderboard showed that the developer
was still quite a bit ahead when it came to

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skill.

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Mexifry urged Snubby to post the game on Newgrounds
so it could get more attention; the game was

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a clear hit with the few people that had the
opportunity to try it out, and it certainly

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had the potential to become a smashing success.

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By March of 2008, the game had around 10 different
victors, and someone named terrence had managed

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to beat the game in just 15 deaths, 4 less
than Snubby’s best.

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An obvious question began to loom; was it
possible for someone to conquer this titan

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without dying a single time?

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On March 21st, the game was published to its
sponsoring website, armorgames.com, where

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it was finally accessible to a broader audience.

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In just 3 days, the game reached 60,000 plays,
and it quickly began spreading to other prominent

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websites like Newgrounds and Addicting Games.

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By the end of the year, that play count was
over 3,000,000.

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The game’s easy-to-pick-up but tough-as-nails
nature was able to swiftly hook countless

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players who wanted to see how difficult The
World’s “Hardest” Game truly was.

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However, what happens when you mix a game
that 99.9% of players give up trying to beat

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with a platform that makes it trivially easy
for people to access all of a game’s assets

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and source code?

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People hacking popular flash games and slapping
them on shady websites wasn’t exactly a

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new concept back in 2008, but there is no
question that The World’s Hardest Game had

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it worse than anything that had come before
it.

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Players were able to vent their frustration
with the game’s difficulty by skipping straight

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to the end of each level completely unharmed.

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Countless people effortlessly skipped to the
end and uploaded a score of “0 deaths”

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to the game’s official leaderboard.

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Indeed, within a week of the game being shared
with the general public, the leaderboard was

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completely ruined.

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If someone wanted to prove that they got a
0 death completion of the game, they were

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going to need to get it on video.

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As I do with pretty much every single one
of my videos nowadays, I spent hours searching

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YouTube to try and find the earliest recordings
that I could of full completions of The World’s

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Hardest Game.

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To probably nobody’s surprise, I found a
boatload of early videos claiming to complete

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the game in “0 deaths,” but were just
recordings of that weird hacked version with

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smiley faces drawn on all of the green areas.

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Gotta love old YouTube.

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There was a lot of garbage to sift through,
but I was able to find what I believe to be

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the first full playthrough of the game uploaded
to YouTube, a 24 death completion performed

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by someone named HatredCopt3r on August 2nd,
2008.

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Because of time limit restrictions that existed
on YouTube back in the day, Copt3r had to

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speed up their completion to get it uploaded,
cranking it to “2x speed” as indicated

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by the title.

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However, upon analyzing the video, it became
pretty clear that it was actually sped up

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by a factor of 1.5, making the completion
a lot faster than some may have thought.

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Though Copt3r hadn’t completed the game
in the least amount of deaths accurately recorded,

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they did unintentionally claim the record
for the fastest completion with video evidence,

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a time clocking in at 13:13.

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The next day, they were able to cut their
deaths personal best in half, completing the

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game with just 12: one in level 12, one in 19,
one in 23, one in 25, two in 26, one in 28,

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two in 29, and two in 30.

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This run was also sped up 1.5x, and slowing
it back down to the proper speed yields a

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final time of 12:23, a new world record.

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Copt3r’s completions of the game were certainly
impressive, but it was obvious that there

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was still some room to improve, both death-wise
and time-wise.

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Thankfully, on October 18th, 2008, the game
would finally get the completion that it deserved,

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as someone named Hachimen became the first
to record a 0 death completion of the World’s

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Hardest Game.

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Surpassing millions of other players, Hachimen
had become the master of the World’s Hardest

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Game, completing the game with 0 deaths 10
months after its release.

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If you have ever seen a video of this game
on YouTube before, you have almost certainly

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watched either this playthrough or another
one that we will get to shortly, as it currently

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holds the record for the most viewed video
of the game with over 17 million well-deserved

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views.

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Hachimen eased into each level with composure,
executing mostly pre-determined movements

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with surgical precision without going too
overboard.

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Time was somewhat of the essence, but speed
was not the ultimate goal; keeping that death

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counter unchanged was all that Hachimen needed
to do to qualify the playthrough as perfection.

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If someone wanted to prove that they were
the new champion of The World’s Hardest

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Game, simply completing the game with 0 deaths
was no longer going to cut it.

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Hachimen’s completion just happened to clock
in at 8 minutes and 37 seconds.

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Now, it was time to see how much faster the
game could get.

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In July of 2008, Snubby released the next
installment in the WHG series, The World’s

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Hardest Game 2, featuring 50 total levels,
some new mechanics, a heightened level of

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difficulty, and music that was composed by
none other than the first installment’s

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first victor, mexifry895.

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The game is so challenging that, to this day,
nobody has managed to complete it in 0 deaths,

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with the current Glitchless world record of
12:28 by Danicker still having 7 of them.

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While both the sequel and the original continued
to receive massive amounts of attention going

00:10:00.220 --> 00:10:06.430
into 2009, it seemed like nobody was able
to top Hachimen’s record of 8:37.

00:10:06.430 --> 00:10:09.750
People may have thought that there wasn’t
much left to accomplish with the game if the

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death floor of 0 had already been reached,
since people didn’t really care about how

00:10:13.990 --> 00:10:15.980
fast they were able to complete the game.

00:10:15.980 --> 00:10:22.160
However, on September 28th, 2009, someone
named Shiroma would prove everyone wrong,

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as he uploaded a 0 death completion of the
game that clocked in two seconds faster than

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Hachimen’s record: 8:35.

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Shiroma just started as an average World’s
Hardest Game player, initially giving up trying

00:10:34.570 --> 00:10:37.180
to beat the game after struggling immensely.

00:10:37.180 --> 00:10:42.790
However, he was eventually able to complete
the game in 450 deaths, whereafter, he started

00:10:42.790 --> 00:10:46.839
beating it over and over again to see how
much better he could get at it.

00:10:46.839 --> 00:10:52.730
Each level got easier and easier, and eventually,
he was able to piece together his own 0 death

00:10:52.730 --> 00:10:53.730
completion.

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With no built-in goal left to accomplish,
he decided to try speedrunning the game.

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He found the video of Hachimen’s 0 death
completion and used it as a reference for

00:11:02.310 --> 00:11:05.089
how he could more efficiently complete the
game.

00:11:05.089 --> 00:11:10.710
After some practice and attempts, he was eventually
able to produce the 8:35 as his first run.

00:11:10.710 --> 00:11:16.200
Expectedly, it was very similar to Hachimen’s
8:37, and though they took somewhat different

00:11:16.200 --> 00:11:21.010
approaches in a lot of the levels, the overall
theme of taking extra time to increase the

00:11:21.010 --> 00:11:23.470
odds of success was readily apparent.

00:11:23.470 --> 00:11:28.420
The best example of this is probably the long
wait at the start of level 23 to get a more

00:11:28.420 --> 00:11:30.389
favorable cycle on the spinner.

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By including a timer with the video and labeling
the completion as a “speedrun” in the

00:11:35.459 --> 00:11:40.340
title, it was clear that Shiroma wanted to
fully prioritize how fast he could complete

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“The World’s Hardest Game”.

00:11:42.080 --> 00:11:46.970
He had gotten another 0 death completion and
the world record, but he was certainly not

00:11:46.970 --> 00:11:48.540
yet done with the game.

00:11:48.540 --> 00:11:52.779
For two months, Shiroma sought to improve
his approach to each and every level until

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it was as fast as it could possibly be.

00:11:55.520 --> 00:11:59.770
Practicing the later levels was arduous, as
there was no way for him to navigate to a

00:11:59.770 --> 00:12:04.760
specific level; if he wanted to get another
stab at something, he had to go back to the

00:12:04.760 --> 00:12:08.889
main menu and play through every single level
that came before it.

00:12:08.889 --> 00:12:10.860
But he didn’t let that deter him.

00:12:10.860 --> 00:12:16.850
He wanted the next world record to be a huge
step up, not just another 1-2 second improvement.

00:12:16.850 --> 00:12:22.290
Finally, on November 30th, 2009, he had pieced
together the completion that he was looking

00:12:22.290 --> 00:12:23.430
for.

00:12:23.430 --> 00:12:27.279
Starting around level 9, the gameplay was
noticeably better.

00:12:27.279 --> 00:12:32.320
Instead of waiting before each rapidly moving
obstacle, Shiroma nearly bulldozed through

00:12:32.320 --> 00:12:34.790
the entire level without slowing down.

00:12:34.790 --> 00:12:39.620
In level 12, he skipped an entire cycle at
the start, eventually equating to a level

00:12:39.620 --> 00:12:42.480
completion that was nearly twice as fast.

00:12:42.480 --> 00:12:48.170
At the start of level 14, there was absolutely
no waiting, Shiroma just dug right in.

00:12:48.170 --> 00:12:52.660
In level 17, he saved about 5 seconds by skipping
a cycle at the end.

00:12:52.660 --> 00:12:58.680
And in level 23, he didn’t wait for an easier
cycle; Shiroma cut the completion time for

00:12:58.680 --> 00:13:01.199
yet another level in half.

00:13:01.199 --> 00:13:06.481
The strategy for the end of level 24 was much
improved, the inaccuracies in level 26 were

00:13:06.481 --> 00:13:12.190
cleaned up, level 27 had a much faster approach,
the lines taken in level 28 were far more

00:13:12.190 --> 00:13:18.630
optimal, level 29 was played with absolutely
no fear, and level 30 was optimal as always.

00:13:18.630 --> 00:13:20.230
The final time?

00:13:20.230 --> 00:13:21.370
6:41.

00:13:21.370 --> 00:13:25.449
Shiroma had improved his record by nearly
two whole minutes.

00:13:25.449 --> 00:13:30.470
With this run, Shiroma proved that there was
nobody else who was even close to his skill

00:13:30.470 --> 00:13:31.940
level with the game.

00:13:31.940 --> 00:13:36.589
He cut through each level like butter, performing
movements that probably looked impossible

00:13:36.589 --> 00:13:39.589
to anyone viewing back in 2009.

00:13:39.589 --> 00:13:44.350
If he quit now, it would almost certainly
be years before anybody could hope to topple

00:13:44.350 --> 00:13:45.350
his record.

00:13:45.350 --> 00:13:47.950
However, he still had more to do.

00:13:47.950 --> 00:13:53.519
On December 11th, 2009, Shiroma claimed the
next record in his conquest to completely

00:13:53.519 --> 00:13:55.700
dominate The World’s Hardest Game.

00:13:55.700 --> 00:14:00.720
Looking at the run, there was not a single
facet that could be pointed out as being suboptimal.

00:14:00.720 --> 00:14:07.459
The new path taken in level 24 was just ridiculous,
and all of the strategies used in his 6:41

00:14:07.459 --> 00:14:10.199
had seemingly been executed to perfection.

00:14:10.199 --> 00:14:15.220
Up to this point, Shiroma was only uploading
his runs to the Japanese video-sharing site

00:14:15.220 --> 00:14:16.750
Niconico, where they saw some moderate success.

00:14:16.750 --> 00:14:20.870
However, this time, he decided to upload his
achievement to YouTube so he could share it

00:14:20.870 --> 00:14:25.190
with a wider audience, a decision that would
eventually pay off.

00:14:25.190 --> 00:14:30.089
It was a steady performer at first, but after
a few years of simmering, the view count just

00:14:30.089 --> 00:14:34.620
started soaring, reaching over 15 million
views and counting.

00:14:34.620 --> 00:14:40.250
So yes, this is the other highly-viewed World’s
Hardest Game video that was alluded to earlier,

00:14:40.250 --> 00:14:43.639
nearly matched with Hachimen’s 17 million
view completion.

00:14:43.639 --> 00:14:48.310
It’s pretty amazing that two of the most
viewed speedruns ever performed were of a

00:14:48.310 --> 00:14:54.370
flash game made by a 16-year-old in his spare
time; the internet truly does work in some

00:14:54.370 --> 00:14:56.160
pretty incredible ways.

00:14:56.160 --> 00:15:01.820
On a personal note, Shiroma’s 6:29 was the
very first speedrun I ever remember watching

00:15:01.820 --> 00:15:07.509
back in the early 2010s, and I recall just
sitting there in complete disbelief.

00:15:07.509 --> 00:15:12.029
This was a game where I was taking hundreds
of deaths to get past just the first chunk

00:15:12.029 --> 00:15:17.009
of levels, and this guy was able to complete
the whole thing in six and a half minutes

00:15:17.009 --> 00:15:19.460
without dying a single time.

00:15:19.460 --> 00:15:24.070
This is the run that initially built my curiosity
when it came to speedrunning, as I learned

00:15:24.070 --> 00:15:28.660
that the simple flash games that I enjoyed
playing had so much potential just waiting

00:15:28.660 --> 00:15:30.180
to be unlocked.

00:15:30.180 --> 00:15:34.480
Without this run, I don’t know if I’d
be in the same spot in the speedrunning community

00:15:34.480 --> 00:15:36.350
that I am today.

00:15:36.350 --> 00:15:41.600
It seemed like Shiroma had finally perfected
his craft, but he knew there was still one

00:15:41.600 --> 00:15:44.320
level in particular that needed to be improved.

00:15:44.320 --> 00:15:45.850
The target?

00:15:45.850 --> 00:15:47.089
Level 18.

00:15:47.089 --> 00:15:51.410
In all of his previous records, the strategy
had always been the same.

00:15:51.410 --> 00:15:56.190
Clear three rows of coins going to the right,
clear one row going back to the left, and

00:15:56.190 --> 00:16:00.180
clear the remaining three moving right again
towards the goal.

00:16:00.180 --> 00:16:05.250
Even if all the rows were able to be cleared
in two trips across the level instead of three,

00:16:05.250 --> 00:16:09.779
a final movement to the right would still
be required to reach the goal, meaning that

00:16:09.779 --> 00:16:12.230
the strat couldn’t be done any more optimally.

00:16:12.230 --> 00:16:18.390
However, on January 11th, 2010, he got to
show off a brand new method that effectively

00:16:18.390 --> 00:16:31.149
cut the number of trips down to one.

00:16:31.149 --> 00:16:36.890
Being nearly tied with his 6:29 going into
level 18, he left 8 seconds ahead.

00:16:36.890 --> 00:16:41.930
Shiroma figured out that by buffering up and
right at the start of level 19, the player

00:16:41.930 --> 00:16:47.930
would just not hit any of the enemies, allowing
him to complete it without ever slowing down.

00:16:47.930 --> 00:16:52.410
Combined with slightly more optimal movement
in the last 10 levels, Shiroma grew his lead

00:16:52.410 --> 00:16:55.440
to 12 seconds and scored himself a 6:17.

00:16:55.440 --> 00:16:57.750
Now, this had to be it.

00:16:57.750 --> 00:17:01.639
2nd place was 2 minutes and 20 seconds behind
him.

00:17:01.639 --> 00:17:04.350
Each level looked like it had been perfected.

00:17:04.350 --> 00:17:29.350
What else could possibly be done to push the
time any lower?

00:17:29.350 --> 00:17:53.770
14 more seconds erased.

00:17:53.770 --> 00:17:59.220
Shiroma had somehow figured out yet another
assortment of new strategies all on his own,

00:17:59.220 --> 00:18:01.510
each one being some sort of cycle skip.

00:18:01.510 --> 00:18:06.799
In level 3, instead of waiting after collecting
the coin as intended, Shiroma was able to

00:18:06.799 --> 00:18:11.830
barely maneuver back to the goal in the same
cycle, barely dodging the enemies on both

00:18:11.830 --> 00:18:14.260
the way in and on the way out.

00:18:14.260 --> 00:18:19.690
In level 17, he figured out that it was barely
possible to move ahead of the enemy by buffering

00:18:19.690 --> 00:18:24.180
down and right at the start of the level,
which doesn’t equate to any timesave because

00:18:24.180 --> 00:18:29.140
of how the cycles work out later in the level
but does make for a pretty funny swag strat.

00:18:29.140 --> 00:18:34.030
In level 25, he completely cut out all of
the waiting by buffering down at the start

00:18:34.030 --> 00:18:36.980
and barely squeezing through the spinner a
cycle early.

00:18:36.980 --> 00:18:42.300
Finally, in 27, he figured out that it was
possible to reach the goal from the top corner

00:18:42.300 --> 00:18:46.970
with the bar still in front of it, skipping
having to wait for it to move back up.

00:18:46.970 --> 00:18:52.440
With tighter execution in some of the other
levels, Shiroma set a new record of 6:03 on

00:18:52.440 --> 00:18:54.690
March 31st, 2010.

00:18:54.690 --> 00:18:57.690
This was finally the run that he had been
looking for.

00:18:57.690 --> 00:19:03.299
2 minutes and 34 seconds ahead of 2nd place,
he finally decided to take a rest atop his

00:19:03.299 --> 00:19:04.299
throne.

00:19:04.299 --> 00:19:10.320
He had completely dismantled “The World’s
Hardest Game” almost entirely on his own,

00:19:10.320 --> 00:19:15.000
pushing the game to heights that were inconceivable
for many back in 2010.

00:19:15.000 --> 00:19:20.060
Back then, it seemed obvious that this record
was going to stand for a long while, but would

00:19:20.060 --> 00:19:40.230
it truly be able to stand the test of time?

00:19:40.230 --> 00:20:02.450
7 years passed by, and nobody had even come
close.

00:20:02.450 --> 00:20:08.700
It was the real deal; Shiroma’s record was
truly almost a decade ahead of its time.

00:20:08.700 --> 00:20:13.679
There were multiple 0 death completions uploaded
to YouTube during this span, but in terms

00:20:13.679 --> 00:20:21.230
of speed, Pzula’s 7:09, performed on March
21st, 2017, was the closest anyone had gotten,

00:20:21.230 --> 00:20:24.799
a run which unfortunately appears to have
been lost to time.

00:20:24.799 --> 00:20:29.299
However, thanks to this passage of time, Pzula
had access to the coolmath version of the

00:20:29.299 --> 00:20:35.150
game, released in 2013, which had a built-in
level selector, allowing him to practice the

00:20:35.150 --> 00:20:38.230
game much more efficiently than Shiroma ever
could.

00:20:38.230 --> 00:20:42.169
For two weeks, Pzula poured in attempts, inching
closer to the record.

00:20:42.169 --> 00:20:46.690
By the 15th of April, he had a 6:10, just
seven seconds away.

00:20:46.690 --> 00:20:51.909
He got onto a run that started off a bit slower
than Shiroma, but after implementing a more

00:20:51.909 --> 00:20:55.410
optimal route in level 8, he was able to pull
a bit ahead.

00:20:55.410 --> 00:21:00.530
Pzula saved a bit more time after implementing
a new death defying strategy in the middle

00:21:00.530 --> 00:21:01.620
of level 10.

00:21:01.620 --> 00:21:06.110
The lead expanded further after he cut straight
towards the goal after collecting the last

00:21:06.110 --> 00:21:09.600
coin in level 16 instead of moving around
the enemy.

00:21:09.600 --> 00:21:15.030
In level 18, Pzula used a slightly different
path that was a bit easier but about the same

00:21:15.030 --> 00:21:16.030
speed, and in level 21, he narrowly avoided
death between these two enemies to collect

00:21:16.030 --> 00:21:17.030
the coin a bit faster.

00:21:17.030 --> 00:21:21.820
He took a cleaner path through level 24, and
had a 4 second lead going into level 26, putting

00:21:21.820 --> 00:21:27.340
him on pace for the first sub 6 in the game’s
history.

00:21:27.340 --> 00:21:32.280
And then… the lead was wiped away.

00:21:32.280 --> 00:21:35.400
Pzula exited the level a second behind.

00:21:35.400 --> 00:21:38.850
However, he had one final trick up his sleeve.

00:21:38.850 --> 00:21:43.940
Going through the middle of level 27 was certainly
a lot more difficult, but it could cut out

00:21:43.940 --> 00:21:47.760
a lot of waiting and unnecessary movement
up to the coin.

00:21:47.760 --> 00:21:52.669
Pzula executed the new route almost flawlessly
and pulled two and a half seconds ahead of

00:21:52.669 --> 00:21:53.740
Shiroma.

00:21:53.740 --> 00:21:58.460
He matched Shiroma’s death defying movement
in level 28, and took a more optimal path

00:21:58.460 --> 00:22:02.350
in 29, which grew the lead back to 4 seconds.

00:22:02.350 --> 00:22:07.640
Pzula, once again, had the potential to break
what was almost certainly the game’s final

00:22:07.640 --> 00:22:08.970
minute barrier.

00:22:08.970 --> 00:22:13.090
All he had to do was hug the wall to the finish.

00:22:13.090 --> 00:22:14.750
And then…

00:22:14.750 --> 00:22:20.000
Staring death in the face, he decided not
to risk it and moved around the enemy, claiming

00:22:20.000 --> 00:22:22.760
a new record of 6 minutes flat.

00:22:22.760 --> 00:22:29.159
After 2572 days, Shiroma’s record had finally
been beaten.

00:22:29.159 --> 00:22:35.140
Unfortunately, for Pzula, a deathless run
and a sub 6 were going to have to wait.

00:22:35.140 --> 00:22:39.510
After taking a short break, Pzula went back
to doing attempts with some new strategies

00:22:39.510 --> 00:22:40.730
under his belt.

00:22:40.730 --> 00:22:46.030
He got onto a run that had a strong first
5 levels but lost around 2 seconds in level

00:22:46.030 --> 00:22:47.429
6 from a quick death.

00:22:47.429 --> 00:22:52.490
However, he pulled right back even after implementing
a new approach in level 7.

00:22:52.490 --> 00:22:54.049
But, hold on.

00:22:54.049 --> 00:22:58.659
How was he able to just phase through the
enemies while moving around at the bottom

00:22:58.659 --> 00:22:59.820
of the level?

00:22:59.820 --> 00:23:04.030
If you’ve ever played this game before,
you may know about a weird glitch in level

00:23:04.030 --> 00:23:08.500
7 where you can seemingly stay invincible
if you just stay at the same y level that

00:23:08.500 --> 00:23:09.990
the game starts you out at.

00:23:09.990 --> 00:23:14.270
If you move up or down, even a little bit,
the enemies can hit you once again.

00:23:14.270 --> 00:23:18.559
You still have to collect the coins, meaning
that you can’t just cheese the entire level

00:23:18.559 --> 00:23:22.980
by holding down the right button, but it is
still a pretty fun thing to mess around with.

00:23:22.980 --> 00:23:28.390
The position Pzula gets to by tapping up once
from the bottom of the level just so happens

00:23:28.390 --> 00:23:32.529
to be another one of these seemingly “random”
invincibility zones.

00:23:32.529 --> 00:23:37.890
So, here’s the flaw with the game’s collision
detection that allows this to happen:

00:23:37.890 --> 00:23:42.750
The player has five hit detection points arranged
in a cross pattern, one in the middle of each

00:23:42.750 --> 00:23:45.211
edge, and one in the center.

00:23:45.211 --> 00:23:49.240
While coin collision is determined with a
simple bounding box check, for the game to

00:23:49.240 --> 00:23:55.340
count an interaction with an enemy as a hit,
the enemy must overlap one of these 5 test

00:23:55.340 --> 00:23:56.340
points.

00:23:56.340 --> 00:24:00.610
This means that the player can move quite
a bit inside an enemy from the corner without

00:24:00.610 --> 00:24:05.780
taking a hit, while going in from the edge
spells instant doom, facets that were likely

00:24:05.780 --> 00:24:07.560
intended by the developer.

00:24:07.560 --> 00:24:12.650
However, this system starts to break down
because of flaws that exist in Flash Player

00:24:12.650 --> 00:24:13.750
itself.

00:24:13.750 --> 00:24:18.840
As it turns out, for a hit to be registered,
an enemy must essentially overlap the same

00:24:18.840 --> 00:24:24.150
one of these five points for two frames in
a row, a phenomenon that is very similar to

00:24:24.150 --> 00:24:26.510
how spike glitch in Red Ball works.

00:24:26.510 --> 00:24:31.240
In flash player, point to pixel checks are
judged based on whatever the previously rendered

00:24:31.240 --> 00:24:32.240
frame was.

00:24:32.240 --> 00:24:37.260
Let’s say we are in a scenario where an
enemy moves into the player’s right contact

00:24:37.260 --> 00:24:38.260
point.

00:24:38.260 --> 00:24:42.500
The game first checks if the point is within
the bounding box of the enemy, as this check

00:24:42.500 --> 00:24:47.660
is orders of magnitude faster than performing
a full point to pixel check on every single

00:24:47.660 --> 00:24:51.890
frame regardless of how far apart the player
and enemy are.

00:24:51.890 --> 00:24:56.540
Since the point is inside the bounding box,
the game goes ahead and performs the full

00:24:56.540 --> 00:24:59.159
point to pixel check with the enemy.

00:24:59.159 --> 00:25:04.441
However, because the previously rendered frame
still looks like this, the check fails, as

00:25:04.441 --> 00:25:08.380
no pixels from the rendered enemy are overlapping
the point.

00:25:08.380 --> 00:25:12.840
On the next frame, the enemy moves off of
the player’s right contact point.

00:25:12.840 --> 00:25:17.630
The game first performs the bounding box check,
but it expectedly fails.

00:25:17.630 --> 00:25:22.600
Therefore, the game doesn't run the full point
to pixel check on the previously rendered

00:25:22.600 --> 00:25:25.970
frame that would have found the two to be
overlapping.

00:25:25.970 --> 00:25:29.460
Gotta love those janky built-in Flash Player
functions.

00:25:29.460 --> 00:25:34.910
Essentially, the only zones where an enemy
can be lethal are ones where it overlaps itself

00:25:34.910 --> 00:25:37.150
for two consecutive frames.

00:25:37.150 --> 00:25:41.980
Because the enemies in level 7 are moving
so fast, the regions of enemy overlap are

00:25:41.980 --> 00:25:46.960
small, meaning that as long as all five of
the character's collision points are not in

00:25:46.960 --> 00:25:49.200
these areas, it cannot be hit.

00:25:49.200 --> 00:25:50.330
Extrapolating that to provide a better visual
for level 7, as long as the character stays

00:25:50.330 --> 00:25:51.330
completely within these zones, it is safe.

00:25:51.330 --> 00:25:55.370
Unfortunately, because of how unusual this
looked and how ubiquitous noclipped “completions”

00:25:55.370 --> 00:26:00.890
of the game were on YouTube, Pzula had plenty
of people in the comments calling him a “hacker”

00:26:00.890 --> 00:26:06.560
and a “cheater,” a trend that unfortunately
would not die out with this video.

00:26:06.560 --> 00:26:11.940
Pzula got a bit behind going into level 20,
but he had fortunately figured out a way to

00:26:11.940 --> 00:26:14.520
save a boatload of time in the level.

00:26:14.520 --> 00:26:19.380
After collecting the first coin, it was just
barely possible to squeeze behind this enemy

00:26:19.380 --> 00:26:25.100
without waiting for the next cycle, leading
to about 7 seconds of time save, mostly thanks

00:26:25.100 --> 00:26:29.220
to the cycles later in the level lining up
more favorably as a result.

00:26:29.220 --> 00:26:33.820
Going into level 21, Pzula was easily on pace
for a sub 6.

00:26:33.820 --> 00:26:38.740
He maintained the same 5 and a half second
lead going into level 26, and after completing

00:26:38.740 --> 00:26:42.780
the level without dying, he was now over 10
seconds ahead.

00:26:42.780 --> 00:26:49.309
This run was on pace to skip an entire ten
second barrier, having the potential for a

00:26:49.309 --> 00:26:50.309
5:49.

00:26:50.309 --> 00:27:00.179
Unfortunately, in level 28, disaster struck.

00:27:00.179 --> 00:27:05.150
One death right at the start, and one death
in the middle of the second section.

00:27:05.150 --> 00:27:08.049
That lead shrunk to just 4.4 seconds.

00:27:08.049 --> 00:27:12.529
Thankfully, the rest of the run was smooth
sailing, and Pzula slipped under the last

00:27:12.529 --> 00:27:20.650
enemy in level 30 to claim a new record of
5:55, the first sub 6 in the game’s history.

00:27:20.650 --> 00:27:26.020
Pzula decided to take yet another break after
attaining this milestone, but that didn’t

00:27:26.020 --> 00:27:28.880
mean the game as a whole was cooling off.

00:27:28.880 --> 00:27:33.880
Competition on the leaderboard was stronger
than ever, as Pzula had inspired runners like

00:27:33.880 --> 00:27:37.120
hsblue to push their times lower and lower.

00:27:37.120 --> 00:27:44.490
Finally, on February 28th, 2018, Pzula came
back with a 5:46, with almost all of the timesave

00:27:44.490 --> 00:27:47.710
coming from him cleaning up all three of his
deaths.

00:27:47.710 --> 00:27:53.490
Indeed, Pzula had finally managed to complete
his first ever deathless run of the game.

00:27:53.490 --> 00:27:58.760
Like had been the case with Shiroma’s 6:03,
there was once again a run in 1st place that

00:27:58.760 --> 00:28:04.250
was nearly “perfect” for all of the strategies
known at the time, with him only lacking the

00:28:04.250 --> 00:28:08.380
enemy weave in level 10 that he had pulled
off in his 6 flat.

00:28:08.380 --> 00:28:11.660
This one had the potential to stand for quite
a while.

00:28:11.660 --> 00:28:17.029
However, third place runner hsblue would soon
discover something that could blow the game

00:28:17.029 --> 00:28:19.260
wide open once again.

00:28:19.260 --> 00:28:25.940
On March 7th, hsblue uploaded a new PB of
6:15 that had a pretty strange anomaly in

00:28:25.940 --> 00:28:26.940
level 17.

00:28:26.940 --> 00:28:31.690
He was able to partially clip into this wall
while moving down towards the exit.

00:28:31.690 --> 00:28:34.269
So, how on earth does that work?

00:28:34.269 --> 00:28:39.250
Essentially, the game uses the same edge points
to check for collisions with walls that it

00:28:39.250 --> 00:28:41.740
does to check for collisions with enemies.

00:28:41.740 --> 00:28:46.769
Expectedly, this means that it's possible
to clip slightly into the corner of each wall,

00:28:46.769 --> 00:28:49.160
since none of the collision points are being
hit.

00:28:49.160 --> 00:28:53.399
If the player moves into a position that puts
one of the collision points out of bounds,

00:28:53.399 --> 00:28:58.059
the game will move the player at 3 pixels
per frame, the game’s normal speed cap for

00:28:58.059 --> 00:29:01.390
movement, in the opposite direction until
it is back in bounds.

00:29:01.390 --> 00:29:05.909
However, if the player starts holding the
direction key opposite this force, they will

00:29:05.909 --> 00:29:11.049
be able to stay inside of the wall, as the
two opposing 3 pixel per frame velocities

00:29:11.049 --> 00:29:12.500
will cancel out.

00:29:12.500 --> 00:29:17.590
This is exactly what happened in hsblue’s
run; on this frame he was holding down and

00:29:17.590 --> 00:29:21.799
left, which caused him to clip slightly inside
of the wall, and on this frame, he switched

00:29:21.799 --> 00:29:27.269
from holding left to holding right, allowing
him to stay inside of it as he moved down.

00:29:27.269 --> 00:29:32.590
In this scenario, this maneuver was frame
perfect, though he had done it by complete

00:29:32.590 --> 00:29:35.190
accident, and it didn’t really accomplish
anything.

00:29:35.190 --> 00:29:40.340
However, the implications of this unusual
mechanic soon became obvious.

00:29:40.340 --> 00:29:46.049
On August 22nd, hsblue was able to implement
wall clipping in a useful fashion, as he claimed

00:29:46.049 --> 00:29:53.179
a perfect level 1 time of 3.867 seconds, a
run which has now been tied by 21 other people.

00:29:53.179 --> 00:29:58.250
In the run, hsblue first clips into this corner
by holding down and right, frame perfectly

00:29:58.250 --> 00:30:02.760
releases the down button to stay inside the
wall, and then frame perfectly hits the up

00:30:02.760 --> 00:30:06.570
button to keep the player inside the wall
while moving to the right.

00:30:06.570 --> 00:30:11.460
On this frame, the player moves three pixels
to the right as usual but now also moves up

00:30:11.460 --> 00:30:15.679
three pixels, as the top collision point is
no longer being activated.

00:30:15.679 --> 00:30:19.621
The game then detects that the player’s
left collision point is touching a wall, so

00:30:19.621 --> 00:30:23.160
it moves the player 3 more pixels toward the
right to force it out.

00:30:23.160 --> 00:30:29.060
Because of wall clipping, hsblue moves 3 pixels
up and 6 pixels to the right in a single frame,

00:30:29.060 --> 00:30:34.870
double the game’s intended speed cap, which,
in this instance, saves a single frame from

00:30:34.870 --> 00:30:36.669
two frame perfect inputs!

00:30:36.669 --> 00:30:42.250
Alright, so wall clipping wasn’t exactly
a revolutionary new strategy yet, but with

00:30:42.250 --> 00:30:46.559
enough time to simmer, there was hope that
someone would actually figure out how to save

00:30:46.559 --> 00:30:48.230
some decent time with it.

00:30:48.230 --> 00:30:52.940
However, while people were still searching
for more applications for this new technique,

00:30:52.940 --> 00:30:57.290
Pzula decided to come back and completely
shock the community.

00:30:57.290 --> 00:30:59.640
August 28, 2018.

00:30:59.640 --> 00:31:05.029
Pzula streams world record attempts of The
World’s Hardest Game to a large audience

00:31:05.029 --> 00:31:06.510
of 0 viewers.

00:31:06.510 --> 00:31:12.960
His splits show that his current PB is a 5:31,
15 seconds faster than his leaderboard world

00:31:12.960 --> 00:31:16.320
record, though he never decided to upload
the run.

00:31:16.320 --> 00:31:22.480
He is laser-focused on his mission of completing
the game in less than 5 minutes and 30 seconds.

00:31:22.480 --> 00:31:26.760
He is playing on a version of the game that
he has modified to include an in-game timer

00:31:26.760 --> 00:31:29.070
for each level and the whole run.

00:31:29.070 --> 00:31:34.360
With built-in timing, resetting, and level
navigation functionality, this mod has been

00:31:34.360 --> 00:31:39.590
instrumental in helping him discover and practice
the multitude of new strategies that he is

00:31:39.590 --> 00:31:41.210
seeking to implement.

00:31:41.210 --> 00:31:45.830
In level 3, he uses a position-based setup
to save a single frame.

00:31:45.830 --> 00:31:51.029
In level 5, he does more moving and less waiting,
as he allows one of the enemies to clip him

00:31:51.029 --> 00:31:52.070
on the corner.

00:31:52.070 --> 00:31:57.440
He hits a much faster cycle while collecting
the last coin in level 7, and in level 10…

00:31:57.440 --> 00:32:00.030
he hits all three possible weaves.

00:32:00.030 --> 00:32:04.139
He sneaks under this enemy elevator in level
12 to save a bit of waiting.

00:32:04.139 --> 00:32:08.019
He bulldozes through level 13 without stopping
a single time.

00:32:08.019 --> 00:32:13.480
He takes a significantly faster route in level
16 that involves a death defying third coin

00:32:13.480 --> 00:32:15.929
grab to save a hefty chunk of time.

00:32:15.929 --> 00:32:20.580
He collects all of the coins in the first
two thirds of level 18 without stopping a

00:32:20.580 --> 00:32:25.110
single time, swiftly passing through the enemies
as they move up and down.

00:32:25.110 --> 00:32:30.571
He cuts through these enemies in level 22
without stopping and completes level 24 without

00:32:30.571 --> 00:32:35.040
letting go of the right key until the very
end, utilizing a new route that he discovered.

00:32:35.040 --> 00:32:40.120
He goes to the right first in level 26, which
makes the cycles line up better for the rest

00:32:40.120 --> 00:32:41.120
of the level.

00:32:41.120 --> 00:32:43.630
The best possible time is 5:28.

00:32:43.630 --> 00:32:49.260
All he needs to do is complete the last 4
levels without dying, just like he has done

00:32:49.260 --> 00:32:51.256
countless times before.

00:33:23.014 --> 00:33:26.700
5:29. There it was.

00:33:26.700 --> 00:33:32.530
Shiroma’s 6:29, the most influential World’s
Hardest Game speedrun ever performed, had

00:33:32.530 --> 00:33:35.159
just been toppled by over a minute.

00:33:35.159 --> 00:33:41.010
Again, the game had a world record where almost
every single detail went exactly according

00:33:41.010 --> 00:33:42.010
to plan.

00:33:42.010 --> 00:33:46.549
The video received a good amount of traction,
and many viewers and fellow runners offered

00:33:46.549 --> 00:33:49.140
their congratulations in the comments.

00:33:49.140 --> 00:33:54.620
However, there was also expectedly a tsunami
of detractors that instantly called the run

00:33:54.620 --> 00:33:59.159
cheated once they saw Pzula getting hit by
the enemies in level 7 without dying.

00:33:59.159 --> 00:34:05.730
I guess some people just aren’t able to
fathom that a Flash game programmed by a 16-year-old

00:34:05.730 --> 00:34:10.650
back in 2007 may not have every single bolt
tightened to spec.

00:34:10.650 --> 00:34:16.440
Regardless, this impressive show of dominance
placed Pzula 31 seconds ahead of 2nd place,

00:34:16.440 --> 00:34:19.980
meaning that this one certainly had the chance
to stand for a while.

00:34:19.980 --> 00:34:24.980
However, it didn’t end up staying on top
for as long as most people may have expected,

00:34:24.980 --> 00:34:28.470
as a new runner named Aaron would quickly
make himself known.

00:34:28.470 --> 00:34:33.840
Joining the community in September of 2018
with a youtube channel called “The_IL_Guy

00:34:33.840 --> 00:34:39.310
runs,” Aaron made his first mark with, well,
Individual Level speedruns.

00:34:39.310 --> 00:34:45.560
He beat or tied the world record in every
level aside from 3, 18, and 30, a very impressive

00:34:45.560 --> 00:34:46.560
feat.

00:34:46.560 --> 00:34:52.650
However, on November 18th, 2018, he dropped
something even more substantial, a 2nd place

00:34:52.650 --> 00:34:55.740
full-game personal best of 5:46.

00:34:55.740 --> 00:34:59.570
The_IL_Guy was no longer just The_IL_Guy.

00:34:59.570 --> 00:35:02.890
He was now The_FG_Guy as well.

00:35:02.890 --> 00:35:10.770
Aaron kept grinding, improving his PB to a
5:39, then a 5:38, then a 5:30, and finally,

00:35:10.770 --> 00:35:13.660
a new world record of 5:26.

00:35:13.660 --> 00:35:18.340
In the run, Aaron took the other available
path in level 9 because it turned out that

00:35:18.340 --> 00:35:20.480
it was actually slightly faster.

00:35:20.480 --> 00:35:26.090
In level 18, he used Pzula’s no stop strategy
the whole way through, and in level 21, he

00:35:26.090 --> 00:35:30.500
maneuvered around the enemies after collecting
the third coin instead of getting sandwiched

00:35:30.500 --> 00:35:31.710
in between them.

00:35:31.710 --> 00:35:37.050
He used a faster return route in level 27,
and he pulled off a frame perfect collision

00:35:37.050 --> 00:35:40.640
cheese in level 29 to squeeze through these
enemies early.

00:35:40.640 --> 00:35:46.081
He didn’t do the quick exit in level 7 or
the risky third coin grab in level 16, but

00:35:46.081 --> 00:35:50.720
all of the other crazy stuff that he implemented
allowed him to beat Pzula’s monumental record

00:35:50.720 --> 00:35:51.780
by three seconds.

00:35:51.780 --> 00:35:56.630
It’s worth reiterating that essentially
none of these strategies could have been found

00:35:56.630 --> 00:36:00.230
and perfected without the help of Pzula’s
speedrun mod.

00:36:00.230 --> 00:36:05.339
Back when Shiroma pulled off his 6:03, the
game didn’t even have a level selector;

00:36:05.339 --> 00:36:10.020
it was pretty much impossible to practice
anything outside of just doing runs over and

00:36:10.020 --> 00:36:11.150
over again.

00:36:11.150 --> 00:36:15.900
Things had come quite a long way, and Aaron’s
implementation of this ridiculous strategy

00:36:15.900 --> 00:36:20.930
in 29 to save a fraction of a second was pretty
emblematic of that.

00:36:20.930 --> 00:36:25.829
For over a year now, hsblue had slowly been
climbing up the leaderboard, inching closer

00:36:25.829 --> 00:36:30.079
and closer to the world record, something
that he very much desired.

00:36:30.079 --> 00:36:35.490
Just when he felt like he could finally chase
it down, Aaron leaped into the 1st place spot.

00:36:35.490 --> 00:36:38.390
However, he wasn’t going to let that deter
him.

00:36:38.390 --> 00:36:45.040
He came back and started setting massive Personal
Bests, first a 5:45, then a 5:42, then a 5:29,

00:36:45.040 --> 00:36:53.160
then a 5:27, and then a 5:26, tying Aaron’s
record to the second, but actually clocking

00:36:53.160 --> 00:36:55.599
in just 4 frames slower.

00:36:55.599 --> 00:37:01.119
Still, this run did have some impressive new
tech, namely a double coin grab at the end

00:37:01.119 --> 00:37:06.410
of level 6, and a much faster cycle in level
8 that required a frame perfect wall clip

00:37:06.410 --> 00:37:08.319
to avoid hitting the enemy.

00:37:08.319 --> 00:37:12.560
Finally, wall clipping had a substantial use
in full game runs!

00:37:12.560 --> 00:37:18.079
Hsblue omitted the third weave in level 10
and took a safer approach in level 16 that

00:37:18.079 --> 00:37:23.900
didn’t lose any time, but he was still very
much on pace for a sizable new world record.

00:37:23.900 --> 00:37:29.609
Unfortunately, disaster struck in level 18,
and he had to revert to Pzula’s old method

00:37:29.609 --> 00:37:33.560
of completing the level, which lost him about
three seconds.

00:37:33.560 --> 00:37:39.109
Regardless, he pressed on; no matter how long
it took him, he was going to keep playing

00:37:39.109 --> 00:37:42.030
until he got the record outright.

00:37:42.030 --> 00:37:47.230
Unfortunately for him, that very same day,
Aaron moved the goal posts once again.

00:37:47.230 --> 00:37:52.450
Aaron uploaded a video that began with him
resetting at the start of level 1.

00:37:52.450 --> 00:37:58.440
Yes, he was actually going for the double
frame-perfect IL wall boost to save a single

00:37:58.440 --> 00:38:02.400
frame, something which he thankfully hit on
the next attempt.

00:38:02.400 --> 00:38:06.250
He didn’t go for the wall clip in level
8 because he couldn’t find the right window

00:38:06.250 --> 00:38:12.240
size to get it to work, oh, I guess I forgot
to mention that every wall clip in the game

00:38:12.240 --> 00:38:17.690
is dependent on the game’s window size,
thanks flash, but he did hit a corner cut

00:38:17.690 --> 00:38:21.950
in level 10 to save a cycle, also hitting
all three of the weaves.

00:38:21.950 --> 00:38:28.440
In level 12 he got past the final enemy obstacle
a cycle early, but in level 30, he sadly missed

00:38:28.440 --> 00:38:33.700
collecting this coin on his first go, and
he got to the end too late to be able to slide

00:38:33.700 --> 00:38:39.640
under the last enemy; it was as if the ghost
of Pzula’s 6 flat had come to haunt him.

00:38:39.640 --> 00:38:44.710
Aaron lost around a second, ending with a
5:24 instead of a 5:23.

00:38:44.710 --> 00:38:50.160
However, since he still improved the record
and wasn’t on the verge of a milestone,

00:38:50.160 --> 00:38:53.650
this mistake probably didn’t matter that
much.

00:38:53.650 --> 00:38:56.650
Hsblue’s attempt counter continued to rack
up.

00:38:56.650 --> 00:39:00.520
There was no time better than the present
for him to go for the world record.

00:39:00.520 --> 00:39:05.190
Aaron would likely continue to push his times
further and further, making hsblue’s goal

00:39:05.190 --> 00:39:08.359
more and more difficult to attain with each
improvement.

00:39:08.359 --> 00:39:12.750
For 4 years, he had been playing The World’s
Hardest Game, hoping that one day he could

00:39:12.750 --> 00:39:14.829
have the record to himself.

00:39:14.829 --> 00:39:20.950
All he needed to do was match his 5:26 without
messing up level 18, and the title would be

00:39:20.950 --> 00:39:21.950
his.

00:39:21.950 --> 00:39:26.600
On May 31st, 2019, he got onto a run that
started as planned.

00:39:26.600 --> 00:39:30.710
He hit the wall clip in 8 but didn’t go
for the clip or weave in level 10.

00:39:30.710 --> 00:39:36.140
He didn’t do the fast ending for level 12
because there was simply no need, he was still

00:39:36.140 --> 00:39:38.060
easily on pace without it.

00:39:38.060 --> 00:39:43.470
He messed up the last coin grab in level 16,
but it didn’t end up costing him very much.

00:39:43.470 --> 00:39:48.980
He approached level 18, the same level that
had essentially killed his world record chances

00:39:48.980 --> 00:40:03.330
during his 5:26, but this time… disaster
struck again.

00:40:03.330 --> 00:40:08.810
He didn’t lose a full three seconds this
time, but his world record prospects had still

00:40:08.810 --> 00:40:11.200
been flushed down the drain.

00:40:11.200 --> 00:40:26.760
However, there was still one hail mary strategy
that could potentially save it.

00:40:26.760 --> 00:40:48.920
TAS 23.

00:40:48.920 --> 00:41:00.000
5:23.

00:41:00.000 --> 00:41:11.870
Miraculously, he had done it.

00:41:11.870 --> 00:41:16.120
It’s hard to overstate how much this run
meant to hsblue.

00:41:16.120 --> 00:41:20.660
He had put so much time and energy towards
this grind, he had dreamed about having this

00:41:20.660 --> 00:41:24.140
record for years, and now, he had it.

00:41:24.140 --> 00:41:28.460
The first sentence of the run’s description
puts it best: “If you put your heart and

00:41:28.460 --> 00:41:34.310
mind to it, you can do anything” Funnily
enough, without Aaron’s mistake in level

00:41:34.310 --> 00:41:40.599
30 of his 5:24, essentially the last mistake
that one can possibly make in a World’s

00:41:40.599 --> 00:41:46.130
Hardest Game speedrun, hsblue wouldn’t have
become the undisputed, full second champion

00:41:46.130 --> 00:41:47.880
of the game with this run.

00:41:47.880 --> 00:41:52.290
Whether he would have later claimed the record
outright or not, I guess we’ll never know,

00:41:52.290 --> 00:41:57.740
but it is funny to look back and see how perfectly
the stars aligned for this moment.

00:41:57.740 --> 00:42:03.330
Indeed, Hsblue seemed to have achieved his
end goal with the game, but Aaron certainly

00:42:03.330 --> 00:42:04.579
had not.

00:42:04.579 --> 00:42:08.541
Aaron knew that there were still plenty of
things that he could do to push the record

00:42:08.541 --> 00:42:12.109
to a new 10-second barrier, 5:1x.

00:42:12.109 --> 00:42:18.390
His 5:24 didn’t have the quick exit in level
7, wall clip in 8, TAS 23, and some other

00:42:18.390 --> 00:42:22.569
individual level strategies that could potentially
be implemented.

00:42:22.569 --> 00:42:28.280
And of course, there was that pesky mistake
in level 30 that had cost him an entire second.

00:42:28.280 --> 00:42:33.200
The whole summer passed without anything new,
but finally, he managed to piece together

00:42:33.200 --> 00:42:35.360
something pretty incredible.

00:42:35.360 --> 00:42:40.221
Levels 1-7 started out perfect, but he still
couldn’t go for the wall clip in 8 because

00:42:40.221 --> 00:42:43.510
he still couldn’t find the right window
size to make it work.

00:42:43.510 --> 00:42:45.589
So… what was going on?

00:42:45.589 --> 00:42:49.950
At this point, pretty much every single World’s
Hardest Game runner was using the official

00:42:49.950 --> 00:42:54.720
standalone adobe flash player for their runs,
as it was way more convenient, allowed for

00:42:54.720 --> 00:42:59.890
better performance, and allowed the game to
be played at any window size, including fullscreen.

00:42:59.890 --> 00:43:03.790
However, Aarons’ platform of choice was…

00:43:03.790 --> 00:43:04.960
Internet Explorer.

00:43:04.960 --> 00:43:10.849
For whatever reason, a web browser that had
been discontinued and replaced by Microsoft

00:43:10.849 --> 00:43:16.720
because of how bad it was, actually ran the
game better on his dusty old computer.

00:43:16.720 --> 00:43:21.210
Aaron’s interesting platform of choice made
it far more difficult for him to find a window

00:43:21.210 --> 00:43:27.040
size where the 8 wall clip and the other strategies
he was going for all worked, so he just decided

00:43:27.040 --> 00:43:28.640
not to bother with it.

00:43:28.640 --> 00:43:33.690
Despite this unfortunate handicap, Aaron knew
that he could still shatter the game’s next

00:43:33.690 --> 00:43:35.460
10 second barrier.

00:43:35.460 --> 00:43:39.280
He pressed on, nailing the wall clip and weaves
in level 10.

00:43:39.280 --> 00:43:44.369
He essentially stayed perfect going into level
23, where he went for the TAS strat first

00:43:44.369 --> 00:43:52.100
implemented by hsblue.

00:43:52.100 --> 00:43:53.150
He got it.

00:43:53.150 --> 00:43:58.900
Granted that he didn’t mess up level 30,
the run was now on pace for a 5:20 flat, just

00:43:58.900 --> 00:44:00.790
a bit shy of his goal.

00:44:00.790 --> 00:44:05.290
However, he had a plan that could just barely
nudge it over the edge.

00:44:05.290 --> 00:44:13.100
He entered level 26, and proceeded to do this
on the right side.

00:44:13.100 --> 00:44:14.829
Another death-defying weave.

00:44:14.829 --> 00:44:18.599
He was now on pace to break into a new 10
second barrier.

00:44:18.599 --> 00:44:40.710
All he had to do was clutch the ending.

00:44:40.710 --> 00:44:42.880
There it was.

00:44:42.880 --> 00:44:44.839
5:19.633.

00:44:44.839 --> 00:44:50.740
Plenty of geniuses in the YouTube comments
completely ignored the pinned message explaining

00:44:50.740 --> 00:44:56.359
the game’s collision mechanics… to call
it out for being fake, but it was absolutely

00:44:56.359 --> 00:44:57.359
real.

00:44:57.359 --> 00:45:01.920
Aaron took a well-deserved break after this
run, as it was unlikely that anyone would

00:45:01.920 --> 00:45:06.839
even get close to challenging his throne,
but he still knew in the back of his mind

00:45:06.839 --> 00:45:09.000
that more could be done.

00:45:09.000 --> 00:45:14.670
Going into 2020, it became apparent that there
were more TAS or IL-only strategies that could

00:45:14.670 --> 00:45:17.540
potentially be brought over to full game runs.

00:45:17.540 --> 00:45:22.170
First, there was a wall clip in level 6 to
collect the last coin without having to revolve

00:45:22.170 --> 00:45:24.839
with the spinner, saving over a second.

00:45:24.839 --> 00:45:29.390
Next, there was a frame-perfect turnaround
here in level 7 that allows the player to

00:45:29.390 --> 00:45:32.600
phase through this first enemy, saving around
half a second.

00:45:32.600 --> 00:45:37.700
Additionally, there was a cycle skip in level
12 that required a frame perfect elevator

00:45:37.700 --> 00:45:43.500
entry, perfect character alignment to squeeze
under these enemies, and absolutely no slowdown

00:45:43.500 --> 00:45:49.150
for the rest of the level, allowing for a
ridiculous two and a half seconds to be saved.

00:45:49.150 --> 00:45:53.720
Finally there was a frame perfect entry in
level 26 where the player can go under the

00:45:53.720 --> 00:45:58.829
dots at the top right instead of going over
them, ultimately saving around a second.

00:45:58.829 --> 00:46:05.329
Of these 4, Aaron recognized that the strategies
in 7 and 26 were the most realistic to implement.

00:46:05.329 --> 00:46:10.500
And, at last, he had found a way to hit the
wall clip in level 8, which meant that he

00:46:10.500 --> 00:46:13.380
could save an additional two and a half seconds.

00:46:13.380 --> 00:46:18.880
If everything went according to plan, a 5:14
was not out of the question.

00:46:18.880 --> 00:46:35.500
Now, he just had to piece everything together.

00:47:29.789 --> 00:47:32.237
What. A. Run.

00:47:32.253 --> 00:47:38.190
Aside from a somewhat suboptimal level 26,
Every single thing went exactly according

00:47:38.190 --> 00:47:43.190
to plan, and the expected potential for these
strategies was matched exactly.

00:47:43.190 --> 00:47:48.990
This run is, absolutely, one of the greatest
flash game speedruns ever performed.

00:47:48.990 --> 00:47:54.430
The time and dedication that Aaron has put
towards perfecting his craft is truly inspiring,

00:47:54.430 --> 00:47:58.960
and there is very little chance of this record
being beaten any time soon.

00:47:58.960 --> 00:48:06.850
He stands in first by over 9 seconds, as hsblue
still sits in a distant 2nd with his 5:23.

00:48:06.850 --> 00:48:13.020
As you may have guessed, this run, a true
cornerstone of flash game speedrunning, was

00:48:13.020 --> 00:48:15.710
performed on Internet Explorer.

00:48:15.710 --> 00:48:18.010
You really can’t make this stuff up.

00:48:18.010 --> 00:48:23.829
Aaron may come back again, but as it stands,
he is the undisputed champion of the World’s

00:48:23.829 --> 00:48:25.180
Hardest Game.

00:48:25.180 --> 00:48:51.500
However, that doesn’t mean it’s bound
to stay that way forever.

00:48:51.500 --> 00:48:57.040
In December of 2007, a high school student
released a game that completely changed the

00:48:57.040 --> 00:48:58.040
internet.

00:48:58.040 --> 00:49:03.080
The game challenged players to not just overcome
it, but to truly conquer it by achieving a

00:49:03.080 --> 00:49:06.530
completion with the fewest number of deaths
possible.

00:49:06.530 --> 00:49:11.470
After a player finally managed to achieve
a perfect score of 0 deaths, many shifted

00:49:11.470 --> 00:49:16.340
their attention towards a new challenge, seeing
how fast they could complete the game.

00:49:16.340 --> 00:49:21.750
When Aaron set his current world record of
5:14, many believed that the human limit for

00:49:21.750 --> 00:49:27.490
the game was around a 5:12, as the TAS 12
cycle was deemed to be too difficult to implement

00:49:27.490 --> 00:49:28.620
into runs.

00:49:28.620 --> 00:49:34.000
However, with Aaron recently building much
greater consistency with the strategy in practice,

00:49:34.000 --> 00:49:38.680
many now believe that a sub 5:10 could potentially
be attained one day.

00:49:38.680 --> 00:49:45.750
The most recent full-game TAS is a 4:57.467
authored by Steev0, which pulls off ridiculous

00:49:45.750 --> 00:49:50.109
wall clip and hitbox abuse strategies in almost
every single level.

00:49:50.109 --> 00:49:55.120
Published back in April of 2019, this is the
video that truly brought the game into the

00:49:55.120 --> 00:50:00.910
era of frame-perfect optimization, making
Steev0 responsible for almost all of the strategies

00:50:00.910 --> 00:50:04.619
that are used in top-level World’s Hardest
Game speedruns today.

00:50:04.619 --> 00:50:09.720
Expectedly, this TAS is a bit outdated, with
there being many levels where small improvements

00:50:09.720 --> 00:50:13.802
could be made, but it’s still funny to see
that humans have been able to at least match

00:50:13.802 --> 00:50:20.670
this TAS in 25/30 of the levels, actually
pulling ahead by a frame in four of those.

00:50:20.670 --> 00:50:26.359
The human SOB currently sits at a 4:59.600,
the majority of the difference coming from

00:50:26.359 --> 00:50:32.329
level 20, where the TAS saves a hefty 55 frames
by hitting a cycle that is deemed humanly

00:50:32.329 --> 00:50:33.349
unviable.

00:50:33.349 --> 00:50:38.570
There are simply way too many frame perfect
inputs required, nearly triple digits, for

00:50:38.570 --> 00:50:44.490
a sub 5 to ever have a chance of being pulled
off in a full game run, but man, it is pretty

00:50:44.490 --> 00:50:48.490
amazing to think about how far things could
theoretically go.

00:50:48.490 --> 00:50:53.020
But looking back, it’s crazy to see how
far the World’s Hardest Game has come in

00:50:53.020 --> 00:50:54.710
the past 15 years.

00:50:54.710 --> 00:51:00.490
Nowadays, it is the third most played game
of all time on both addicting games and armor

00:51:00.490 --> 00:51:06.440
games, having a combined 95 million plays
on those two websites alone.

00:51:06.440 --> 00:51:11.040
After releasing the second game in the series,
Snubby spent three years making a game called

00:51:11.040 --> 00:51:16.770
Straight Bullyism, a highly ambitious RPG
with tons of animated cutscenes that is hard

00:51:16.770 --> 00:51:20.230
to believe was made entirely by a single developer.

00:51:20.230 --> 00:51:25.930
Eventually, he came back to The World’s
Hardest Game series, releasing TWHG 3 in January

00:51:25.930 --> 00:51:30.000
2014 and TWHG 4 in June 2016.

00:51:30.000 --> 00:51:34.849
With the death of flash on the web looming
in the late 2010s, he was sponsored by Coolmath

00:51:34.849 --> 00:51:39.960
Games to port the first installment to HTML5
so that it could continue to be enjoyed by

00:51:39.960 --> 00:51:44.849
future generations, with almost all of the
levels being reworked in some way.

00:51:44.849 --> 00:51:49.810
The remaining 3 installments were ported by
coolmath themselves to a much lesser degree

00:51:49.810 --> 00:51:55.410
of quality; 2 is impossible to beat thanks
to there being game-breaking glitches in multiple

00:51:55.410 --> 00:52:00.819
levels and 4 was never fully finished and
got scrapped before it was ever released.

00:52:00.819 --> 00:52:05.950
The original versions of the first two installments
run great on the flash emulator Ruffle, so

00:52:05.950 --> 00:52:09.490
they have continued to have life on other
websites as well.

00:52:09.490 --> 00:52:14.160
As Snubby moved further into adulthood, he
eventually started going by Stephen instead

00:52:14.160 --> 00:52:19.349
of Stevie, which is why his name is different
on all of the newer installments and ports.

00:52:19.349 --> 00:52:24.430
His web game development days seem to be behind
him, with him pulling the plug on Snubby Land

00:52:24.430 --> 00:52:29.600
and all of his other websites, but the legacy
that he has left behind on the internet is

00:52:29.600 --> 00:52:31.460
nothing short of incredible.

00:52:31.460 --> 00:52:37.020
He created one of the most popular and memorable
series of games ever released on the web,

00:52:37.020 --> 00:52:41.750
with the first game in particular truly being
a lightning-in-a-bottle creation.

00:52:41.750 --> 00:52:46.579
Its formula inspired people to keep playing
the game over and over again until they could

00:52:46.579 --> 00:52:51.810
truly master it, and their efforts to push
the game closer and closer to its limit have

00:52:51.810 --> 00:52:55.329
been viewed in awe by tens of millions of
people.

00:52:55.329 --> 00:52:59.819
Each record holder shaped the game in their
own unique way: HatredCopt3r helped lay the

00:52:59.819 --> 00:53:05.770
foundation for low-death completions, Hachimen
was the first to verifiably achieve the game’s

00:53:05.770 --> 00:53:11.619
definition of perfection, Shiroma unlocked
the game’s boundless potential, Pzula revolutionized

00:53:11.619 --> 00:53:17.079
the game with his practice mod and innovative
discoveries, hsblue broke the game wide open

00:53:17.079 --> 00:53:22.590
with wall clipping, while also showcasing
the power of never giving up, and Aaron pushed

00:53:22.590 --> 00:53:28.020
the game near its absolute limit through his
massive, shocking records that always seemed

00:53:28.020 --> 00:53:29.480
to come out of nowhere.

00:53:29.480 --> 00:53:36.490
Over 15 years, this game went from being beaten,
to being “perfected”, to being completely

00:53:36.490 --> 00:53:39.100
dismantled and dominated.

00:53:39.100 --> 00:53:43.650
Speedrunners are the ones who realized that
to truly conquer The World’s Hardest Game,

00:53:43.650 --> 00:53:48.809
it was necessary to completely redefine what
“perfection” meant.

00:53:48.809 --> 00:53:50.780
Thanks for watching.

00:53:50.780 --> 00:53:57.790
Enormous thank you to Aaron, Pzula, Danicker,
Fraims, hsblue, iBall, and Shiroma for making

00:53:57.790 --> 00:53:59.299
this project possible.

00:53:59.299 --> 00:54:04.069
I’m sorry that this one took quite a while
to put together, but I hope that it was worth

00:54:04.069 --> 00:54:05.069
the wait.

00:54:05.069 --> 00:54:10.609
It’s hard to believe that we are this close
to a hundred thousand subscribers, and I can’t

00:54:10.609 --> 00:54:12.570
thank you all enough for the support.

00:54:12.570 --> 00:54:16.940
If you enjoyed watching this video and want
to be a part of reaching that milestone, then

00:54:16.940 --> 00:54:18.599
consider subscribing.

00:54:18.599 --> 00:54:24.030
Also, definitely go watch all of Aaron’s
5:14, linked in the description, and thanks

00:54:24.030 --> 00:54:28.310
to all my supporters on Patreon, which you
can join for just $1 per video.

00:54:28.310 --> 00:54:33.900
I hope you all have a great rest of your day,
and I’ll see you all… again in less than

00:54:33.900 --> 00:54:40.460
three months, I promise.

