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Videogame Places You're Not Supposed To Go

Ssquared22 writes "The eight far-off realms in this article exist for different reasons. They could be developer test areas, or forgotten pieces of landscape that somehow made their way into the final code. Whatever their reason for being, they all have one thing in common: they weren't meant to be explored by the likes of you and me. But through persistence, hacks or some combination of the two, you can take in these rare delights for yourself. Pack your bags." What odd, interesting, or funny game locations have you wandered into?

45 of 261 comments (clear)

  1. Two Words! by KneelBeforeZod · · Score: 5, Funny

    Hot Coffee

    1. Re:Two Words! by La+Gris · · Score: 4, Funny

      Earl Gray! Hot!

      --
      Léa Gris
  2. Obvious reply by feufeu · · Score: 4, Funny

    >What odd, interesting, or funny game locations have you wandered into? Slashdot ?! Oh wait, that's not a game...

    1. Re:Obvious reply by La+Gris · · Score: 5, Informative

      Regarding WoW secret areas (there are several) the obviously omitted the most significant Mont Hyjal as an entire zone area you had to join by trick jumping. The place had nice project site marking and barrier at the end of the long coiling road.
      It was only opened to playable content with the Caverns of Time.

      --
      Léa Gris
    2. Re:Obvious reply by fractoid · · Score: 4, Interesting

      There's also the caverns under Karazhan, which you can only get into via mild exploiting (sit in a corner and get another player to duel you and cast a 'fear' spell on you, you have a chance for the 'run around like a headless chicken' code to actually run you through a closed gate). It's surprisingly creepy down there.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  3. GTA 3 Lighthouse by TheLink · · Score: 4, Interesting

    Years ago, I got up to the lighthouse on the island in Portland beach in the first GTA3 by getting a boat to it, and then jumping _backwards_ all the way up to the lighthouse.

    If you face the slope, the game slides you down. Not sure why it doesn't when you're facing backwards - maybe they designed it that way for people like me.

    Apparently there are plenty of other "easter egg spots" in GTA3.

    --
    1. Re:GTA 3 Lighthouse by Nursie · · Score: 2, Informative

      Pretty sure that somewhere on the middle island there's a little place you can get to by flipping a car a certain way, and by no other means. In there is a sign saying "you're not supposed to be able to get here" or something similar.

    2. Re:GTA 3 Lighthouse by iamhassi · · Score: 4, Funny

      "n there is a sign saying "you're not supposed to be able to get here" or something similar."

      quick google search results:
      "Go to Staunton Island. Head for Bedford Point, and bring a tall vehicle with you, like an Ambulance. Go to the parking lot that is behind some buildings in the projects (it was used in the "Kingdom Come" mission you do for King Courtney). Park your Ambulance next to the wall where the Kuruma is parked. Climb up on top of the ambulance and jump over the wall. On the other side, you'll see a sign that says "You weren't supposed to be able to get here you know". "

      --
      my karma will be here long after I'm gone
    3. Re:GTA 3 Lighthouse by Shadow+of+Eternity · · Score: 2, Interesting

      DN3d has one of those "You're not supposed to be here..." eggs too.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  4. Sierra by Jarlsberg · · Score: 2, Interesting

    In the old Sierra games (King's Quest, Colonel's Bequest etc), you could enter the debug mode easily - like pressing both shift buttons and the minus key for instance - and go to places never intended for gamers. You could read debug notes, supply yourself with inventory items etc, and of course transport to any place in the game that you wanted.

  5. Stalker by dunkelfalke · · Score: 4, Interesting

    When you turn no-clipping on and try to explore the levels, you can very often see (especially at the wild territories and at the brain scorcher) that the levels were originally meant much larger and the story was meant larger, too (what's with the helicopter behind the fence at the radar site?)

    --
    "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
    1. Re:Stalker by bokske · · Score: 2, Interesting

      What was the name again of that central Bar in a bunker, where all the Duty guys hang around ? You know what I mean, where you can trade items, and get a few assignments.

      Well, the road leading to the front entrance of that bunker, always has some dogs running around, chasing you when you approach. There's a grassy area besides the road, and those dogs are always runnning around in circles there, whenever you show up. This meadow is bounded with a fence, but it clearly continues beyond that fence. I once noticed there was a small hill next to the fence, and by walking up that hill, it was possible to actually jump over the fence.

      I found out soon enough that this was not what the developers had in mind. Elements of the landscaping were missing and the scene turned into just a barren plain. But surprisingly, when I continued through this landscape to further places that I knew for sure were "chartered territories", they too were incorrectly rendered. I assume that the scenery for these locations is only triggered when some well-known borders are crossed, not the "wrong" borderline over which I had come.

      The whole game had turned into a half-completed landscape, with no game characters anymore. I tried to get back to normal by jumping back over the fence, but that wasn't possible as there was no convenient hill at the other side of the fence. I ended up falling into some kind of shallow pit, and from then on, roaming the no man's land half submerged into the soil. Eventually I fell even further, hundreds of feet to the "bottom of the world". Stuck.

      This "falling through" is also a regularly occurring bug in the rarely played Project IGI. Being close to a door that is in the process of opening or closing, can force you out of the regular space, into the walls. You get to gaze around in the endless blue "behind the scenes", while some of the game scenery is still visible. Once in that void, any further step will then cause you to lose your foothold and fall a long way down, until the whole level layout is just a single dot high above.

  6. Oh... so not real locations then by interkin3tic · · Score: 4, Funny

    I read the title and thought it was talking about places in real life. When I was living in Tokyo, I went to Squaresoft's headquarters. Totally could have stolen some videogame award trophies right off their front desk, assuming I completed some sidequest to distract the guard first. On the next floor there was a taped up piece of paper with a moggle on it pointing to the left and saying something in japanese, probably something like "That way to accounting."

    Pretty boring, plus I felt like a huge nerd. Then again, it was only 3 blocks out of my way.

    Anyway, I'm not sure how many other real videogame related places you aren't supposed to go there are.

    1. Re:Oh... so not real locations then by hansamurai · · Score: 2, Funny

      I went to Nintnedo headquarters in Kyoto... but they wouldn't let me in. Yeah, my story sucks compared to yours.

    2. Re:Oh... so not real locations then by SatanicPuppy · · Score: 2, Interesting

      The university I went to had a campus that had been nuclear hardened in the long long ago, when they thought the bombs could be dropping at any time. Going inside the buildings was like walking into a faraday cage, and everyone left their phones on the windowsills in an attempt to get signal.

      Under the campus everything was connected by utility tunnels, with power, water, and data lines everywhere, but still more than large enough for a person to walk easily.

      People always used to make nuclear waste jokes about the place, because the snow melted off the grass VERY quickly in places. Exploring underneath, it was easy to see why: there were all kinds of rooms, probably once intended to be shelters, but now relegated to bizarre student organization storage. Very cool.

      I wish I'd brought a camera, or spent more time down there when I still had the keys. (Of course I didn't have the keys when I LIVED on that campus, and could have used those tunnels, nooooo, I got them later when there was little need to have them.)

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  7. WoW Exploration by sunami · · Score: 4, Interesting

    For anyone who's been doing exploration in World of Warcraft for a long time, the name Dopefish has additional meaning. Wall walking to places was amazing, and 1.9 was a sad sad day, except wall jumping took it's place! Hyjal, above/under Orgrimmar, on top of zeppelins, epic levitate jump from Hyjal to Orgrimmar, above and 2nd floor of Undercity, under Stormwind and behind the gated instance portal, Ironforge airport, Wetlands farm, Elwyn house/retreat/pond, the Dragon-Dwarf fight on the flight to Searing Gorge, Troll village, half-existing Gadgetzan from ZF, outter edges of the BE starting zones, middle part of Eastern Kingdoms, smiley face under Karazhan, and the Crypts next to it, outside the Karazhan instance, most especially the large area where you fight Prince, underneath all of Outlands (except for Netherstorm, damn bridge) especially behind Black Temple, outside the playing parts of CoT: Hyjal, inside CoT pre-BC, top of CoT, on the hourglass (old and new), behind AQ (which allowed zoning in before the Wall opened), North Plaguelands, behind the Greymane Wall. So much amazing exploration over such a long time.

    Only 2 things I've never done that I really want to is get to Old Ironforge on my guy, and outside of Deadmines.

    1. Re:WoW Exploration by Anonymous Coward · · Score: 5, Funny

      I know of a huge forgotten area, but it's too difficult to get to for most WoW players.

      It's called real life.

    2. Re:WoW Exploration by Kjella · · Score: 5, Funny

      I know of a huge forgotten area, but it's too difficult to get to for most WoW players. It's called real life.

      It's all real life. But I've heard of this mysterious land AFK, haven't explored that yet...

      --
      Live today, because you never know what tomorrow brings
    3. Re:WoW Exploration by elrous0 · · Score: 2, Insightful

      Real world exploration often invovles stumbling across some nutball's pot field. If Ned Beatty has taught us nothing else, it's that real nature is a brutal bitch with no hearthstone to fall back on.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  8. Wow has a few places... by UnknownSoldier · · Score: 4, Informative

    From "Old Iron Forge", to the top of Iron Forge Mountain where the airplanes are, to _under_ Stormwind, and before BC, you could actually travel N along the shore from Hinterlands and see "behind" Stratholme.

    Thankfully the WoW Map Viewer lets you explore the world (& zones) offline.

  9. OBlivion by Anonymous Coward · · Score: 5, Interesting

    Oblivion has a nice place you can teleport to.
    Its a room full of doors.

    Behind every door, there is something developers used to test, like items, enemys, even a whole test city :D

    When talking to test npcs there can be very funny messages ^^

    1. Re:OBlivion by Anonymous Coward · · Score: 2, Interesting

      And how does one get there?

  10. Ultima 7, Lucas Arts, Baldur's Gate by UnknownSoldier · · Score: 2, Informative

    Using the Alt-214 cheat in Savage Empire lets you explore the "top-most" part of the world.

    Us old school gamers will remember stacking crates in Trinsic to climb on the roof in order to access the teleporter room in Ultima 7. :-)
    I remember being giddy when I saw the debug menu (and warp map) in Ultima 7 and figured out how to access it. i.e. ultima7 abcd

    For Monkey Island 1, Zak McKracken , Maniac Mansion, Loom, Last Crusade, Monkey Island 2, Fate of Atlantis, Day of the Tentacle
    Enter Debug Mode to use the Goto-Room.

    My brother used to use the (PS2) Baldur's Gate built-in warp menu cheat to run the Gauntlet. (Warp In, Warp Out :)

    Hell, just check gamefaqs for your favorite game.

    --
    Dark Energy by any other name is still the Aether.

  11. Memory location 0xFF83E2D4 by Anonymous Coward · · Score: 5, Funny

    You're SO not supposed to go there! But if you do, a secret screen comes up with a bunch of cryptic text that nobody has yet been able to decipher.

    1. Re:Memory location 0xFF83E2D4 by Drinking+Bleach · · Score: 5, Funny

      I deciphered it, it was just a stupid ad for Ovaltine.

    2. Re:Memory location 0xFF83E2D4 by chromas · · Score: 5, Funny

      A crummy commercial? Son of a bitch!

    3. Re:Memory location 0xFF83E2D4 by ezzzD55J · · Score: 3, Funny

      http://xkcd.com/138/

      (don't forget mouseover text)

  12. Ah the memories by pinkushun · · Score: 2, Funny

    Who can forget John Romero's head on a pole, hidden behind the boss demon in the last level of Doom II? Or the level full of Wolfenstein 3D Nazi's, with Command Keen hanging from a noose!

    The most sacred place must be when I was creating maps for DN3D, Blood & Doom, browsing the sprites you'll find a few that were never used in-game.

  13. Thief 1 & 2 - movement tricks by Anonymous Coward · · Score: 5, Informative

    There's a very interesting technique you can use to move pretty much anywhere you like in Thief 1 & 2 due to a physics bug or feature. Until it was discovered by Luthien, fans of the games (at www.ttlg.com) stacked enormous amounts of crates on top of each other to explore different places in levels but one player discovered a trivial method to move like that (crate stacking is somewhat difficult). For those interested, here's how to move through flare elevatoring (the same can be done with keys in Thief 1 but note that you must always have one object of the kind you use, in your inventory all the time so you need at least three). It's easier if you have very low mouse senisitivity so adjust it before trying this.

    1. look straight up and drop a flare in the air so that it lands on your head (note: do not throw it but drop it, check your key configuration, if necessary)
    2. look straight down and jump, the flare you threw will become "stuck inside you"
    3. you can jump once or twice more to gain more height
    4. again look straight up and drop a flare in the air like in 1.
    5. look straight down, you should see the flare you dropped in 1. below you
    6. jump and when doing so also pick up the flare below you
    7. jump once or twice more to gain more height
    8. goto 4.

    You can climb as high as you like but if you're close to the edge of a wall, you'd better not face it since the result of jumping might become an attempt to climb (mantle) it instead. It's better if you wait until you're high enough to mantle it easily.

    This technique can also be used to move horizontally in the air but it's quite difficult (at least for me).

    A first suggestion of a place to visit is of course the roof of Angelwatch. In the demo they have even placed some AI there but it's not there in the full game version (in neither one are you supposed to actually get there). And in case you didn't know it: The Thief 2 demo is quite a nice playing experience otherwise too, it is a version of "Life of The Party" but with quite a lot of modifications. Very much worth playing, if you liked the full game. You can also try climbing the lighthouse in "Kidnapped" from the outside.

    Beware that when you visit locations that you're not supposed to, the game might crash because the polygon limit might be exceeded. In the editor, it's possible to have more polygons on screen than in the actual game and thus some places like that have been possible to design and the level designers have only taken into account from what directions you should be able to see them.

    More about the technique here.

    Another location: In case you didn't know it, there's an easter egg in "Framed" in Thief 2: If you throw a scouting orb over the fence to your left in the beginning of the level, you'll see something funny (a couple of dancing zombies) and you can even visit them (without flare elevatoring). One of the buildings in front of you has a roof object instead of a real roof and that object has no physics properties so you can climb onto it even though it looks too steep and high to allow it. I don't remember exactly which building it is, probably the tavern you can enter. From its roof you can then jump over the fence. I don't remember if the zombies will care about you or not.

    And one more: In Thief 1 (and Thief 1 Gold), you can enter the cathedral during your first visit to it too. If you go behind the cathedral to the window (which isn't even there when you visit it again in "Return to The Cathedral"), you can enter the cathedral through it like this: Jump up to it so that you're "in it" but can't squeeze through since you're not meant to. Turn 180 degrees and jump. You'll fly straight into the cathedral. This jumping backwards with higher force feature, is probably meant to stop you from getting stuck somewhere but you can exploit it like this. The haunts inside won't see you since the level has their vision off to reduce CPU load but they will hear you

  14. More Halo love... by interactive_civilian · · Score: 3, Interesting

    There is a lot of fun exploration in Halo 1, and even some in Halo 2. In the second level of Halo 1, there are numerous places you can get to using the Warthog, the easiest of which is the plateau between the central valley and the valley where the UNSC men are hiding under ground. It is also possible to get up the sides of the valley with the first pulse generator, though it can be difficult, because the action freezes in most situations when the pulse generator fires. Also, using co-op and some clever grenade work, you can get yourself and a Warthog on TOP of a pulse generator. Finally, in that level, it is pretty easy to get to the bottom of the underground cave where the light-bridge is.

    It is also possible to get on top of the island in Silent Cartographer and roam around, and if you are tricky, you can also get a warthog up there. Also, though I've never managed it, it is possible to get down to the bottom of the deep shaft in the Silent Cartographer. You can surf the Pelican and jump off a the right time to land on top of the cliff on the level 343 Guilty Spark as well. From there you can walk all the way around the beginning of the level, and you will come across a non-responsive Pvt. Jenkins up there as well.

    You can do quite a bit of exploration in Assault on the Control room, especially if you can steal an early Banshee. A fun thing about this is that you can use the Banshee to get to places without activating the enemy spawning, and then you can move things like vehicles around and use all of this to help set up one of the most amazing mega-battles of the game. Also, if you can manage to get a Banshee in the final part of the level and fly up above the control room to one of the ledges of the upper structure, you can find a nice Easter Egg: you can hear the music of "The Siege of Madrigal" from Myth. Finally, it is possible to get outside on various places of the Pillar of Autumn in the final level of the game.

    There wasn't a lot of exploration possible in Halo 2 because there were several insta-kill zones, but sometimes, if you could manage to stay off the ground (either using a ghost or a banshee, you could do some exploration). The most notable exploration is in the level Delta Halo. If you nab a Ghost and then head about halfway back towards the first area, there is a place where you can ride the Ghost up the cliff and explore the top of the level.

    Sadly, I haven't played Halo 3, so I don't know what, if any, opportunities it has for exploration.

    --
    "Empathise with stupidity, and you're halfway to thinking like an idiot." - Iain M. Banks
  15. There's so much to break by WWWWolf · · Score: 2, Informative

    Most of my favourites are the stuff that is left in some Nintendo games (Zeldas in particular) - debug or beta versions of some levels that the developers somehow left in. Not that I've seen them personally, and the website I was about to point people to is dead. *sigh*

    As for the rest, I really recommend people to check out this guy's anti-walkthroughs and findings. A lot of this stuff is absolutely brilliant.

  16. "This is for you, you crazy rocket-jumpers" by Scott+Kevill · · Score: 5, Interesting

    A secret area in Quake II with a stash of ammo, that you could only get to by rocket-jumping.. acknowledging a unintended trick that started with the original Quake. The message printed on the screen was, "This is for you, you crazy rocket-jumpers."

    --
    GameRanger - multiplayer gaming service for PC and Mac games
    1. Re:"This is for you, you crazy rocket-jumpers" by The+Grim+Reefer2 · · Score: 2, Interesting

      Speaking of Quake, does anyone remember the Well of Wishes in the first Quake? It was an underwater room with some goodies and a picture of Dopefish on the wall as well as the text "Dopefish lives".

  17. Ultima VII by RogueyWon · · Score: 4, Interesting

    I remember a great one of these in Ultima VII. Basically, there was a certain building in the first town, which had an invisible portal hidden behind its chimney. To access it, you had to either cheat (which is... well... cheating), or else build a staircase out of crates to get onto the roof. To do this, you needed to pretty much scour the entire town for crates, as you would need every last one to get up there.

    Once you went through the portal, you found yourself in a strange sci-fi type area, with the Kilrathi theme from Wing Commander 2 playing as BGM. There were chests containing multiple sets of the best equipment in the game, a huge variety of useful magical items, as well as most of the plot-related items. There were also teleporters that could take you to most of the key points of interest around Britannia.

    This one was so cool because it didn't require the use of a cheat or clipping exploit to find it. Sure, nobody was ever going to find it on their own accord without having been told about it in advance, but you could get in there without typing in any special commands or cheat codes.

  18. Ender's game (Spoiler Alert) by wisebabo · · Score: 4, Interesting

    In the book "Ender's Game" by Orson Scott Card, Ender keeps exploring the super video game the kids are given beyond what anyone else does. Since the game "engine" is very sophisticated it keeps generating new territory and challenges for him (sometimes based on his alien influenced "dreams"). Not only does he eventually successfully complete his self-driven quest but the computer creating the game becomes sentient! Of course this is just one of several important "games" in the book.

    So, maybe if you go places in your videogame that you're not supposed to go, you'll create new territory not imagined by the designers of the game and cause the game to become self-aware!

  19. Re:"No prize for you, rocket man" by Airw0lf · · Score: 4, Informative

    There was an even better one in one of the Quake II mission packs. In one of the levels you can barely glimpse an invulnerability power up high up in the ramparts...naturally an experienced player would identify that a rocket jump or two will enable you to get up there. But as you approach the power up after rocket jumping onto the ledge, it suddenly vanishes and the message "no prize for you, rocket man" pops up! If the developers had a sicker sense of humour they might have made a badass enemy or two suddenly teleport in too!

  20. There is another undocumented area by dzfoo · · Score: 5, Interesting

    In Stonetalon Peak, slightly south-west of the Inn, my wife and I tricked-jumped on a spot of the mountain side that looked the most accessible, and we eventually reached the top. Right there, you get to a plateau on top of some of the highest mountains in the area, with a nice and beautiful view of the mountain ranges as far as your GPU will render. You can see various map areas all around.

    Anyway, that's not the coolest part. The best part is what lies beyond. There is a cliff at the edge which brings you to a "secret" area. If you jump down from the left-most edge of the cliff, you'll fall down and die; but with persistence you can then come back the same way as a spirit, jump down and reclaim your body. Et voilá, you're in!

    This area is a wide expanse of unfinished terrain between the various world sections that intersect there. It seems to be completely uninhabited and serene. It is vast and pretty, with a weird mélange of texture maps. you can explore this huge area and marvel at the beautiful collage of colors, textures, and terrain elements.

    Eventually, you'll find a rather large, rectangular pit, where various areas coincide. It is like a huge deep pool drained of water. Its floor is composed of texture tiles from the different areas that meet at that point. But be careful! If you decide to jump in, know that there is no way out of it. You'll have to use your hearthstone (or call a game master). There is plenty more beyond that point which I haven't explored yet (as you may imagine, we dropped into the pit and got stuck).

    All in all, it is one of the most strangely beautiful areas--hidden or not--of the World of Warcraft. So, be sure to pack plenty of sandwiches, your beverage of choice, and your video camera!

              -dZ.

    --
    Carol vs. Ghost
    ...Can you save Christmas?
    1. Re:There is another undocumented area by somersault · · Score: 5, Funny

      my wife and I [..] get to a plateau on top of some of the highest mountains in the area, with a nice and beautiful view of the mountain ranges as far as your GPU will render.

      For some reason that strikes me as one of the nerdiest things I've ever read. Gone are the days of "you can see x island from here on a clear day!", now it's "you can see x island from here if your graphics card can has enough memory!".

      --
      which is totally what she said
    2. Re:There is another undocumented area by MrMista_B · · Score: 2, Insightful

      Why do you think they're gone? That'd just different. 'Different' doesn't mean 'exclusive'.

  21. Second Life by Peregr1n · · Score: 5, Funny

    I took a look at Second Life once and found all kinds of half-finished buildings and stuff!
    Oh, wait...

  22. Re:Honestly... by Anonymous Coward · · Score: 2, Funny

    I'm a cheap date: I'm one of the guys who when he was a kid kept driving towards the volcano in Battlezone.

  23. Katamari Damacy / "Royal Warp" by bushing · · Score: 2, Interesting

    How about a collision-detection bug turned in to an easter-egg?

    In some cases, the collision detection is broken in Katamari Damacy, and you can end up falling through objects. (The easiest way I've seen this happen is if you're moving and some other object pushes you through a wall, but there's a video on YouTube with a simpler way to trigger it.)

    When it happens, the screen fades to black and the King of All Cosmos apologizes for the inconvenience and uses the "Royal Warp" to put you back on the playfield. Looks like they caught a bug right before they had to ship and didn't have time to fix it, so they turned it in to an easter egg.

  24. Metroid by nerd65536 · · Score: 2, Informative

    I'm surprised nobody has mentioned the Metroid secret worlds. By exploiting a glitch involving the doors, you could get past some walls and ceilings. Fans discovered some very strange areas. There was discussion years ago whether the secret worlds were inserted intentionally, but disassembling the game revealed that it was just non-map data being loaded by the game in areas outside the intended path.
    http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds

    A similar glitch was found for Metroid 2. http://m2sw.zophar.net/

  25. The Minus World is a bug. by Myria · · Score: 4, Informative

    It wasn't meant to be found - it's actually a bug in the game. It's related to a space optimization used in the programming: rather than having a special type of Warp Zone for 4-2's warp to world 5, which unlike the other warps had only one pipe, they did a trick to make the world 5 warp still be a three-pipe warp zone. The trick they did was give the left and right pipes, which don't exist in the map data part, world targets of 36. 36 is the number of the blank display tile, which hides the number for you.

    The bug essentially just causes the 36/5/36 Warp Zone data to be used in 1-2. Taking the left or right pipe causes the game to send you to world 36-1. As mentioned above, 36 is the tile index for blank, so you end up in " -1", giving rise to the name "Minus World".

    The world number 36 overflows the index into the world table. In the cartridge version, it ends up mapping world 36 to the water area used by 2-2 and 7-2. Because 36 is greater than 4, it spawns the extra enemies used in 7-2's version of the level.

    The world repeats forever because of how the "set pipe target" command in the object data works. The object data script says, "if world number is X, the next usable pipe sends the player to level Y". The object data only has such commands for worlds 2 and 7 of course, so nothing happens in 36-1. The particular RAM variable set by the command starts off a level set to the ID of that level. Thus when entering a pipe without such a command setting the variable, it reloads the same level.

    The Famicom Disk System version of the game acts differently because the data past the end of the world table is different. It ends up loading a different level as a result. That sequence is a series of glitched levels that eventually lead to "beating the game".

    Japan had both an FDS and cartridge version of SMB. The cartridge version is bitwise identical to the American version, thus containing our Minus World. In fact, early American versions of the game have the Japanese version inside along with a pinout adapter.

    --
    "Screw Sun, cross-platform will never work. Let's move on and steal the Java language." - Visual J++ Product Manager
  26. Metroid by AnotherAnonymousUser · · Score: 2, Interesting

    I'm surprised no one's mentioned the original Metroid yet. When you effectively glitched out the game to reach the secret zones, there was more glitched out content than was in the actual game itself. It was a pretty impressive glitch.