I'm going to give you my best explanation to why this is happening. The reason why he gets to the minus word is because the game confused the world 1-2 warp pipes with the world 4-2 underground warp pipe. Since the value of the left and right numbers make it to where you teleport to the minus world, the left and rightmost pipes in world 1-2 teleport you to the minus world.
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! :)
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.
"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.
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.
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.
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.
What the Hell is it with these downvotes? I saw this phenomena on a tutorial of sorts on the Pac Man kill screen. I seriously think it is a bunch of intellectually challenged morons that can't grasp this topic. They get angry at the explanation and thus ignorantly down vote what they cannot understand. This is a great video and I truly enjoyed it immensely. I wish people were not so incredibly inept as to downvote for no apparent reason. If you don't like the guy making the video, don't watch it. If you cannot perceive what is on display, research it for yourself and you might be surprised what you can get if you try. If you're doing this to troll, you're what's wrong with this world and are worthless. If you find fault in his explanation make your own video refuting it with sound reason and judgment.
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.
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
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.
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.
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.
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.
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.
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.
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!
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
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.
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!
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.
This actually explains what I've been wondering for a long time; why when you do the Minus World glitch but go in the the SECOND pipe before the zone loads, it takes you to world 5.
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
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!
This is the most accessible episode so far, since the code structure is much less complex in Super Mario than in Zelda or Pokemon. This series offers a great look at how classic games were actually constructed, which is a topic I've never seen effectively covered on RUclips before.
Wrong, it's not programmed to do that, it just displays whatever the heck, even if it's wrong. $24, or 36 is a blank character in the game's graphics, so it looks like that.
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
If you die in the Minus World, you restart from one page before the usual halfway point of 2-2 and 7-2. This is because although World 8's halfway page coordinates are all zero, there is no branch to tell it to specifically skip over this particular logic if we're there and load zero into RAM $075B that controls the halfway page logic, which is why the halfway page logic applicable to Worlds x-1 or x-3 still applies when we're in World -1.
30+ years of wondering about this and finally someone broke it down for me. Thx! Now I know that kid back in 7th grade who told me that he escaped from it was full of shit.
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.
Eventually I might make a follow-up video to this video that shows off every single glitch world (theoretically, there are over 200 of them).
Yes please
That would be amazing!
PLEASE DO!
Do the Famicom Disk System version of the Minus World, too!
But before you get to that...
We need to talk about parallel universes.
Too confusing, I'll just stick with Mario is trapped underwater for ever because he entered an unfinished pipe.
Brandon Elliott top 10 underrated comments
top 10 overrated comments
TheAngryF2P it literally has 78 likes.
XD
I'm going to give you my best explanation to why this is happening. The reason why he gets to the minus word is because the game confused the world 1-2 warp pipes with the world 4-2 underground warp pipe. Since the value of the left and right numbers make it to where you teleport to the minus world, the left and rightmost pipes in world 1-2 teleport you to the minus world.
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! :)
I would argue that the most well known bug of all time is the one where they found a dead cockroach in their computer.
*BOI*
that was a moth (I'm assuming you're talking about when the term "bug" was first coined)
...
It was a moth, and Rear Admiral Grace Hopper found it lol
that was in a radar dish where they made their nest and interfered with output
World -1, the original parallel universe.
“After all, I do slide through the wall for 12 hours!”
An a-press is an a-press. You can't say it's only a half.
Well, Bort """"""""""The"""""""""" Bort, hear me out.
Qbe Root boy or girl
Foostinator Boy but why does it matter?
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.
....
I'm sure missingno. Was way more popular than the mew glitch
Yeah, I never knew about the Mew glitch until years later, but everyone I knew who played Pokemon knew about Missingno.
"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....
'Thank you Mario! But first we need to talk about parallel universes!'
IkaGaming But can you do that in 0x?
No, but we can do it in 0.5 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.
Poniko, formerly known as Guppy the Cat An a press is an a press. You can't say it's only half
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.
You should do a video doing just a bunch of glitch worlds for fun. xD
+Tacet the Terror I'm actually working on one! :D
cant wait for that one!
one thing, what about the japanese version of the minus world ?
Can you hack the game to set 1 of the warp pipes to world A? i wanna see what happens xD
MagicScrumpy so... you never made that video?
But what if minus world glitch had the knee?
What if it was viable?
What if it had Luigi's wavedash?
What if it would be finished ?
then it would be op
what if it's bloopers were falcon punches, or what if the minus world was actually jigglypuff
you forgot to talk about why you can glitch through that wall and do this glitch in the first place
that's not what he was concerned about. He wanted to explain the part people don't already know, i.e. the hex and coding part
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.
I agreed with wsly Urena. lol.
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
Jank.
Ass.
Physics.
But why is the Japanese -1 world different?
Spelt differently?
no it has sprites mesed up, you swim in the air and there's a bowser it's hilarious
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.
thank you
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.
It’s actually blank-one or thirty six-one. Not the minus world. if it was, the “minus world” level would not have a level number.
Please don't ever stop making these glitch analysis videos.
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.
You will continue this series into the indefinite future, correct? Because these videos, especially your MissingNo video, are awesome.
Yeah. I want to make this the main series on this channel.
nice
That is super exciting, these are all really well explained!
I guess he didn't
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.
I'm super impressed with and thoroughly enjoying the speed and quality of these videos.
I heard of missingno a long time before I heard of the mew glitch
I don't understand anything of this because I never learned a bit of coding, but this is so interesting nonetheless
What the Hell is it with these downvotes? I saw this phenomena on a tutorial of sorts on the Pac Man kill screen. I seriously think it is a bunch of intellectually challenged morons that can't grasp this topic. They get angry at the explanation and thus ignorantly down vote what they cannot understand.
This is a great video and I truly enjoyed it immensely. I wish people were not so incredibly inept as to downvote for no apparent reason. If you don't like the guy making the video, don't watch it. If you cannot perceive what is on display, research it for yourself and you might be surprised what you can get if you try. If you're doing this to troll, you're what's wrong with this world and are worthless. If you find fault in his explanation make your own video refuting it with sound reason and judgment.
Thanks dude for taking my recommendation.
wow these videos take alot less time to do but are still amazing! this change was a great idea!
+MrSmash64 These videos actually take 2-3 times longer to make than a Melee video.
MagicScrumpy then you just must have a lot of ideas. these videos seem to come out more rapid then the melee videos were the last couple of weeks
Why can't this be our homework?
are you kidding me
I assume that the homework would be to watch these videos...
This series is really high quality. Subscribed, keep up making these!
You're on a rampage, Scrumpy!
That said:
2:38 Oh no, a glitch! The "04" on the left changes back to an "08" again. :O
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.
Kinda creepy how its like accessing a hidden doorway you werent supposed to find, thus getting sent to an endless ocean hell.
What if Falcon punch was frame 1?
fox simulator
That's the single-player glitch in stock mode
What if L+A+R+START was frame 1?
What if Viable Frame 1 Falcon Punch Captain Falcon had The Knee?
What if the knee was luigi's up-b
Huh. Today I found out I'm the only person in the known universe that's never heard of this glitch before now.
Lady D I just found out also!
What if the Warp Zone had the knee?
What if warp zone was viable?
Daniel Kim What if you werent gullible? ha ha ha. Im just joking. thats a good question.
If the Warp Zone had the knee, then there may be an arrow involved...
... Sorry, I'll go now...
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
Keep this on with this fabulous series i very like it so much cheers :)
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!
Agreed, I had to rewind this video too many times to keep track of the main things said until i finally gave up.
@@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.
but can you do it in half a button press?
yeah he can... But first we need to talk about paralel universes
An a press is an a press. You can't say it's only half
spoook / ethan Well TJ "Henry" Yoshi...
F*** you.
A warp pipe is a warp pipe. You can't say it's only an object.
This is a great series man. Really enjoy your content.
Scrump i like so much this videos, can you make ocarina of time teleport to ganon castle from deku three?
I totally support this suggestion!
Yes, please?
*please
Yes, I second this! I've always wondered how the hell. And Scrumpy should cover the 3DS version as well (it's much different).
I was also gonna request this XD
An infinite, cold, water-filled hell.
Oh there's also fish and squids
In order to understand this better, we need to talk about parallel universes.
This explains SO much. I always wondered, for YEARS, why the hell the middle pipe that was supposed to take to 3-1 took you to *5*-1. O.o
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
Epic Wade there are not 3 glitch levels. There are at least 253.
The Minus World is in the 35th anniversary Super Mario Bros Game & Watch. How did I not know this?
A couple questions:
Can you load levels beyond 255?
What if you complete the minus world over 255 times?
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.
THANK YOU SO MUCH!!! I've been looking for the address of the warp zones for hours
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.
Like a speedrun?
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.
Yeah, pannakoek2012 kinda has the market cornered on that sort of video for Super Mario 64.
Don't worry dude, I got the joke.
+EarthboundD2 I got the joke a little while after the fact. Internet humor is hard sometimes
thank you for re-adding this video! please also add your other "glitch in depth" videos again!
What happens during the scrambled warp to wilys castle from air mans stage in Megaman 2?
That, and also Heatman to Wily 1, Woodman to Wily 3 and Bubbleman to Wily 4
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.
“Because this glitch is so famous….”
Me: literally never heard of this before
How to make DK viable.
Yes
I'd like if his dash attack didn't have a range of like 2 inches. That would be great.
You select him, then de-select him and choose anyone other than him.
Expand dong.
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.
How the melee brinstar depths glitch happens ( Puff or DK getting into the map )
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.
Missingno is probably the most famous
I really like learning why glitches like this happen.
Truly Infamous me too its very interesting
Wait, but when you hack a flagpole into the minus world, it brings you to a new glitch level. How does the game send you there and not 1-3?
+Kyle Ruggieri When you complete -1, the game takes you to -2. It functions just like the non-glitch worlds.
So, is -2 like 7-3? Or is it just a level with randomly placed objects?
It won't really take you into a actual level.
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.
Oh, okay. Thanks for clearing that up!
nice to see this channel evolve into subscription worthy content
This is one I kind of understood
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!
can you make a video about the celebi glitch in pokemon gold, silver and crystal?
I am loving these videos and the rate at which you produce them x3
Do smash glitches
I have a collab video with Dan Salvato about arbitrary code execution in Melee in the planning stages.
Wooo
If you talk about smash glitches you can talk about the entire melee compitive scene
can you inject flappy bird **cough falco** into melee?
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
Never heard of this before, actually...
You are killin it with this content!
wait. isn't the Empty tile ID 36?
which makes world _Blank_ -1 actually 36-1. but because it is a Empty tile it is Transparent
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.
but first, we need to talk about parallel universe
Your profile pic from the mama luigi project 😂
Wow, you are smashing out new videos everyday... i'm glad, that i subscribed
Who the fuck thought it was a good idea to make this video unlisted
these videos are really well made scrumpy! good stuff man
I love how you say $ as "HAX"
It was pronounced as "Hex"
nah i prefer $HAX$
There's only one $ in HAX$ as well.
come on dude are you my smash teacher or one random guy on the internet? x)
Just because I know how to pronounce HAX$'s name, doesn't make me your "smash teacher"
Great explanation at the byte level - thanks for putting it together, these are fascinating.
0:45
so does that mean I'm a cute girl?
Luna Iux yes
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!
Scrumpy, pls add some background music to your explanations.
Plz don't
why not?
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.
You're right, I didn't have to, but I did, because mockery is what the internet is for. Right?
That's very cool. It also explains why the second pipe takes you to world 5-1 after going through the wall in 1-2.
Lol 1000th comment.
Why is this unlisted? This is a fine video
"The Odd One Out"
Anyone get it?
(search theodd1sout and sub)
RubberDaDuckey I love the odd1sout
RubberDaDuckey I don’t like him.
So, basically, there’s a trigger, and by doing the glitch, you’re not activating it, so you’re sent to world -1?
Scrumpy I'm loving these videos. Keep them up!
I love your profile pic.
ye dat profile pic x)
***** Thanks dude lmao
This was really informative. Keep up the good work!
This actually explains what I've been wondering for a long time; why when you do the Minus World glitch but go in the the SECOND pipe before the zone loads, it takes you to world 5.
@Caleb Hopkins World 4-2 Warp Zone is correct.
@Caleb Hopkins world 36 not 32
This is great! Very informative! I'd love to see you cover the Japanese Disk System minus world someday!
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 vids buddy, can't wait for the yoshi's island credits warp explanation video =]
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!
This is the most accessible episode so far, since the code structure is much less complex in Super Mario than in Zelda or Pokemon. This series offers a great look at how classic games were actually constructed, which is a topic I've never seen effectively covered on RUclips before.
When someone talks technical and you actually understand
This is incredible detailed which is super cool and fsirly different. Thanks for these!
The minus world isnt supposed to say -1. It is supposed to say (level number)-1. It cannot find what level it is, so it just leaves it blank.
Wrong, it's not programmed to do that, it just displays whatever the heck, even if it's wrong. $24, or 36 is a blank character in the game's graphics, so it looks like that.
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
Thanks m8.
Very well explained, thx!
Tbh, I didn't even know that glitch before the video despite having played the game a lot of times
This series is great.
If you die in the Minus World, you restart from one page before the usual halfway point of 2-2 and 7-2. This is because although World 8's halfway page coordinates are all zero, there is no branch to tell it to specifically skip over this particular logic if we're there and load zero into RAM $075B that controls the halfway page logic, which is why the halfway page logic applicable to Worlds x-1 or x-3 still applies when we're in World -1.
Thanks! I've always wondered how this worked
Thank you person who suggested this glitch in the last episode!
30+ years of wondering about this and finally someone broke it down for me. Thx! Now I know that kid back in 7th grade who told me that he escaped from it was full of shit.
I'd love to see one of these for the megaman 2 airman stage glitch
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.