Should definitely check out that PC Version, & also check out the code for the outside area/Entrance of Temple of Ancients near the bridge, & the area near the Corel Valley Conch Shell we Climb before entering Corel Valley Cave. Also, look for flags & the code over in the Northern Cave, upper path, where you fight the Dragon Zombie, or the Stalactite after that area.
Square didn't use source control. That's why they lost the source code for FFVIII. I wouldn't be surprised if they cobbled the different versions of FFVII together by manually copying and pasting source code files from wherever they could find them.
You might be right about that, have to remember a old story where they had to find a private collector that bought a old source collection of a game that they wanted to remake cause they didn't keep actual masters of it. Since with how they made games back then, they pretty much dumped everything after one was done cause they were hard at work on their next game.
I also remember that Kingdom Hearts having to have been remade for the HD Ports because they lost the source code for most of the series. Kingdom Hearts 3D is where they still had the source code and the HD Port for 3D was more easily done.
@@n3onkn1ght yeah think it was starcraft 2, friend went into a whole 2 hour speech about it haha. Alot of game dev's back then never kept masters cause they thought it was a one and done thing. Reediting it, think it actually was starcraft and they used that source to help produce 2.
I believe the company that handled the PC version was Eidos Interactive and not Square. This would explain why some bugs were fixed on the international version but not the PC version: it's just another branch of the 1.0
It blows my mind how many new discoveries are still being found. Thank you for the amazing content Death, sorry I haven't been able to make streams last few months.
Watching Aerith climb the mountains after shes supposed to be dead (PC Version) was wild as a young kid. All the glitches it creates, the crashing. All the messed up dialogs. Dont even get me started on swapping Sephiroth into the Party on PC. Good luck on the ps1 playthrough of this.
I was in FF7 Rebirth concert this Fall and when they started to play the Costa Del Sol OST, instead of thinking reminiscing on Rebirth it reminded me of this channel and videos like this, lol
So from what I've read, the international NA/European version of ff7 was developed by the english localization team, who also added the additonal content. The original PC version was handled by another team within Square. So likely both teams started with 1.0 code as base, but then became their own forks. So international version getting the memory fix but it not been in pc port (which forms basis of steam and ps4 release etc) makes sense. It honestly wouldn't suprise me that the pc team didn't get the fix if they didn't discover bug themselves. I've worked at big game stuidos and two teams working with same engine will often end up with their own fixes on their respective forks, inter-team communication isn't always the best.
Was International really developed by a western team? I was under the impression that Nojima specifically added in stuff into International that just didn't make the deadline for the original release. The guy was essentially still tweaking the plot all the way up until release. It's something that he had to work himself out of starting with X because the scripts had to be finished that much earlier in the process for voice recording and other things to take place. I mean, we have Ruby Weapon Nomura concept art. Outside of working on FMVs, I don't think westerners put Ruby Weapon into the game did they? I thought the tweaks on the North America side of things had more to do with bugs, encounter rates, and simplifying menus and the like, not developing the additional content.
Difficult to know for certain, but it seems clear the western were making code changes, so possible they took the existing unfinished work on ruby/emerald etc and integrated those. The key point is that that team were indeed changing the code for international version and it's possible (maybe probable) they made bug fixes that wasn't communicated with original pc port team
Wasn't the PC version made from unfinished source code and ported by Eidos instead of Square? So it would make sense that a different developer working with unfinished code might have missed something that was later fixed by the original team when they made the International version. And the Steam version was ported from the orignal PC version right? Square did handle that one BUT they may have only referenced code that was more front facing, like the Magic Defense bug since that is something EVERYONE would notice vs a rare teleporting glitch that mainly the speedrunning community knows about. They also could have taken the Speedrunning community into consideration when updating the PC version for steam and intentionally left that bug unfixed. BUt tlast one is speculation. My money is they only focused on noticable big game breaking bugs when updating the PC version for steam, which again was a partialy rebuilt version of the old japanese 1.0 version.
I believe another example that proves that the version of the source code that Eidos got was an older version is the submarine minigame. I forgot who patched it, but there was a patch for the minigame on the Qhimm forums and they did mention that the game behaved oddly compared to the PS1 version. Maybe the submarine minigame is also slightly broken in the JP 1.0 version?
I don't think you can blame Eidos for this, they only published the PC port. The port itself was made in house at Square, with a surprisingly small porting team.
Imagine how crazy it would be if, after about a decade of the fastest times being on modern releases of the game, this discovery led to a long rabbit hole of glitch discoveries that when combined brought the fastest version all the way back to the Japanese 1.0 PS1 version...
At the beginning of the game, instead of fighting the Guard Scorpion, you can climb the wall and at the top find a pipe whose exit drops you into the center of the Northern Crater and thus begin the battle against Bizarro Sephiroth
Interesting stuff. I always love hearing about crazy new findings with any version of VII, but anything concerning the original on ps1 is especially intriguing. Hope the battle flags being held goes somewhere, feels like it could be a big lead.
Many problems rose up when Halo 1 was ported from Xbox to PC, and as we found out, it was because the version ported to PC was an earlier build than the final Xbox release. Could the same thing have happened when FF7 was ported to PC? Wasn’t there a bug in the original PC release where Vincent’s model would get seriously messed up during the Aerith’s death cutscene, because the animation that the game was trying to play was using an older format?
It is possible during the porting process when they were getting the steam version - there was probably a list of what they consider 'minor bugs' and perhaps didn't have time to finish correcting everything. Then again it could be some of the loopy code between PC version and OG console international. Really cool find and fingers crossed the FF7 community can possibly use this
Seeing this on the PS1 is absolutely amazing! Surely there will be a way to warp somehow! Just a matter of time before someone figures it out *fingers crossed* Thank you for sharing this Death and looking forward to the physical ff7 playthrough live incorporating all of this goodness. Cos when it comes to original hardware i'm all over it :)
I love these content drops Death. Not everything has to be a +1 hour explanation. These updates on FF7 discoveries are extremely interesting and help those not as involved in the Twitch community stay engaged. Thank you for all the content you put out, truly appreciate it!!
I often test my company's software. We have to do what's called regression testing (super, super common across all software industries) because sometimes a bug will get fixed only to be reintroduced in a future patch. IMO it sounds like either Eidos or Square or both failed to do regression testing and reintroduced the field flag bug for the various PC ports.
So what you've stumbled on here is the fiasco that was the Eidos FF7 PC port. Square didn't have any proper source control for the original PSX release so what they handed over to Eidos was the C code for an older build with several bugs (I once heard Square actually faxed through certain patches that were critical) Eidos has very little time and could not find or fix all of the issues. Actually, the port itself has a bunch of problems... by default the controls are mapped to the numpad, and if you don't have one you can't go into the menu to fix it! In addition the PC release contains build symbols for the C code. Not full debug symbols but enough to help with some of the reverse engineering efforts that happened All in all the PC build was a mess. The Steam build is only better because it incorporates fan patches and fan DLL files that make the game halfway runnable. None of these fan modders were ever credited, either
You could probably find a list of version differences on the wiki or some blog site if you want. Since FF7 is like top 10 most popular games ever made it also probably gets a video made every month of some youtuber going over the differences and history between all the versions
My mostly uneducated and wild guess is that Square "fixing" it was mostly an accident. That is, the thing that prevents warping is something tied to something else they had to change. Something that they again had to change when the PC version was a thing.
2:45 Perhaps a simple reason for the odd reappearance of the similar bug on pc version. So, while I am not 100% certain it will be the case this time around, I am privy to the fact that Square soft and now Square Enix after the merger, wasn't really the best at keeping proper copies of their old code. Both companies actually if memory serves me correctly last I ever bothered to look into any of this sort of thing. So, here's what I am thinking probably ended up happening. They probably ended up having one version of the games code, but lost the others over time due to some reason or another. And so that version is the one that got used. But, people doing the work probably didn't realize there were going to be fixes they needed to make again. Might seem a bit idiotic to not realize that, but humans be humans, so this is possibly likely. Then a person also has to keep in mind that many of Squares PC ports tend to be made from copies already released on platforms like android. So, if for instance the japanese 1.0 version got used in the android version, then it's going to be automatically the version used in the PC version by default when simply porting the android version over to PC. Or at least, that would be the case for their other games. FFVII had a pc release way before steam was part of any of it. But as I understand, they did not use that version, because they lost it I think. So, they ended up having to use the jp 1.0 version in some fashion or another like with the android re-port to pc method. But, I am not certain if VII got that treatment, like for instance IX did with its pc version being simply an android port for pc. (Makes moguri mod heckin worth it to use though.) Anyways. I could and probably also am wrong about some things here, as I am working off of old memory, which is possibly faulty. But I also wouldn't be surprised if I am right in some aspects as well, because this is Square we are talking about, and humans tend to mess things up for the simplest reasons sometimes. I can see those two factors leading to this being mostly correct anyways, even if a few details aren't quite right or completely wrong. Also, looking at the other comments I did not read before writing this, until just now scrolling down out of curiousity... it seems I am not alone.
Hey i love your videos but i would like to know what is the mod that you use to edit save data in ff7? because im trying something and having the mod would make it easier for me to do the testing.
Regarding how the battle mode flag shenanigans working on the 1.0 Japanese version and PC version, but not the International PSX version, could it possibly be that the PC version's codebase was based on the 1.0 Japanese version and not the international version?
Are the magic def. bug & this battle flag glitch part of the same glitch/bug? Potentially the same line or two of the wierd coding that was used in the original?IDK, the idea comes from the weird way Sega (genesis) had coded the 3d stages in the Sonic games. Another RUclipsr did a deep dive into that strange code a while back in video.
No, apparently the MDef bug happened because Squaresoft just forget to include a case in a switch statement to calculate it. It's a problem with the source code. It has nothing to do with manipulating runtime data, like this bug.
Isn't the ps4 version based on the Steam version? (That's what I heard at least) and that the warping doesn't work on ps4 but does on Steam. Seems unlikely to me that Square would fix that
@@RaXZerGamingZ If the Mako Reactor bomb timer is supposed to carry over, I *could* check, but that's *not* how I'm trying to get the trophy for getting a game over. 😂
Still finding more bugs after all this time pro, guess they weren't kidding the game was pretty much duct taped together and if ya touched anything it wouldn't work haha.
Its strange that you still keep finding weird little things. This kinda makes me wonder, how well do we REALLY know the old classics. To be fair this is some esoteric information, but still!
Stuff like this has the early makings of something like a Karl Jobst video, "Speed runners just broke FF7 wide open!". Maybe it won't amount to anything so useful, or maybe it's one of the early keys to a huge new technique that saves hours. Either way, I'll be fun to see where it goes.
I think the your little experiment with the international version was pointless. Since you were wondering if a english region console handled memory differently from a Jpn console. It would have made sense to play the 1.0 Jpn disc on a english region console. Or even the english game on a jpn console. I don't expect any results would change but i feel it's a better way to test your theory about the physical PS1 hardware.
@n3onkn1ght the PlayStation 1 has a notorious bypass for the region lock out that requires no modification. If he want to see weather the literal console handles memory differently and the version 1.0 disc glitch suddenly doesn't work when played on an American console. He has his answer
Idk man, Ocarina of Time is up there. Look at that, my top two favorite games of all mf'ing time, are: Both such beautiful games, with coding that is so perfectly broken.
Twitch: twitch.tv/death_unites_us
Patreon: patreon.com/48Productions
Wow-weeeeeee (>'.')^
Should definitely check out that PC Version, & also check out the code for the outside area/Entrance of Temple of Ancients near the bridge, & the area near the Corel Valley Conch Shell we Climb before entering Corel Valley Cave. Also, look for flags & the code over in the Northern Cave, upper path, where you fight the Dragon Zombie, or the Stalactite after that area.
The game that just keeps on giving!
I love how much still gets discovered about FF7. Thank you for all the work!
Square didn't use source control. That's why they lost the source code for FFVIII. I wouldn't be surprised if they cobbled the different versions of FFVII together by manually copying and pasting source code files from wherever they could find them.
You might be right about that, have to remember a old story where they had to find a private collector that bought a old source collection of a game that they wanted to remake cause they didn't keep actual masters of it. Since with how they made games back then, they pretty much dumped everything after one was done cause they were hard at work on their next game.
@@wingofunny I think that was Starcraft.
I also remember that Kingdom Hearts having to have been remade for the HD Ports because they lost the source code for most of the series. Kingdom Hearts 3D is where they still had the source code and the HD Port for 3D was more easily done.
@@n3onkn1ght yeah think it was starcraft 2, friend went into a whole 2 hour speech about it haha. Alot of game dev's back then never kept masters cause they thought it was a one and done thing. Reediting it, think it actually was starcraft and they used that source to help produce 2.
@@wingofunny The source code buyback happened 7 years after SC2 came out, so I don't think that's correct.
They fixed the bug by mistake, and then unfixed it by mistake. They never new about it.
Knew
@@adamjones7924 noo
thats the most squaresoft thing i ever read.
Knew*
New knew nu nga @RubberbandPsycho
I believe the company that handled the PC version was Eidos Interactive and not Square. This would explain why some bugs were fixed on the international version but not the PC version: it's just another branch of the 1.0
It blows my mind how many new discoveries are still being found. Thank you for the amazing content Death, sorry I haven't been able to make streams last few months.
Watching Aerith climb the mountains after shes supposed to be dead (PC Version) was wild as a young kid. All the glitches it creates, the crashing. All the messed up dialogs. Dont even get me started on swapping Sephiroth into the Party on PC. Good luck on the ps1 playthrough of this.
I was in FF7 Rebirth concert this Fall and when they started to play the Costa Del Sol OST, instead of thinking reminiscing on Rebirth it reminded me of this channel and videos like this, lol
I will be watching the walkthrough on RUclips. Looking forward!
So from what I've read, the international NA/European version of ff7 was developed by the english localization team, who also added the additonal content.
The original PC version was handled by another team within Square. So likely both teams started with 1.0 code as base, but then became their own forks. So international version getting the memory fix but it not been in pc port (which forms basis of steam and ps4 release etc) makes sense.
It honestly wouldn't suprise me that the pc team didn't get the fix if they didn't discover bug themselves. I've worked at big game stuidos and two teams working with same engine will often end up with their own fixes on their respective forks, inter-team communication isn't always the best.
Was International really developed by a western team? I was under the impression that Nojima specifically added in stuff into International that just didn't make the deadline for the original release. The guy was essentially still tweaking the plot all the way up until release. It's something that he had to work himself out of starting with X because the scripts had to be finished that much earlier in the process for voice recording and other things to take place. I mean, we have Ruby Weapon Nomura concept art. Outside of working on FMVs, I don't think westerners put Ruby Weapon into the game did they?
I thought the tweaks on the North America side of things had more to do with bugs, encounter rates, and simplifying menus and the like, not developing the additional content.
Difficult to know for certain, but it seems clear the western were making code changes, so possible they took the existing unfinished work on ruby/emerald etc and integrated those. The key point is that that team were indeed changing the code for international version and it's possible (maybe probable) they made bug fixes that wasn't communicated with original pc port team
Wasn't the PC version made from unfinished source code and ported by Eidos instead of Square? So it would make sense that a different developer working with unfinished code might have missed something that was later fixed by the original team when they made the International version. And the Steam version was ported from the orignal PC version right? Square did handle that one BUT they may have only referenced code that was more front facing, like the Magic Defense bug since that is something EVERYONE would notice vs a rare teleporting glitch that mainly the speedrunning community knows about. They also could have taken the Speedrunning community into consideration when updating the PC version for steam and intentionally left that bug unfixed. BUt tlast one is speculation.
My money is they only focused on noticable big game breaking bugs when updating the PC version for steam, which again was a partialy rebuilt version of the old japanese 1.0 version.
I believe another example that proves that the version of the source code that Eidos got was an older version is the submarine minigame. I forgot who patched it, but there was a patch for the minigame on the Qhimm forums and they did mention that the game behaved oddly compared to the PS1 version. Maybe the submarine minigame is also slightly broken in the JP 1.0 version?
I figure it wasn't as badly needed at the time, as you weren't chasing Emerald Weapon with it
I don't think you can blame Eidos for this, they only published the PC port. The port itself was made in house at Square, with a surprisingly small porting team.
funny; good job finding and discussing details you come across. i find your videos some of the best when it comes to stuff like this.
Love the shirt. I will one day go to one of those concerts. I HAVE TOO!
Imagine how crazy it would be if, after about a decade of the fastest times being on modern releases of the game, this discovery led to a long rabbit hole of glitch discoveries that when combined brought the fastest version all the way back to the Japanese 1.0 PS1 version...
man the game that keeps on giving
At the beginning of the game, instead of fighting the Guard Scorpion, you can climb the wall and at the top find a pipe whose exit drops you into the center of the Northern Crater and thus begin the battle against Bizarro Sephiroth
Interesting stuff. I always love hearing about crazy new findings with any version of VII, but anything concerning the original on ps1 is especially intriguing. Hope the battle flags being held goes somewhere, feels like it could be a big lead.
Many problems rose up when Halo 1 was ported from Xbox to PC, and as we found out, it was because the version ported to PC was an earlier build than the final Xbox release.
Could the same thing have happened when FF7 was ported to PC?
Wasn’t there a bug in the original PC release where Vincent’s model would get seriously messed up during the Aerith’s death cutscene, because the animation that the game was trying to play was using an older format?
Yes, apparantly Square lost the source code, so the PC and all subsequent releaes are built from a debug build of the Japanese version.
It is possible during the porting process when they were getting the steam version - there was probably a list of what they consider 'minor bugs' and perhaps didn't have time to finish correcting everything. Then again it could be some of the loopy code between PC version and OG console international. Really cool find and fingers crossed the FF7 community can possibly use this
Seeing this on the PS1 is absolutely amazing! Surely there will be a way to warp somehow! Just a matter of time before someone figures it out *fingers crossed* Thank you for sharing this Death and looking forward to the physical ff7 playthrough live incorporating all of this goodness. Cos when it comes to original hardware i'm all over it :)
Im looking forward to seeing this, Death! Can't wait to catch it as much as I can!
I love these content drops Death. Not everything has to be a +1 hour explanation. These updates on FF7 discoveries are extremely interesting and help those not as involved in the Twitch community stay engaged. Thank you for all the content you put out, truly appreciate it!!
I often test my company's software. We have to do what's called regression testing (super, super common across all software industries) because sometimes a bug will get fixed only to be reintroduced in a future patch. IMO it sounds like either Eidos or Square or both failed to do regression testing and reintroduced the field flag bug for the various PC ports.
So what you've stumbled on here is the fiasco that was the Eidos FF7 PC port.
Square didn't have any proper source control for the original PSX release so what they handed over to Eidos was the C code for an older build with several bugs
(I once heard Square actually faxed through certain patches that were critical)
Eidos has very little time and could not find or fix all of the issues. Actually, the port itself has a bunch of problems... by default the controls are mapped to the numpad, and if you don't have one you can't go into the menu to fix it!
In addition the PC release contains build symbols for the C code. Not full debug symbols but enough to help with some of the reverse engineering efforts that happened
All in all the PC build was a mess. The Steam build is only better because it incorporates fan patches and fan DLL files that make the game halfway runnable. None of these fan modders were ever credited, either
this is soooo cool! Thanks for your awesome work!!!
Would be curious to see these differences between 1.0 and the version we got!
Check out our full playthrough where we did just that! - ruclips.net/p/PLyotyCGt7oYDgVi62bQx0a8_XTlkAap2b
@@4-8Productionsthanks! But was also hoping for a version that isn't 70 hours long :)
You could probably find a list of version differences on the wiki or some blog site if you want.
Since FF7 is like top 10 most popular games ever made it also probably gets a video made every month of some youtuber going over the differences and history between all the versions
What happens if you skip to icicle inn instead of ancient city?
Muh bawlls. That's what.
YOOO THE EXCITEMENT IS REALLLLLLLL
Oh for gaaad…. What have you done now!?
Touch Me F Mug at the back is 🔥🔥🔥
My mostly uneducated and wild guess is that Square "fixing" it was mostly an accident. That is, the thing that prevents warping is something tied to something else they had to change. Something that they again had to change when the PC version was a thing.
Sounds ghetto fabulous. Nothing out of the ordinary here. 🤣
The PC and modern re-releases are based on a debug build becuase Square lost the source code, so these glitches carried over from that.
Nice distant worlds shirt ❤
2:45 Perhaps a simple reason for the odd reappearance of the similar bug on pc version. So, while I am not 100% certain it will be the case this time around, I am privy to the fact that Square soft and now Square Enix after the merger, wasn't really the best at keeping proper copies of their old code. Both companies actually if memory serves me correctly last I ever bothered to look into any of this sort of thing. So, here's what I am thinking probably ended up happening. They probably ended up having one version of the games code, but lost the others over time due to some reason or another. And so that version is the one that got used. But, people doing the work probably didn't realize there were going to be fixes they needed to make again. Might seem a bit idiotic to not realize that, but humans be humans, so this is possibly likely.
Then a person also has to keep in mind that many of Squares PC ports tend to be made from copies already released on platforms like android. So, if for instance the japanese 1.0 version got used in the android version, then it's going to be automatically the version used in the PC version by default when simply porting the android version over to PC. Or at least, that would be the case for their other games. FFVII had a pc release way before steam was part of any of it. But as I understand, they did not use that version, because they lost it I think.
So, they ended up having to use the jp 1.0 version in some fashion or another like with the android re-port to pc method. But, I am not certain if VII got that treatment, like for instance IX did with its pc version being simply an android port for pc. (Makes moguri mod heckin worth it to use though.)
Anyways. I could and probably also am wrong about some things here, as I am working off of old memory, which is possibly faulty. But I also wouldn't be surprised if I am right in some aspects as well, because this is Square we are talking about, and humans tend to mess things up for the simplest reasons sometimes. I can see those two factors leading to this being mostly correct anyways, even if a few details aren't quite right or completely wrong.
Also, looking at the other comments I did not read before writing this, until just now scrolling down out of curiousity... it seems I am not alone.
Year 2256: i found a new glitch.
No idea what you were talking about at any point in this video, but good job!!
Hey i love your videos but i would like to know what is the mod that you use to edit save data in ff7? because im trying something and having the mod would make it easier for me to do the testing.
Cant we just disc swap for the warp 😏
Sick Distant Worlds shirt. 10/10 concerts
Regarding how the battle mode flag shenanigans working on the 1.0 Japanese version and PC version, but not the International PSX version, could it possibly be that the PC version's codebase was based on the 1.0 Japanese version and not the international version?
I like the way you think Death. Utilizing the Japanese version 🤔
Interesting.
So will the category be called Aerith%?
Are the magic def. bug & this battle flag glitch part of the same glitch/bug? Potentially the same line or two of the wierd coding that was used in the original?IDK, the idea comes from the weird way Sega (genesis) had coded the 3d stages in the Sonic games. Another RUclipsr did a deep dive into that strange code a while back in video.
No, apparently the MDef bug happened because Squaresoft just forget to include a case in a switch statement to calculate it. It's a problem with the source code. It has nothing to do with manipulating runtime data, like this bug.
Isn't the ps4 version based on the Steam version? (That's what I heard at least) and that the warping doesn't work on ps4 but does on Steam. Seems unlikely to me that Square would fix that
@RaXZerGamingZ however is the steam version based on the PC version or the PSX version?
@redundis579 Probably pc
I was thinking something along these lines, as well. So youre saying it *doesnt* work on PS4 then?
@@calciferblack2409 That's what i've heard
@@RaXZerGamingZ If the Mako Reactor bomb timer is supposed to carry over, I *could* check, but that's *not* how I'm trying to get the trophy for getting a game over. 😂
Consider making a shorter video of the Safer Sephiroth and possibly other differences?
#Aerislives
You deserve a new bug on this game with your name in it. Be part of the history.
Still finding more bugs after all this time pro, guess they weren't kidding the game was pretty much duct taped together and if ya touched anything it wouldn't work haha.
Its strange that you still keep finding weird little things.
This kinda makes me wonder, how well do we REALLY know the old classics. To be fair this is some esoteric information, but still!
Programmed by Ea-Nasir
Can u upload the skip on here
+1 engagement
~♡
to comet or not to comet....
Stuff like this has the early makings of something like a Karl Jobst video, "Speed runners just broke FF7 wide open!". Maybe it won't amount to anything so useful, or maybe it's one of the early keys to a huge new technique that saves hours. Either way, I'll be fun to see where it goes.
I think the your little experiment with the international version was pointless.
Since you were wondering if a english region console handled memory differently from a Jpn console.
It would have made sense to play the 1.0 Jpn disc on a english region console. Or even the english game on a jpn console.
I don't expect any results would change but i feel it's a better way to test your theory about the physical PS1 hardware.
If he illegally modifies his console to play discs from other regions, then it's not "original" hardware anymore, is it?
@n3onkn1ght the PlayStation 1 has a notorious bypass for the region lock out that requires no modification.
If he want to see weather the literal console handles memory differently and the version 1.0 disc glitch suddenly doesn't work when played on an American console.
He has his answer
the most broken game of all time? lol
Idk man, Ocarina of Time is up there. Look at that, my top two favorite games of all mf'ing time, are: Both such beautiful games, with coding that is so perfectly broken.
I've declared a discovery: at certain angles, your eyes kinda resemble 🟣violet colored Materia with those glasses on!😮