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First and certainly the most enduring example of an aimbot was the Stanford StoogeBot, a proxy-based system for the game Quake written by students at Stanford University. The StoogeBot featured a number of different modes (each of which implemented a different strategy), named after members of The Three Stooges. The StoogeBot's operator (known as the "driver") used an unmodified Quake client, and moved around the game world as normal, picking up equipment and pursuing (or, in theory, fleeing from) adversaries. Rather than being connected directly to the Quake server, the driver's client connected to a custom proxy on which the StoogeBot code ran, a man-in-the-middle attack. The driver's movement commands were passed through unaffected, but the StoogeBot assumed responsibility for selecting, targeting, and firing weapons. As Quake's network protocol allowed clients (and thus the StoogeBot) to know the positions of players even when they were obscured by scenery, the StoogeBot had the uncanny ability to shoot players moments after they emerged into view (even with slow-moving weapons such as rockets). The driver's view didn't turn to match the StoogeBot's inhuman aim, instead behaving as if the StoogeBot wasn't present. The StoogeBot's operation was entirely automatic, and it made no attempt to hide its superhuman prowess. Indeed, it announced its presence (in an in-game chat message) and altered the player's name (as sent to the game server) to include the prefix "SBOT*", and its authors didn't release the source to their program knowing unscrupulous users would immediately remove this protection. The StoogeBot's skills were so blatant and made games so one-sided that when hacked StoogeBots (which didn't announce themselves) became available, their use remained glaringly obvious. A 1997 Quake 1 demo of the infamous Stanford Stoogebot racking up 50 frags in less than three minutes and only dying once. Enjoy! http://www.geocities.ws/oldquaker/