Professional-leaning hook + takeaway. Posts perform best at 1–3 short paragraphs.
In 2020, a group of speedrunners did something I keep thinking about as an engineer.
There’s a minigame in Zelda: The Wind Waker that looks purely random — 604,584 possible boards, and for years it wrecked otherwise-perfect runs. Then a team reverse-engineered the binary and found the truth: the game never rolls dice. It runs a deterministic generator seeded with the same three numbers every single time — (100, 100, 100). The “randomness” was just a sequence nobody had located themselves inside of.
That reframing scales up further than it has any right to.
If you wanted to “rewind” a closed system by storing its full state and writing it back, the bill is absurd — for our universe, on the order of 10⁹⁹ joules, because of Landauer’s principle and the holographic information bound. But there’s a second option the speedrunners stumbled onto: don’t store the state, store the seed and the rule, and regenerate. That’s not a rewind. It’s a re-run. And it costs almost nothing.
The engineering lesson underneath the physics: the true cost of a system isn’t the size of its state — it’s the length of the shortest program that reproduces it. Snapshot-and-restore is expensive. Deterministic replay from a seed is cheap. We rediscover this every time we choose event sourcing over giant state dumps.
I wrote the long version as an interactive essay — you can fire at the board, reveal the seed, and watch entropy refuse to loop.
Link in comments. 👇
Link back to: https://jasonburt.page/blog/zelda-time-travel