Well, they didn't really build a particularly focused engine. Their only draw was one lab, one oracle, and one torturer - I guess Throne Rooms made it work, but it wasn't really a proper Engine per se. There's no trashing, so that wasn't really enough to get an appreciable amount of consistency. They also greened pretty early - as soon as they got $8, in fact.
You played it a little simpler and just got more money, more golds and more silvers.
I can see how, with proper use of Throne Room and Haven, you could set up a consistent Torturer engine - Havens to smooth out draws, get more than one Torturer, use Throne Room on Haven or Spy as a village (or, even better, have LABS to throne room), add woodcutter to load up on some of those cheap components. But your opponent didn't really do that well. Take a look at his turns 14 and 15. Turn 14 - have two terminals in hand, play a spy, play a torturer, presumably draw a bunch of stuff dead because all he does is spend $3 and buy a silver. Or his turn 15 - draw two throne rooms dead, do nothing. Or his turn 16 - play a few spies, buy two havens. Turns 14-16 an engine should be getting somewhere! Finally, his turn 17, he starts the turn with Throne Room+Lab, this should be great! ...and ends the turn having played no torturers, with just enough to buy an explorer.
I think his opening was pretty bad. Oracle/Spy is really pretty bad for getting to $5 - and $5 is where the goodies are, Torturer and Lab. He doesn't get $5 until turn 6. If you're going for a throne room engine here, you really would like to be throne rooming labs and then torturers and not spies.