Occording to ssbwiki: The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air.
It's a good theory but I don't see how this explains why the glitch only happens rarely. This would indicate every time Whispy blinks it would mess up the attack animations, but as Asum said, that doesn't happen. I tried checking the wiki for the source, but there wasn't one listed, sadly. Edit immediately after posting: I checked the wiki page's revision history. It says the text was added by a user named "PKFreeZZy" on April 5, 2022, but I couldn't find any info on who this is.
@@jubeat4451 I've seen enough glitches in games that yea, something other than a routine check would most likely be responsible. My first thought would be if a specific set of actions by one or more players overflowed junk data into this check to cause it, because otherwise it would be more common to see occurring.
asumsaus is the kind of guy on the school playground that unprompted walks up to you and says "want to see a magic trick?" and then points out a crack in the cement that he uses to clip through the school geometry and enter 5th period early
Man the last time I did that I spent a while in a strange non-euclidian dimension (remember the backrooms fad? It was like a distorted version, like, glitch^2), I don't recommend doing that.
I had a brother who used to do that. He disappeared like 4 years ago during training and someone found his helmet covered in tally marks on a whole ‘nother planet 2 weeks ago
From what I understand as a programmer, what could happen is that when the tree is about to blink the code that injects the animation speed and hitbox data shares a memory address with some attack animations either by oversight or to save memory space. My guess is that certain factors can cause the animation timing data from the blinking tree to corrupt Marth's animations as they both end up calling from that memory address at the exact same time. What makes it so hard to replicate, is that the data is loaded and unloaded from memory so quickly that getting the character animations to call from that memory address during the exact same CPU cycle is nearly impossible to do on purpose as the CPU would have to have already processed the player input and check the attack animation data at the exact moment that the memory is temporarily overwritten by the blinking animation data. The glitch seems to change speed of the animation and remove the hitbox. Obviously the tree has no hitboxes tied to it's animations so when a character uses that data nothing happens, that leaves just the speed of the animation that gets changed. The animation itself doesn't seem to be affected, just the speed at which it plays, and if that animation has a hitbox. By my calculations, assuming that this theory could be correct, that leaves a very small chance of getting the glitch to work. This theory explains why the devs would have been able to fix this. As they would have just used a different memory address to store the blinking animation data instead of one used for character animations. They probably counted the tree has a "character" in the code as it is an animated model so it's not unreasonable that they could have shared memory with playable characters assuming that they the two animations would never try to play at the same time, or at least not often enough to make a difference in gameplay.
A chance that low would be so improbable it's functionally impossible, which doesn't explain why it happened in two separate official competitive matches (which don't happen every day). I think your calculations might be off or the theory might be wrong altogether, but I definitely think you're on to something with the blinking animation and attack data being in similar or the same memory addresses.
@@noahthompson95 I can't know for certain unless I studied the code. It depends on the cycle rate of the GameCube CPU and how long it takes to execute instructions.
Well, he brought the glitch to light, discussed possible reasons for its occurrence, and researched, tested, and ultimately disproved the one accepted hypothesis tied to the glitch. In the end he was unable to find out why the glitch actually does happen, but the video was interesting.
For anyone still wondering, this is the most current explanation, but there are no citations for this on the wiki so I'm not sure if it is true: "The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air. "
So how come the "specific conditions" are only met during their jab, tilts, dash attack, and standing grab?? Shouldn't smash attacks and running grabs be fucked as well since they're also grounded attacks? And why the neutral air landing animation? There's still more questions than answers... 🤔
They changed a lot of stuff. They'd have to go through every line of code in both versions; then when they had all the ones that were changed, they'd need to manually alter and test each line of code individually. It's nowhere near impossible, but it'd be way too time-consuming; and honestly, it's probably not worth the effort.
You have two identical stacks of hay. Close your eyes. Ask your friend to remove a single straw from one of the stacks. Now open your eyes and try and find the difference between the two stacks. See my point?
Dancing blade has variable animation playback speeds depending on how fast you time the B presses. Maybe this is related and only works if you have the uncharged side b glitch active (use side b in the air and land with a normal attack.)
@@StarEclipse506 It's a bug I'm sure. In other smash games they fixed it. Side b works a couple times in the air and then loses its momentum over time. This momentum is refreshed when you land, but the game only counts it as "landing" when you enter certain landing animations (neutral landing, air dodge landing). They forgot to make certain landing animations (like landing from normal attacks or hitting the ground being spiked) trigger the refresh.
Video: *plays Audrey’s Dance* Me: jeez this video knows my interests Video: *plays Jazz Soul arrangement of Rise from the Ashes credits* Me: okay COME ON
On top of all the good content, I can't tell you how refreshing it is to have a video actually fade to black and not be jarred during that with "and dunb forgy to liek and subsrib."
My friend sent me one of your videos and I’ve been binging them so hard for like 2 days. How are you so good at RUclips? The editing, the pacing, deliver, content all on point. How do you make stuff that’s this good.
I genuinely laughed when you said "Do you like your videogames with lots of glitches? Well, you must, because you're watching a video on Melee!" The reason is because I like glitchy games, like FNAF SB, Poppy playtime chapter 2, and(believe it or not) Super Mario Bros. 3
Y'know what? These are the kind of videos. Idk what about but this is the one. It might just be me personally but this video brings together some of the things I love about RUclips. Analysis, Video Essay, Smash, Research, idk this video just struck a really nice chord with me.
I like to imagine that if there was a smash anime there would be an entire episode about marths attacks being wierd and they just go on a quest to find and beat the shit out of whispy so it'd stop happening
I assume there is some sort of resource bottleneck and that when you play as certain characters, and perform certain attacks, the game reaches this bottle neck with Whispy's blinking animation being the straw that breaks the camel's back.
i know the real reason of why this "glitch" happen the reality is that this glitch is not a glitch and is a feature of the game whispy is a magical tree with eyes and mouth correct? to noble nights like roy and marth, this would look like godly features, so when a god watch them fight, when they see him blink they slow down a bit to be sure whispy doesn't miss their cool attacks because they want to be noticed by god. To answer potential questions: "oh yeah?! then why doesn't it happen on green greens?!" : because green greens isn't a legal stage in competition and whispy doesn't care about some filthy casuals so he's not actally watching the match, therefore marth and roy don't have to slow down during the match "ok, why doesn't it happen in other games with dream land huh?!" : because after melee kirby told roy and marth that whispy wasn't a god, feeling betrayed marth went into depression (just like every virgins pretty boys do) and became worse and worse in each smash games after that, roy on the other hand used the anger of feeling betrayed to his advantage (just like every chad cool boys do) and became better and better in each new smash games he was in, while marth stayed in every smash game to try to cop out of depression by being with his friends (spoiler: it didn't work) roy skiped brawl because he trained to become even more of a chad (and also he knew the game was trash anyway) "cool theory but, why doesn't it happen with link and young link then? they're knights too, sorta, and they know a tree with eyes too!" : because link is stupid, he thinks deku tree is superior to whispy woods when even their names show who's superior deku tree have the name of some virgins from mha and only have "tree" as a last name while whispy have "woods" and entire forrest of being cool compared to some lame tree
In my humble opinion, I think people who write "first" in the comment section is a glitch because obviously any people with brain cells would not comment that without a glitch in their brain
My best guess if the blinking theory is at all correct: Marth and the tree share similar values on their blinking texture/animation. If the tree’s blink becomes active before Marth’s, the Marth attack is then adjusted to the speed of the whispy blinking animation (too fast or too slow depending on the attack), resulting in a weird glitchy interpolated animation
in answer to the question at the beginning, yes actually. it's not good when glitches get in the way of normal gameplay, but a huge amount of glitches exist that are actually extremely interesting and actually increase the value of the game.
So, we know that it does not occur on PAL, which means there is a difference in the code of Marth/Roy, Dream land or both between NTSC and PAL, so by looking at them, it should be possible to find a reason. Obviosly, this is very tedious work, so I don't expect that it will be discovered any time soon with this method.
Personally I like games that are pretty stable during normal gameplay, but have some extremely dumb, funny and useless glitches, like the Simpsons Hit and Run lamppost flying car thing
If the glitch is THAT rare, I would question whether it is truly limited to Marth/Roy or even that stage. But I suppose these are things common to all the reports that have ever been made about it. Roy is a "clone" of Marth, so it would make sense for a glitch to only affect the two of them given their duplicated properties The tree animation (what is he called, wispy?) is on a loop, so if this is a numbers glitch, it might be relevant how many times the animation has occurred since the match began.
Goofy little things like this are the reason I REALLY wish we could get all of the old melee devs together, sit them all down, and be like "yo, tell us everything". I'm sure it would be absolutely fascinating!
I like that Magus420's post ended with an explanation on why it didn't cost the match to the guy complaining further up the thread. Anyone in the depths of these comments saying that it's so DUMB that MELEE could have a GLITCH in it that once in a blue moon deactivates the moves of ONE top tier character (and Roy). It's karma for how ridiculously good that character is. And it looks hilarious. Not everything NEEDS PATCHED
Does it have something to do with the other character or previously stored information? I couldn’t tell you the exact cause, but it’s probably got the effect of overwhelming the game with information when certain opponents animations occur at the same time as wispy and Marth doin their thing, and the game doesn’t have enough space to deal with it. Just a guess tho. Edit: Marth not Marty fkn autocorrect
If a tree blinks in a forest and there's no one there to see it, do Marth players know?
It depends if they were attacking at the time. If they missed, yes.
Everyone
It messes with marths attacks lets make a funny joke
Nobidy loves Roy
@@ast8177
A skilled Roy main can beat any tree blinking
If a tree is blinking in a forest, I'd argue you have bigger problems on your hands.
I can feel it in my bones
So *that's* why Dream Land is Marth's worst stage...
And Roy is not our boy on this stage :(
Oh hey, almost the same pfp.
Dire, Dire, Docs I like the name
I mean aside from the raised platforms making it near impossible to attack people from the ground who are on them yeah.
Demolitionboy 64 Wrong. Roy is always our boy.
Occording to ssbwiki:
The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air.
that's hilarious
and enlightening, thanks
It's a good theory but I don't see how this explains why the glitch only happens rarely. This would indicate every time Whispy blinks it would mess up the attack animations, but as Asum said, that doesn't happen. I tried checking the wiki for the source, but there wasn't one listed, sadly.
Edit immediately after posting: I checked the wiki page's revision history. It says the text was added by a user named "PKFreeZZy" on April 5, 2022, but I couldn't find any info on who this is.
@@jubeat4451 I've seen enough glitches in games that yea, something other than a routine check would most likely be responsible.
My first thought would be if a specific set of actions by one or more players overflowed junk data into this check to cause it, because otherwise it would be more common to see occurring.
thank you
asumsaus is the kind of guy on the school playground that unprompted walks up to you and says "want to see a magic trick?" and then points out a crack in the cement that he uses to clip through the school geometry and enter 5th period early
Oh dude! I had a friend like that. He was really cool, but he got permabanned after he glitched himself out of school early :(
my friend accidentally fell through the map trying to preform the exploit. He is still falling to this day
Happened to my buddy eric
Man the last time I did that I spent a while in a strange non-euclidian dimension (remember the backrooms fad? It was like a distorted version, like, glitch^2), I don't recommend doing that.
I had a brother who used to do that. He disappeared like 4 years ago during training and someone found his helmet covered in tally marks on a whole ‘nother planet 2 weeks ago
Fun fact: Whispy is one of the few non-playable characters which has been in every Smash Bros to date. He's been there all this time, *watching*
He's the one pulling the strings
killerinstinct59 that’s quite Taboo, don’t ya think?
That pun doesn’t even work i’m so angry
He's waiting to strike.
Marth mains be warned.
Groovy. Wait, does that mean technically there is actually original 13??
you'd think this game was made in 13 months or something
What did you say about the best smash game you unsalted cur?
Matthew Morrison worst*
@@sun332s7 found the N64 player
*Ba dum tiss*
The joke is that the game was actually made in 13 months
You've got it set to M for Marth when it should be set to W for Whispy!
Ahh you’re a genius! Lmao
From what I understand as a programmer, what could happen is that when the tree is about to blink the code that injects the animation speed and hitbox data shares a memory address with some attack animations either by oversight or to save memory space. My guess is that certain factors can cause the animation timing data from the blinking tree to corrupt Marth's animations as they both end up calling from that memory address at the exact same time. What makes it so hard to replicate, is that the data is loaded and unloaded from memory so quickly that getting the character animations to call from that memory address during the exact same CPU cycle is nearly impossible to do on purpose as the CPU would have to have already processed the player input and check the attack animation data at the exact moment that the memory is temporarily overwritten by the blinking animation data. The glitch seems to change speed of the animation and remove the hitbox. Obviously the tree has no hitboxes tied to it's animations so when a character uses that data nothing happens, that leaves just the speed of the animation that gets changed. The animation itself doesn't seem to be affected, just the speed at which it plays, and if that animation has a hitbox. By my calculations, assuming that this theory could be correct, that leaves a very small chance of getting the glitch to work. This theory explains why the devs would have been able to fix this. As they would have just used a different memory address to store the blinking animation data instead of one used for character animations. They probably counted the tree has a "character" in the code as it is an animated model so it's not unreasonable that they could have shared memory with playable characters assuming that they the two animations would never try to play at the same time, or at least not often enough to make a difference in gameplay.
A chance that low would be so improbable it's functionally impossible, which doesn't explain why it happened in two separate official competitive matches (which don't happen every day). I think your calculations might be off or the theory might be wrong altogether, but I definitely think you're on to something with the blinking animation and attack data being in similar or the same memory addresses.
@@noahthompson95 I can't know for certain unless I studied the code. It depends on the cycle rate of the GameCube CPU and how long it takes to execute instructions.
As a programmer this seems highly plausible
Noah Thompson sounds like the Gambler's Fallacy to me. Wikipedia.org/wiki/law_of_averages
intellect 100
The whole video led up to "idk lol" :'D
¯\_(ツ)_/¯
Yes. But he didn’t claim to have an answer in title of video.
Well, he brought the glitch to light, discussed possible reasons for its occurrence, and researched, tested, and ultimately disproved the one accepted hypothesis tied to the glitch. In the end he was unable to find out why the glitch actually does happen, but the video was interesting.
If every mystery video had to have an answer there would be a lot more clickbait
I'm the 1000 like. Life goals achieved
For anyone still wondering, this is the most current explanation, but there are no citations for this on the wiki so I'm not sure if it is true: "The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air. "
So how come the "specific conditions" are only met during their jab, tilts, dash attack, and standing grab?? Shouldn't smash attacks and running grabs be fucked as well since they're also grounded attacks? And why the neutral air landing animation? There's still more questions than answers... 🤔
I said “Hey Blinkin”, not “Abe Lincoln”!
Great movie!
I'm sure Marth wears tight tights.
A Jew? Here?!
BLESS YOU!!!
Ahchoo is black?!
Wait, if it was fixed in the PAL release, what’s stopping people from comparing it to the PAL release and seeing what might cause it.
Huh
Probably because a bunch of other stuff was also changed and distinguishing which change fixes the wispy glitch would be really hard.
They changed a lot of stuff. They'd have to go through every line of code in both versions; then when they had all the ones that were changed, they'd need to manually alter and test each line of code individually. It's nowhere near impossible, but it'd be way too time-consuming; and honestly, it's probably not worth the effort.
You have two identical stacks of hay. Close your eyes. Ask your friend to remove a single straw from one of the stacks. Now open your eyes and try and find the difference between the two stacks.
See my point?
Dancing blade has variable animation playback speeds depending on how fast you time the B presses. Maybe this is related and only works if you have the uncharged side b glitch active (use side b in the air and land with a normal attack.)
Isn't that intentional? But I wouldn't be surprised if it's a bug.
@@StarEclipse506 It's a bug I'm sure. In other smash games they fixed it. Side b works a couple times in the air and then loses its momentum over time. This momentum is refreshed when you land, but the game only counts it as "landing" when you enter certain landing animations (neutral landing, air dodge landing). They forgot to make certain landing animations (like landing from normal attacks or hitting the ground being spiked) trigger the refresh.
0:05
This is the part where we throw our heads back and laugh
Omg Audrey's Dance - Instumental. Love smash and Twin Peaks
These videos are fantastic. I'd love to see more going over other very uncommon and not widely know tech in melee that Evsen mentioned!
I think Marths grab range is really just a glitch in disguise
Yeah, I thought it's about Marth's grab too.
Video: *plays Audrey’s Dance*
Me: jeez this video knows my interests
Video: *plays Jazz Soul arrangement of Rise from the Ashes credits*
Me: okay COME ON
2:36 that flat kirby glitch seems hilarious
Marth: *attacks*
Wispy: no
This was a surprisingly nice video to watch before bed. Thanks for taking the time to make this.
You think you sly with the twin peaks soundtrack. I hear ya
That's actually crazy as I've personally encountered that glitch a couple dozen times, enough to expect it once every couple hundred games
I love the direction this channel is heading
The real mystery is how they managed to fix this glitch but somehow never got around to fixing any of the missing hitboxes.
On top of all the good content, I can't tell you how refreshing it is to have a video actually fade to black and not be jarred during that with "and dunb forgy to liek and subsrib."
AsumSaus, your commitment to using music from experimental 90s TV like Eva and Twin Peaks is admirable
Seeing an upload from you genuinely gets me so excited like I get all situated and grab some food and everything just to enjoy it
Blinky is Marth's true love and he is weak to his charms and wiles, this is the true canon reason
My friend sent me one of your videos and I’ve been binging them so hard for like 2 days. How are you so good at RUclips? The editing, the pacing, deliver, content all on point. How do you make stuff that’s this good.
I genuinely laughed when you said "Do you like your videogames with lots of glitches? Well, you must, because you're watching a video on Melee!" The reason is because I like glitchy games, like FNAF SB, Poppy playtime chapter 2, and(believe it or not) Super Mario Bros. 3
So we got this mess of a glitch, and then I also found out that each captain falcon color plays different, jeez this game.
And don't forget that ness has invisible c4 or can "wear" his moves like a jacket
Love the twin peaks song 💜
Thank you so much for playing that Katamari on the Rhodes... I felt that
It's such a good song
the fact it's still unknown to this day tells me that melee is still interesting
That twin peaks music got me feeling real nervous
Y'know what? These are the kind of videos. Idk what about but this is the one. It might just be me personally but this video brings together some of the things I love about RUclips. Analysis, Video Essay, Smash, Research, idk this video just struck a really nice chord with me.
Good comment.
Whispy is out here vibe checking Marth and he keeps failing them
I like to imagine that if there was a smash anime there would be an entire episode about marths attacks being wierd and they just go on a quest to find and beat the shit out of whispy so it'd stop happening
Whispy tree: haha no hitbox
Roy: oh bother...
I was NOT ready for the Ace Attorney music
I assume there is some sort of resource bottleneck and that when you play as certain characters, and perform certain attacks, the game reaches this bottle neck with Whispy's blinking animation being the straw that breaks the camel's back.
Love the FE blink triangle
nice use of Audrey's Dance haha great vid
Audrey’s Dance comin in clutch
So, Melee's just haunted? I've known that since I first played it!
i know the real reason of why this "glitch" happen
the reality is that this glitch is not a glitch and is a feature of the game
whispy is a magical tree with eyes and mouth correct?
to noble nights like roy and marth, this would look like godly features, so when a god watch them fight, when they see him blink they slow down a bit to be sure whispy doesn't miss their cool attacks because they want to be noticed by god.
To answer potential questions:
"oh yeah?! then why doesn't it happen on green greens?!" : because green greens isn't a legal stage in competition and whispy doesn't care about some filthy casuals so he's not actally watching the match, therefore marth and roy don't have to slow down during the match
"ok, why doesn't it happen in other games with dream land huh?!" : because after melee kirby told roy and marth that whispy wasn't a god, feeling betrayed marth went into depression (just like every virgins pretty boys do) and became worse and worse in each smash games after that, roy on the other hand used the anger of feeling betrayed to his advantage (just like every chad cool boys do) and became better and better in each new smash games he was in, while marth stayed in every smash game to try to cop out of depression by being with his friends (spoiler: it didn't work) roy skiped brawl because he trained to become even more of a chad (and also he knew the game was trash anyway)
"cool theory but, why doesn't it happen with link and young link then? they're knights too, sorta, and they know a tree with eyes too!" : because link is stupid, he thinks deku tree is superior to whispy woods when even their names show who's superior deku tree have the name of some virgins from mha and only have "tree" as a last name while whispy have "woods" and entire forrest of being cool compared to some lame tree
This happened to me on green greens and i was like
WAIT I SAW AN ASUMSAUS VIDEO ON THAT
Your content has come a long way. I love it!
The pacing on these explanation videos is godlike
I love how the first move you do as Marth for this melee video shows Wario Ware as the stage
I love your video essays so much. I wish I could write like this in school
Game developers should do a "Melee challenge" where they try to develop a sequel to one of their IPs in 13 months
Glitch? I think you meant """"tech""""
"seriously what does he mean" always gets me lol
In my humble opinion, I think people who write "first" in the comment section is a glitch because obviously any people with brain cells would not comment that without a glitch in their brain
Félix Martel first
@Jay Gryska Bad comment.
That Twin Peaks music be hitting doe
Marth’s Grab basically a glitch lol
My best guess if the blinking theory is at all correct:
Marth and the tree share similar values on their blinking texture/animation. If the tree’s blink becomes active before Marth’s, the Marth attack is then adjusted to the speed of the whispy blinking animation (too fast or too slow depending on the attack), resulting in a weird glitchy interpolated animation
I got uptilt glitch and a phantom hit in the same game one time😂
Melee be like "you can't blink and cough and sneeze at the same time" here
in answer to the question at the beginning, yes actually.
it's not good when glitches get in the way of normal gameplay, but a huge amount of glitches exist that are actually extremely interesting and actually increase the value of the game.
Well, the game is old as fuck and never got any updates, it's normal for that kind of games to be that broken
your editing is top tier.
So, we know that it does not occur on PAL, which means there is a difference in the code of Marth/Roy, Dream land or both between NTSC and PAL, so by looking at them, it should be possible to find a reason. Obviosly, this is very tedious work, so I don't expect that it will be discovered any time soon with this method.
My head whipped around when I heard Audrey's Dance lol. Last thing I was expecting
Hooray, a video on this glitch!
Wispy is alive and *insert SSBB character reveal theme* 'Wispy is ready to leaf the battle!' Is the only explanation I am willing to accept.
I'm guessing wispy and the players character share a ram value which may be responsible for animation frame delay
Marth: *sad*
Caeda: *puts newspaper down* I feel a disturbance
this is such a great thumbnail I always feel like clicking the video
Personally I like games that are pretty stable during normal gameplay, but have some extremely dumb, funny and useless glitches, like the Simpsons Hit and Run lamppost flying car thing
It’s 2020 and I’m still learning things about Melee
I’m so happy you made a video on this I’ve always been curious
Whispy: *blinks*
Marth: I am useless
That intro was fantastic. I loved it
I've seen that mango clip a million times and had no idea what it was
This guy is basically the vsauce of smash
The thumbnail is literally the best lol
That glitch actually happened while I was playing with a friend.
the based twin peaks background music
If the glitch is THAT rare, I would question whether it is truly limited to Marth/Roy or even that stage.
But I suppose these are things common to all the reports that have ever been made about it.
Roy is a "clone" of Marth, so it would make sense for a glitch to only affect the two of them given their duplicated properties
The tree animation (what is he called, wispy?) is on a loop, so if this is a numbers glitch, it might be relevant how many times the animation has occurred since the match began.
Goofy little things like this are the reason I REALLY wish we could get all of the old melee devs together, sit them all down, and be like "yo, tell us everything". I'm sure it would be absolutely fascinating!
Poor Whispy just wanted to stop them from fighting
And that, is why Dreamland is Marth's worst stage
I really like your content
Please never stop uploading
Melee was so buggy but that contributed to its competitiveness
*PROFOUND SADNESS*
God I love this video... Isn't it too dreamy?
I love this new content. Please keep it up!
The truth is Marth and Roy are just really creeped out by wispy.
I like that Magus420's post ended with an explanation on why it didn't cost the match to the guy complaining further up the thread. Anyone in the depths of these comments saying that it's so DUMB that MELEE could have a GLITCH in it that once in a blue moon deactivates the moves of ONE top tier character (and Roy). It's karma for how ridiculously good that character is. And it looks hilarious. Not everything NEEDS PATCHED
This man needs more attention
ok emilitia
I appreciate Audrey’s Dance playing
Omg you're using turnabout jazz soul music yesssssss
Does it have something to do with the other character or previously stored information? I couldn’t tell you the exact cause, but it’s probably got the effect of overwhelming the game with information when certain opponents animations occur at the same time as wispy and Marth doin their thing, and the game doesn’t have enough space to deal with it. Just a guess tho.
Edit: Marth not Marty fkn autocorrect
I actually got it happen on I believe brinstar depths. It happened when Marth was on a curve. I think when the stage was rotating.
u really doin gods work with this content bro i love u
love u 2
nice music. I have been watching twin peaks so nice
Super Yoyo Glitch is more rare. It's literally never been caught on camera. Might not even be real.