There probably was a challenge or secret planned, and that pipe was programmed to take you back to the beginning for a trick. You could be right that it takes you back to the beginning, because it's unfinished.
Bro. This is sick. Having a very VERY amateur knowledge of programming, I find this series incredibly fascinating. Please do more. This is arguably better than your melee videos, and you do a friggin good job at these. Keep up the stellar work! :)
In Pokemon, I did not know about the glitch pokemons. When I saw a music video of Missingno. Being in, I thought it was added in by a hack, and that when you try to move, it will say that the pokemon was scared to move (like it does against Ghost). I later found out that Missingno. Was in the Pokemon games, but it was a glitch. Missingno. Glitch is the most famous glitch in the pokemon games. I did meet a Missingno. In Pokemon Red Version. Someone said that the Missingno. Glitch was removed from the Virtual Console 3DS download of Pokemon Blue, Red, and Yellow Version, but looks like the person who posted that was wrong, but people who posted that the Mew glitch stays in the Virtual Console 3DS download were correct, because I met Mew by a glitch in Pokemon Blue and Red Version. The Mew in the truck could also be found in the Virtual Console 3DS download, but it also glitches the game.
Go figure that something so famous was actually a string of coincidences that miraculously aligned. Invisible text in the world display, a check that lead to the normally unreachable first pipe in the second warp zone able to be entered, and the infinite loop from offsetting into the enemy table. Ain't technology great?
The "invisible text" was probably a blank space or character in the game's source code. If the files are accessed and the blank space is replaced by a number or another value, it will appear as this value when you run it.
"To understand how to get to the minus world, we first need to understand how warp zones work" Literally the first thing that popped in my head was "But first, let's talk about parallel universes" Goddangit... if only this was 0x A presses....
Well, Dred''bot'' 1337, hear me out. An A press has 3 parts to it: When an A press is triggered, when an A press is held, and when an A press is released.
dat 4:20 joke at 1:45 will be underappreciated I'm glad that you seem to have decided to take your channel in this direction. Your Zelda ACE video was really awesome and well-made, but I looked to see you've not made much of that stuff.. but now you are! :D I can subscribe knowing its for content that I want now.
Great video! Its funny to see that you have been doing melee vids for so long and the first time you make a vid other than that it blows up! Love all your work and im glad to see that others do too.
Thanks. I never was curious before but found your video rather interesting and the fact that you are not a jerk when teaching about the codes and values made your video fun to watch.
He doesn't really talk about that kind of thing. He's more interested in explaining how memory values can cause glitches, not game logic reacting in ways that make complete sense from the code but don't really make sense to an outside observer - like most collision and physics glitches, which the slide-through-walls glitch is, are. To give the basics of it, it's basically just the result of getting Mario stuck in a wall and the game trying to eject him out in the direction he didn't come from. Thus, he gets further stuck, the game tries to make him unstuck but only results in him getting more stuck, repeat until he's finally unstuck but in an entirely different area than where he started. The wall jump glitch is an example of the game properly getting Mario unstuck, but thanks to the fact that for a single frame - the frame while he is stuck in the wall - there's something solid below him, he can jump even if he really shouldn't be able to.
Wesley Ureña it happens because the bottom sides of blocks in the original Super Mario Bros. are transparent, so Mario can jump through them. This works because when Mario goes through the first block, he passes right into the next one, which is the wall
Games made by Japanese companies are often made first, assuming that the company releases games internationally, and, as such, tend to have more glitches than, say, the same game in the West. For example, in Smash 4, the Japanese version, a bug exists where Little Mac's KO Uppercut may end up triggering at the end of the animation, rather than at its appropriate time.
I assume you mean the Famicom Disk System version (the cartridge version is the same internationally, much to the chagrin of PAL players) Well, it being on a floppy that needs to load rather than a ROM cartridge that expands the NES' mapped memory might have something to do with it.
Scrumpy, this series is what I've always wanted and it's awesome. I've always been absolutely fascinated by video game glitches, but I've always wondered exactly what the hell is actually going on in the game's code to actually cause the glitch, whereas a lot of people are content to just say "eh, you do something the game doesn't expect so it gets confused", which is obviously vague and boring. It's nice to see someone going into detail about HOW the game is getting screwed up. Good stuff
To save space, each set of screens is shared by two stages, but you can't normally access screens past the boss room. So the glitch tells you which stages share one set of screen data.
As a budding computer science major I find this series fascinating. I would love it though if you included how you analyze the game's code to find the correct offsets and such. Keep it up, scrump!
I'm pretty sure that in the Japan version there are three World minus levels if you are to make a follow-up I suggest you take a look into those three levels to
1. No you can't, as the area ID's in SMB are stored in a single byte, which can only hold a value between 0-255 (hex $00 - $FF). 2. Nothing, every time you complete the minus world the area will continue to stay $01. He talks about this at 7:16.
this comment is 3 years old, but I'll respond anyways lol I don't think so. That is because the count would really stop at 128, as that value is saved as a relative number. Once crossed the NES has a V flag that stands for overflow, that would reset the count back to -127.
I remember when I was a kid in Medellin around ‘91, some friend told me about the “upside down” world. And he had all the info on how to get there… we tried and tried until we got it… oh man we couldn’t be happier! We told everybody!! Happy old days. Thank you for this video.
I knew about World 36 from back when I was modding SMB (years ago), but never knew it was more than that. I thought World 1-2 would take the Warp Zone from the next one (4-2), and 4-2 would do the same, but that's something I never tried. Anyway, thanks for explaining in detail. Def worth the watch
Well rather than the -1 world itself, my greatest question about the glitch was why the middle pipe brings you to the 5 world, and now I perfectly understand. Great video!
As a programmer, this information tickles my fancy! I haven't dealt much with the nitty gritty memory management of consoles or older programs, so all these glitches resulting from bad memory access are really interesting to me. They're also reminders of why a lot of programming languages are structured the way they are: to prevent the need to manage memory in ways that allow these things! Things may be even clearer to understand, especially those with limited technical knowledge, if you had some mini diagram of the relevant memory bytes off to the side that demonstrate the shenanigans as you talk. That's admittedly a lot more editing work, but that extra bit of visual help would greatly improve clarity and memorability (so to speak) of your explanations. Not that your explanations aren't good -- it's just not a topic that lends itself to speech alone!
@@electron2601 it would help if you have the source code for this game. It was originally written in Assembly language but has been rewritten for several other languages and is available online. I also believe there was a video of someone playing the game with the corresponding source code scrolling underneath as he played.
Maybe you should do videos on Super Mario 64, and do some crazy challenge that requires inside and out knowledge of the game in order to map out the route of the level and complete it.
Probably because that's pannakoek2012's thing, and Scrumpy is a fan of his so he likely wouldn't want to do anything that might be construed as ripping him off. I doubt there's much Scrumpy could do with Mario 64 that pannakoek hasn't already covered or isn't planning on covering in the future, so unless they decide to collab on something I wouldn't be too hopeful.
The way he made the numbers change is because he loaded the game files into a program (probably C or C+/C++) and then changed the appropriate values. If you do this and run the program, then you can change just about anything. I know the entire source code for the game is online somewhere for free. Good luck finding it though.
I remember reading an explanation of the programming of the minus world on a rom hacking site years ago and since I'm not a programmer, it was incomprehensible to me. Having it illustrated in videos like this makes it much easier to visualize everything.
In the NES version of the game, -2 is another -1. This is because the area offset address never changes, so the game keeps loading the same level data over and over again. Because of this, -3 is the same as -2, -4 is the same as -3, and so on.
That was a pretty remarkable explanation to say the least. I always wondered about that level. Had a difficult time glitching it though, think I only pulled it off once or twice.
Cool video. Any idea why if you play through the -1 level enough times (continuing from the title screen when necessary), you eventually begin to respawn closer to the end pipe? When I was a kid, I tried this and it eventually respawned me with the end pipe visible. I've always been curious.
basically it's like telling someone to read the 10th item in a list of 5 numbers so they end up going to a different page a reading something that was meant for something completely different
I'm fairly certain he needs to explain how all these data tables work in the brain of the computer; my explanation will also be shit. To ensure the game works properly and loads what needs to be loaded an "arrow" or guide tells the program what part of the code to read next. Unlike the code that we see when actually writing the code the compupu sees a long ass line of whatever the hell the code is. That's why hes saying a piece of the program is using data it was never supposed to. It was guided there on accident and simply executed what it read, and you also need to understand that only the compupu knows what is happening in that long ass line of code its reading because a computer is a sum of parts that work together to make things happen. In the code we write all of the nuances of when to use the GPU and CPU or any component is left outta sight (not really you gotta know how to look because overusing ram and creating lag is bad mkay), we dont need the extra meaningless code. This long ass text however does utilize this and it's not like a part of the computer is doing something strange, it's just going because unless you tell it to stop or pause or to think about its previous action it will simply continue to execute code.
I wish I could give you a ton of thumbs up! 10 year old me is extremely happy to know exactly why this happens even if much older than 10 year old me hasn't played SMB in decades!
If your attention span is really that short, put on some random Kevin MacLeod tracks while listening. It'll have the same effect without ruining my experience :)
Uh...I don't think you had to insult my attention span and then use that condescending ":)" . But you do still make a good point on the no music thing.
So essentialy if you didnt understand heres a simple version. By accesing the warp pipes as intended you replace hex 24,24,24 with 04,03,02 but by accesing the warp pipes like you do with the glitch when you go down the pipe in the glitch you use hex 24 and that sends you to -1
Great video scrumpy! Also just wondering where Is your channel going? I mean your doing glitch vids and I know you want to spice things up but I just want to know where your taking your channel, down the glitch road or smash road?
I'm pretty sure he is just trying to mix things up to have higher variety and not burn himself out and his audience out. There is only so much you can just do in smash to characters. I'm assuming that he will always do smash stuff
Nive 4.2.0. easter egg in the video. I already like these videos, but I gotta say I always enjoy these little things you put in your videos Scrumpy, came for the melee, and now you add another one of my interests to your video topics lulz much love
So in a way, it kind of _is_ because there is no number over the pipe at the time. Since it uses the World 5 warp zone by default, it ends up using the spaces on either side of that one for the location of the warp, since it hasn’t loaded the proper one yet.
So, how does this glitch apply to Lost Levels, where every warp zone only has one pipe in it and you have to do a bit of legwork to get the "good" warps? (Also, the warps that take you backwards.)