by pressing a button. It is similar to slow motion; however, the game is effectively paused until the player decides to resume the emulation for one frame. This is used in order to create input at exactly a specific time, seen as how one can find a particular moment simply by checking every frame at one's leisure. Glitch An unintentional feature in a game — usually considered an error. Many games contain glitches, some very small and hardly notable but others very significant. Glitches are often the result of accidental or intentional sloppy programming. Because many console games are run on rather slow CPU power, perfect programming (such as pixel-perfect collision checks) would often be too slow. As a result, programming “shortcuts” have to be taken. Hex editing, Binary editing The act of editing the raw data that composes a binary file (usually done with a tool that displays the file data in hexadecimal numbers, hence the name hex editing). This is usually done in order to modify input files, such as to change small errors or to copy and paste parts of a movie. Due to its difficulty, it is fairly scarcely done. Lag The effect experienced when the game runs slower than its normal speed due to an excess of instructions for the CPU to calculate in the time of one frame. Thus, the CPU will spread the calculations over multiple frames. Because it cannot show the results of the calculations when expected, there will be identically rendered frames while it is working. Often, during lag, the game will ignore the player's input until the calculations are finished. There might also appear graphical anomalies, such as Head-Up Displays appearing in the wrong place. Note that lag often refers to delays experienced in computing communications, such as during online gaming. Luck manipulation, RNG manipulation The act of recording a beneficial pseudo-randomly generated result. All gaming systems are fundamentally computers, which can only perform predetermined calculations; thus all "random" numbers must inherently be generated from predictable but hard-to-replicate sources such as frame counts, timers, and input sequences. Such sources are difficult for a real-time player to control, but when the aim is to simply generate an input sequence that yields a desired result, the creator of said input sequence can attempt different methods of input to see how a game will react, and then keep the input sequence that performs