How Spawning a Black Hole in Luigi's Mansion Destroyed the Game
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- Опубликовано: 10 фев 2025
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Luigi's Mansion is full of bizarre things... But I've encountered nothing as strange as this series of glitches that can occur. It's possible to spawn black hole entities around Luigi's Mansion, and doing so absolutely breaks the game. Join me on this quest theorizing one of the weirdest occurrences in the Super Mario Bros series! (Lots of Luigi's Mansion glitches in this one!)
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Well when you start overusing black magic for long enough in Luigi’s mansion to defy the laws of nature in order to float and walk through walls, it seems you summon invisible demons who pull Luigi out into the dark abyss where he cannot escape and must suffer for all eternity. The glitches were only warnings of bad things coming.
You mean crash?
True
These are not glitches this is art in its final form
A trap
No not one
Shaggy has provided wise truth.
@@notatrap6831 hello fellow Jojo's fan
"We sort of interrupt that behavior"
*video is immediately interrupted by an ad*
The ghosts were tired of Luigi vacuuming them they got revenge by vacuuming him into the void.
They used their ghost magic to send him to purgatory
Great joke
100th like
Xd
Get nae nae’d
Luigi’s Mansion Crashes Paper Mario
Oh hello why this is meme here
Hello fellow memer
TheLegendaryDreamer2 Crashes Paper Mario
Stryder7x: *heavy breathing*
Paper mario can crash my looking at it the wrong way.
This was hella interesting
Hi Tetrabit. Planning on doing a video on this? :P Actually the out of bounds coins Swanky mentioned in another video would probably fit your content more.
Hello Tetra!
OH MY GOD TETRA BIT OUTSIDE OF HIS CHANNEL this happened on nintendrew too
hi tetrabit
Wow
This comment likely won't be noticed but, he said it doesn't happen in the observatory? Does the glitch not work in rooms where boos do not spawn? I imagine the bounding box to the mansion is made so boos don't escape beyond the boundaries of the mansion itself.
My theory is that rooms like the observatory are possible for Luigi to walk into, however they're actually outside the bounding box of the mansion because boos aren't meant to be in those rooms. The the black hole glitch won't try forcing you out when you're in that kind of room.
Rooms that would be safe from the glitch are probably the graveyard, roof, 3rd floor balcony, observatory, a few staircases eastern staircases really, the foyer, backyard, the well, king boo's room and hallway.
Boo. Get frikin noticed.
Lol
“This comment likely won’t be noticed”
Every who looks at comments : :0 I have noticed
Bump.
I like this
What I wanna know is can you explore the rooms in E Gadd's lab? If you check the map it shows 4 rooms, one is the gallery, one is the training room and one is the room you talk to E Gadd in, and one is inaccessible. I've always wanted to explore those rooms freely.
That last room is where the Ghost Portrificationizer is.
@@mario64remix I realized that like a second before RUclips told me that my comment got this reply lol
@@Bowser641119 Lukie D's Mario's Mansion...the mod where you play as Mario, has a fully explorable lab. The doors still aren't functional, but how it works is: you stand near them and press A to access the room they lead to.
There is also the out of camera range ladders.
@@n.g5855 What do you mean?
Great video man, enjoyed it. My guess is, that just like the lights glitching, the 'black holes' happen because the game starts to get confused about Luigis XYZ co-ordinates, as you not going through set trigger points that you'd normally hit. So it tries to default him to previous locations or a certain default location in the void. Just a guess though!
Exactly, and to add to that, a lot of hacks for physics systems (let's be honest, all game physics are just one big hack anyway) will try to slowly move the character back to the nearest stable position. If it is confused about your location, anything is possible.
If you don't do anything, your character gets stuck easily, and if you just warp them to the spot, it will look completely unnatural. "Pushing" a character back into bounds or out of an object that is supposed to be solid is generally a much better idea.
Chris Wood This would explain why he would slowly sink through the ground well moving about with the hack. Going through enough rooms, causing lighting glitches and then a big ass chest to appear would probably mess up his coordinates. And the game itself would continuously try to correct his position and based off the location may cause him to shoot off way off bounds. So instead of slowly sinking to the correct position he trebuchet himself into the abyss.
The game is trying to deliver him to the chest!
@@freshrot420 and crash
So I have a theory about why this happens and it's based on Ocarina of Time, funnily enough. In OoT (and most post-SNES games) you have the concept of a memory heap, which is where dynamically loaded regions of memory are allocated. In Luigi's Mansion, this includes things like the rooms, the different interactive objects, the cutscene data, and all kinds of other stuff.
Now in OoT and other games, there are discrete triggers used in the engine that will make it despawn the objects and maps in the game. When that happens, the game calls the various cleanup functions and then eventually removes the data from the heap, freeing up space.
With OoT it's very hard to overload the heap, mainly because map transitions either are caused by unloading everything (a scene transition), or through a transition actor, which follows very strict rules on the sequence of events. Also, when the next room is being loaded, the entire game waits until the process is finished. This is fine on the N64, but wouldn't fly with the GameCube.
With Luigi's Mansion, this is all normally handled by the doors and stairs, ensuring that all of the necessary tasks have been done before you change rooms. When you bypass those, the game still tries to follow the same procedure, but now the guardrails are gone. The map tries to remove itself from memory but can't because another map is removing itself from memory, so it always stays in memory but now can't be used. The next time you entire that room, a new copy of the room is loaded into memory. The corruptions can be caused by a couple things: 1) the heap overflowing into other parts of RAM the game is using (or even just stopping at it's max, which is usually an error), or 2) the game is writing and removing from the heap to the point where it's overwriting values.
I generally don't think option 1 is likely, mainly because by this point most software keeps track of their heap boundaries and aren't constrained enough to reuse heap memory for other purposes (though I think it's pretty obvious there's still some memory leaks occurring here), so let's explore option 2 instead.
When you move from one room to another, that causes it to trigger it's unload sequence. This means it will start deleting things off the heap that it allocated (like objects or computed effects) and modify some global game state. The next area loads and spawns it's objects. So far, so good. The game can handle that much because the two areas won't overlap. But oh wait, now that room is getting deallocated and another room is loading. Now the code that was tearing down the first room starts tearing down the second room (definitely introducing a memory leak), and the third room needs to load. But that's not all. Any cleanup code the first room was running will likely still execute for a short while, but the reference the game uses to keep track of the room being unloaded will point to the second room, so now you're working with the wrong data.
This normally would be okay except when we start talking about global state. If a room needed to make changes to the game state and then restore those changes (or more likely, an object), then it will store that value in the heap somewhere. But now when it tries to reach that value, it's looking entirely in the wrong area and writes garbage into the state. These corruptions aren't likely to break the game, but will cause bizarre behavior.
For the most part, I expect the game usually does a pretty good job of avoiding this, which is why it takes so long to break. Only a few things appear to modify that global state in this pattern, and it has to line up just right. I also suspect that it's only when moving quickly between rooms that you're most likely to see the corruptions happen.
The animated flames are usually done with a texture dynamically updated by the CPU, either by replacing it with the next frame in memory or applying a transformation. Assuming it's the first option, the corruption is assigning the flame texture to the wrong part of memory.
The "black hole" effect is easier to explain. As you mentioned, often there would be a large chest spawned into the game, sometimes as large as the mansion. This chest has collision designed to push Luigi out of the way so he doesn't get stuck inside it when it spawns. That's why it pushes Luigi out, and can even break the standard boundary (as the game is likely not checking Luigi's position against the OOB region for this particular calculation).
Why that is happening is a bit more curious. It could be that the cleanup code is overwriting some memory regions that the area loading in would otherwise use (such as a common object context). Also possible is that the game's heap is hitting it's limit, and an array access is reaching beyond the heap to unused memory, which would be all 0's.
Honestly it'd be fascinating to give this a closer look.
The connection between the giant chest and void pushing makes perfect sense. The loading could also be responsible for that weird loop if you open a door while stuck between floors.
I know this comment is super old, but this was a really interesting read, thank you for taking the time to explain some of this!
This comment is so long 😂
@@masondamron6152 so true so true so true *continues untill I'm tired
School paragraph
Its luigis new final smash.
Thomas McGrath or his old one...wasn't it literally called negative zone?
Winged Mirage
*I don't remember it summoning a bunch of black holes*
"What if we sorta interrupt this behavi-" *ad plays*
I read this a second before it actually happened..
Omega Butcher ikr
That happened to me too
People copying the same comment is lame
@@RedTail1-1 Your mum's lame
King Boo is hiding in his basement from the temporal green demon that is wondering throughout his mansion and opening rifts to the void.
I think Luigi is being sucked into all the rooms you walked into which causes Luigi to be sucked to all of them at once which causes Luigi to be sucked into the void.
7:23 Okay, that sounds creepier than some parts of the actual game, that Luigi's stuck in a mansion with MISSINGNO., which can suddenly appear on any light source wherever he messes with the lights.
Woke
I love stuff like this, I can’t accurately describe it but seeing how games react to unnatural circumstances is so satisfying and mysterious, and is all so cool to see!
It looks like after all the loading and unloading you eventually run into memory allocation failure. This is either because of a memory leak somewhere in the process leading to out of memory, or because of memory fragmentation preventing it from finding a contiguous span of free memory to allocate. In any case, the program is expecting the memory allocation to succeed and isn't checking for errors. Thus, when it fails, it assumes it has a pointer to a nice fresh unused memory segment, but really the address in the pointer is whatever was in there before the failed memory allocation call. Thus, when it tries to load the new room data, it overwrites stuff, making bad things happen. This can range from corrupted textures, like you see with the light glow, to things like Luigi's position in space being overwritten, causing the black hole type effect.
The behavior in the menu indicates to me that at least there they were properly checking for errors in memory allocation and handling it more "correctly". A program outright crashing is generally better than a program with corrupted state since the last can easily destroy data by, for instance, writing corrupted state to a save file.
interesting that you bring up pannenkoek, because the whole being pushed out of bounds almost sounds like a parallel universe to me
The glitched sprites of the lights, as well as corrupted save files have a very similar effect of overloading the memory of Super Mario 64. Check out Pannenkoek2012’s video on it (it’s on his second channel, Uncommentated Pannen)
Is it just me or does Swankybox kinda look like the lovechild of Jontron and Peanutbuttergamer
i cannot argue here
I don’t know enough about RUclips to truly reply to this, but why aren’t there a skele-ton of puns here?
Swankybox is much better looking than Jontron.
what have you done
The shadow demons are claiming Luigi's soul after witnessing the unnatural abilities he has developed.
"Luigi is sucked in many directions." God damn I knew Luigi was a pimp.
You mentioned at the end of the video that opening a door seems to slowly "fix" the black holes, so my guess is that the memory overloads with how much is actually, yknow, loaded, and so in trying to fix it for the FPS it creates these sort of object dumps(the blackholes), where items get stored per room, and then get sent back into normal positions when opening that rooms door.
For a rough explanation, say your in the hall by the foyer, with the blackholes enabled. That's one of the rooms that has a ton of objects, so the game keeps the frames high by teleporting all the objects to one point somewhere way below the room, allowing you to play at a normal framerate. When you go back to enter the foyer, all the objects teleport back into place, so the room seems normal.
By doing this, it might actually explain the glitchy squares, too.
"Loading rooms for several hours and then loading a save crashes Luigi's Mansion"
..."Paper Luigi's Mansion"? "Luigi's Mansion Story"?
I dunno, something like that.
the true question is can you do this in the remaster version (3ds)
That one only just released, I'd say wait until glitches and hack codes come out lol
@@jongameaddict Walk through walls has been possible for a while lol
That was a really entertaining and interesting video. Made me smile a lot. I like it when you talk about games from my childhood. Especially Luigis mansion, because it was my first Gamecube game ever.
I noticed something too. At 9:00 you can see Luigis legs and feet wiggling around like he's standing on ice. Is this a hint that the game starts to zippedidooda Luigi through the floors or has it another meaning to it?
(In example, when you were in the Ice room before?)
I think if the randomly loaded giant treasure chest model has a hitbox, that it may potentially be pushing Luigi all over the place and out of bounds due to the hitbox taking over the space. Correct me if I'm wrong.
It's not a glitch, it's a feature.
It's not a expansion it's a whole game
It's not a whole game it's a series
Chara Dreemurr - Christopher Moon I almost thought you wouldn't show up.
It's not a series. It's a universe.
It's not a universe, it's a multiverse.
Hey Swanky, I just wanted to say thank you for talking about this game. I absolutely love this game and it’s probably one of my favorite GameCube games.
I wonder...are you getting sucked out? Or are you getting _pushed_ out? Perhaps the treasure chest that spawns has a really big hitbox that's pushing you out of bounds or something.
I feel like the "black holes" are actually a failsafe designed to forcefully lock down the player in the event of memory overflows or corruptions, so that the issue is stopped before any damage is done to the core game data. Of course, it may be a matter of memory overflows into variables associated with movement that cause Luigi to suddenly get launched, as well.
I love it when people from different countries try to pronounce Dutch words
It’s like Luigi’s position has turned into a faulty value & the game is trying to fix itself by sucking him out into the void. Heh heh.
I see some comments of people giving theories that the game is trying to reset itself by pushing Luigi back to a certain location in an attempt to allow the game to clear memory normally. It would be interesting to see how this “black hole” behaves with the wallhack turned OFF to see how it works using normal collisions within the game. It possibly uses that large amount of force to push Luigi through walls to get him out of the room. But since the wallhack is on, this force just sends him into the void instead.
Another theory I could think of, is this memory manipulation perhaps starts to overflow into where gravity data is stored and starts to change what axis the gravity moves toward and velocity.
"Why summoning a black hole would destroy our solar system"
I love the music switch when you mention the black holes at 7:58
There's probably a joke I can make about black holes and light here...
This sounds a lot like something in Mario 64 where Mario can go out of bounds if he’s in bounds one frame and out of bounds the next frame, so that he never touches the death barrier. I don’t exactly remember what that is, though.
*BUT FIRST, WE NEED TO TALK ABOUT PARALLEL UNIVERSES*
The Luigi's Mansion BLJ (ft MissingNo.)
To get back into the mansion you'll start by building up speed for 12 hours
But first we need to talk about parallel universes
This is a beautiful reference to terminal montage
This is basic physics! Luigi acts as a solar sail, so after all the lights pile up on top of each other, they are emitting so many photons that they simply push Luigi away!
Haven’t you ever been pushed out of rooms through walls due to someone turning on an especially intense light? Happens to me all the time!
I love how the observatory is one of the only rooms that doesn't have a black hole despite it LITERALLY being space
Well... I think the lighting is possibly a memory issue, as you stated in the video. But the Black Hole glitch is basically the game trying to get Luigi back into default position due to the fact that variables can go up to a certain number, but because so many rooms are loaded in memory I think the program gets confused and warps Luigi into a random position. However, I think rooms such as the Observatory unload rooms and has more objects to load into memory, which may be the primary reason why it doesn't work there...
Does the camera somehow adjust Luigi's position or is it the opposite? That Luigi moves the camera? Because it could be caused by errornous camera transformations.
Another video from Swankykoek2019 is what I like to watch.
I suspect the glitchy light textures and box light textures are actually because the game unloads rooms but not the textures they load in to memory and eventually there's so much loaded in all at once that the game starts to use garbage data from other things loaded in. First it starts affecting other textures (the lights) and then eventually starts to reach the player physics, and Luigi getting launched is because something overwrites velocity and directional values. Certain rooms being "safe" is likely because Luigi's velocity is simply not being touched or being set so low that it's inconsequential to the normal movement values.
I think the game had another format programmed to run certain parts of the game prior to the way its been puplished. And they havent been deleted yet, so when you mess with it enough layers of the games brain are moved around and it reopens other game methods it had before . Like while it was being made , thanks! Videos are awesome
What a MASSIVE chest.
I know, right? Isn't it so creepy?
The hell you think it's gonna do? Not absorb the mansion and earth with it?
Thank you for making Luigi's Mansion videos. It's one of my favorite games and almost no one makes content based on it.
I discovered something interesting while playing with these hacks. If you go into a room that causes the spikes to appear on the doors of the room and leave said room the spikes are on every door in the mansion
Luigi got his ass banished to the outer GameCube bios realm, where there is weeping and gnashing of GameCube controllers.
5:09 "up, down, all around"
* radical highway intensifies *
*UP N' DOWN, AND ALL AROUND*
It's like the game is telling you "stop doing this shit" and just forcibly traps you somewhere so you can't keep screwing with it.
Congrats! You found (another) gbj in Luigi's Mansion
Can you walk between the gallery and the training room? There are some doors (and a ladder iirc?) onthe map of the gallery/training room area that aren't accessible normally. Would love to see if they actually function.
If you're talking about the doors in the main room of the lab that lead to the training/portrificationizer rooms, then nope they're not functional. But you can climb the ladder. However nothing will occur if you climb it to the top sadly.
@@LMFinish thanks for the reply :) is there a vid of climbing the ladder?
If i had to guess... the light texture despawn is attached to the exit animation, so when too many assets get spawned then the game freaks out. from there you get the void effect, as well as the giant chest because of the game panicking to accommodate for too many textures. Thus why it throws luigi out of draw distance, to reduce his asset from what's loaded in. It's the game struggling to stay operational.
It might be the game's way of stopping the player from overloading the system anymore. Like an anti hack
what a fascinating phenomena for a minute I thought you found a way to put Mario Galaxy black holes in this game but doing it this way is actually more interesting
Welp, looks like King Boo found his own PolterGust.
"How spawning a black hole breaks Luigi's mansion"
I would only assume it would break Luigi's mansion.
That out of bounds treasure chest glitch is so freaky!
New creepypasta: luigis depression takes ahold of him
This is so nuts to see in action!!
This is actually a really great video. And you explained how the game loads the rooms really well.
when it comes to lighting in gamecube games (such as luigis mansion) it uses vertex lighting baked into the room geometry iirc
though in the video its the sprites youre talking about
7:08 Luigi's mansion MissingNo confirmed
8:00 MissingNo's revenge for not putting MissingNo in the more recent games
the chest is simply a quick placeholder. As in: It selects an object as quickly as possible
The black holes are trying to take the problem away so that the stress is relieved it seems.
It's like a parent putting a child in time out for overloading them with stress.
The ol’ swanky vault made me giggle :)
Its actually surprisingly simple, all that happens is that the Gamecube fills the RAM, then as the Gamecube tries to execute anything from that full RAM, it just reads the bits that have been overwritten and freaks out. you can get a similar console freak-out by loading around 1.75 billion green shells at once in Mario Kart Wii.
As one does when they play a rousing round of mario kart wii.
@@deadturret4049 of course. This I discovered by mistake while tinkering around with Mario Kart Wii hacking.
Gonna let you all know that "pannenkoek" is pancake in dutch.
"panencoke" lmao
My theory is your loading the rooms faster than the game can handle, so the lighting gets glitched because the games memory and ram gets used up, and it rewrites the code causing the weird lights. The giant chest is most likely the code getting glitched and rewrote wrong and so t spawns, and the chests hit-box pushes Luigi out, so he doesn't get stuck and it does this in the simplest way possible, either, into the floor or into another room, or the void. This is just my opinion, and I most likely got some things wrong, but I don't know anything technical like this, it's just speculation.
Few things
1. Does the black hole effect still make you still go through walls and such if you turn off wall-hacks and such?
2. I wonder why this happens
It must be with the lights, they duplicate more and more and makes the game lose lots of information. then that starts to confuse the game and thinks one of the rooms that he's in thinks that it's far away, making the huge chest spawn in.
if i had to guess the game is probably getting movement variables mixed with other variables and it causes him to move in the direction that those variables direct to.
the game barriers don't let Luigi walk out of bounds.
they never said anything about SOMEONE ELSE pulling Luigi out of bounds, and that someone just happens to be a goddamn black hole
It might be the chest's hitbox pushing Luigi into the void. the chest might grow and shrink instead of loading and unloading.
Hmm...in the coin video you mentioned a theory that the coins are item pullers. So maybe by screwing around like this, that object puller got deleted/corrupted, resulting in a pull so strong that it even affects Luigi?
Forgive me for this dumb theory, but I do have a possible suggestion. Since the game is obviously overloading with texture information, is it possible that the game’s immediate response is to try and delete or resize information so that the game doesn’t crash? By this, I mean that since there’s so much going on with the lights, the mansion’s boundaries actually begin to get smaller to compensate and in turn yeet that Luigi because it’s moving in?
I'm glad you didn't leave Luigi alone in the dark or else he'll die and become a ghost! 😂
SwankyBox Says Ohio: 1:19.
You got to the Safari room? I thought that was cut because the Safari ghost was cut too!
-Edit Boopidy doop doop...
Spawning a black hole breaks the game? Makes sense to me
Is there a way to open the chest? Like if you downsize it and put it in a room of the mansion?
This is why Luigi should not have tried to enter the backrooms
Super late but I'd theorized this is some sort of memory leak, akin to what happened with the Gamecube Wind Waker Barrier Skip. If the steps were reproducible without codes and the game was long enough to warrant it, this could probably become some kind of viable speedrunning tactic. Seeing as the world record is less than 10 minutes though...probably not.
This sounds a little to much like a creepy pasta
Luigi's mansion is a small speck in an eternal void.
Hmm, neat. I wonder what this would be like in Luigi’s mansion 2,3 and even the 3DS remake!
The Mansion got tired of you and yeeted you.
I love the speed run glitch. Its sad that you cant do the same thing with the 3DS version, and its sad too that Nintendo couldn fix the glitch and they just moved the box.
So I'm guessing that E.Gadd's Shed is on an entirely different Map and it isn't possible to Glitch to and from the Mansion into the Shed.
7:16 not as much missingno from pokemon as much as practically any glitch pokemon I accidentally encountered while messing around with encounters in pokemon platinum.
0:24 swanky vault not swanky box? smh
Edit: 0:23
I've seen a person cheat his way to boolossos skipping the bosses before him and a ghost stopped him and sent him back like accessing king boo to early. Could you make a video showing what happens when you try to get to the bosses too early. Bogmire, etc.
The game is probably trying to get Luigi back to there he was and instead of Teleporting him it’s trying to drag him so he get underground and get stuck instead
Let’s go it’s time for creepy pastas
Kinda logic isn't it, a black hole destroys stuff
This game is sure is spoopy for having all that stuff