PannenKoek Demonstrates EVERY Chain Chomp Glitch in Mario 64

I had a different post planned for today, but decided to put it off for tomorrow to polish it a little. So until then, PannenKoek, the Mario 64 obsessive who’s the reason we all know about the A Button Challenge, has a recemt 32-minute video all about the Chain Chomp in Bob-Omb Battlefield, an iconic part of the level and the star of a lot of glitches and other oddities.

Things like:

  • Unlike most spherical enemies in the game, Chain Chomp is fully polygonal, and the highlight off of its shiny surface changes direction depending on the direction its facing, not the direction of the camera.
  • If Mario gets hit, if he’s quick he can stand inside its hitbox and, so long as he reminds inside it, his invulnerability time will never end, and he can remain there safely indefinitely.
  • If you stand beside the Chomp in just the right place, it can be arranged so that it’ll never be able to hit Mario, but will make tight circles around him until he moves.
  • The cutscene that happens when Mario stomps the post Chompy is chained to has a number of oddities behind it. It tries to adopt for the Chomp’s current position, but things can happen like it falling off the ledge before leaping for the gate, or getting stuck in a state where the cutscene can never complete, softlocking the game.

That’s just the beginning! For more Chomp Cheats, please view its vicious video!

Kosmic Shows off Obscure Super Mario Bros. Quirks

Super Mario Bros. is over 40 years old, and is only 40K in size, and yet there’s still a lot of weird behaviors in it. The old infinite 1UP trick from bouncing repeatedly on a Koopa shell is pretty old hat now; the Minus World trick is slightly less known, but is still not much of an eyeopener these days.

Kosmic, general SMB expert, has a video that shows off ten really obscure tricks, the kinds of things even speedrunners tend not to know. (8 minutes) Note, the video has a sponsored section; if it bothers you, consider installing the SponsorBlock browser extension.)

An overview:

  1. If you’re about to trigger the Minus World glitch (entering the left-most pipe in the World 1-2 Warp Zone before the numbers and “Welcome to Warp Zone!” message appear), but instead of going into the first pipe instead go into the second, you’re sent to World 5. Also, if you have Fire power, and somehow take damage the instant the message appears, Mario keeps his Fiery colors.
  2. Bowser’s normal colors are actually a deeper shade of green, because his green color is the same as the darker color Koopas use in Castle levels. The palette, and this his color, are updated when the level-ending Axe is drawn by the level interpreter off-screen. Usually by the time you see Bowser the Axe has been placed, but if you scroll him on slowly you can sometimes still see him with the earlier color. This is why the extra Bowser in one of the Lost Levels is a different color.
  3. Enemies hit from below while near the left side of the screen turn into Koopas!
  4. Stomped Red Parakoopas are a different enemy type than normal Red Parakoopas, and will walk off ledges. Also Bullet Bills that come out of cannons are different from Bullet Bills that emerge from the side of the screen; screen-side Bills are vulnerable to Koopa shells, while cannon Bills are not.
  5. The bricks that form the walls in the water section of World 8-4 are the result of a special case in the code that draws those bricks if the world number is equal to 8. This can be seen in World 8 of Lost Levels in a pipe outside of a Castle area.
  6. There is a Koopa Troopa in Lost Levels that’s generated over a pit, and immediately falls down into it while offscreen, and so wasn’t known about for over three decades.
  7. There is also a green Cheep Cheep in 2-3 and 7-3 generated high up offscreen and wasn’t known about for a long time.
  8. The point/life award from stomping a Koopa is not awarded on the frame it’s earned, it takes a frame or two to get credit for it. If you stomp it again before it registers, the award will reset. This means if you stomp it very quickly (like if Mario hits his head from the bounce) it’ll look like you’re earning tons of lives but won’t get anything. Also, if you stomp the Koopa that fast, it’s possible to overflow the stomp counter, and go back to earning points (that, because of the first thing, are never awarded anyway).
  9. World 5 doesn’t start with a big Castle! It begins with a little Castle like you were coming into it after the first two levels of a world. Also, one of the bridges in 2-3 and 7-3 has a guardrail that extends an extra block beyond the bridge.
  10. It’s not explained why it happens, but an example is shown of shelled enemies hit from below sliding around on their own, slowly, with active hit boxes. It’s a strange sight to see!

Wherefore Commando’s Jank?

Displaced Gamers’ Behind the Code series is back, with an under-the-hood look at another NES Capcom game, following their examinations of Ghosts & Goblins and Strider, links are to our previous pointers to their peerless product.

G&G was implemented by popular early NES anonymous developer and target of player recrimination Micronics, but Commando can’t use them as an excuse, as it was developed in-house at Capcom. They were still learning the ropes of the NES at the time (Strider has no such excuse), and it shows. Displaced Gamers thinks that the game was shipped while the programmers were still working on optimizing it. As they do sometimes, DG implemented their own optimizations, improving the game substantially. You can see the product of their work in a 31-minute video they made about it, here. There is a substantial amount of 6502 assembly code involved, but if you skip around I think you might be able to get the gist of why the glitches happen, and how Displaced Gamers fixes them.

As was often the case with your jankier NES games, the scroll stutters and character chaos were caused by the game failing to make its VBLANK timing targets. Thing is, despite the glitches, NES Commando is arguably the best version of the game! Characters sometimes disappear from the screen and backgrounds turn into garbage, but there’s so many cool secrets and things to find in it that I can forgive Capcom for it.

Note that Displaced Gamers doesn’t release patches with their fixes, preferring to focus on making videos. Their code is presented on-screen though, so it’s possible for others to insert the changed programming on their own. I hope someone does this soon, as a fixed version of NES Commando would be nice to play.

Crashing Scribblenauts

A quick one today, busyman demonstrates six ways to crash Scribblenauts games. To remind: Scribblenauts is a game where you have a magic notebook that creates things you write in it, if you just know the word for it. It’s one of a very small number of games that attempt to be exhaustive over some domain: if you know the word for it, then there’s likely to be an object in Scribblenauts if you try to create it. This required a great deal of work to realize, but worked well enough that they even could include some memes in its huge database. “Loituma Girl” is demonstrated in the below video (4½ minutes).

Starting with its sequel Super Scribblenauts, they’re also adjectives in the game. This video seems to be from a version with adjectives: one of the objects is “resurrective dark matter,” although attempts to find resurrective in a dictionary will probably fail.

Because Scribblenauts games contain thousands of items, some with unique properties, finding all the ways that they adversely interact would be very difficult. The above video demonstrates six ways that they can be brought together in order to crash the game.

Playing Majora’s Mask on Day 4: What and How

The gameplay of The Legend of Zelda: Majora’s Mask is famously limited to three days. After three days the moon crashes into the town, destroying it. You have to go back in time before then (which also saves the game) and continue completing subquests in a non-linear, atemporal kind of way.

But as it turns out, there is a way around it, which puts the game into a sort of limbo. People who would ordinarily be moving around on their schedules are completely missing. Entering into some buildings crashes the game. In any event you’re stuck until you finally play the Song of Time and reset the world, getting events back on track.

But how does this happen? And how is the time system implemented internally? It turns out to be quite the interesting breakdown. Skawo (I imagine it said like the Daleks’ home world pronounced by Elmer Fudd or Homestar Runner), who is starting to seem almost like the PannenKoek of the Ocarina of Time engine games explains it in 15 minutes, here:

TheZZAZZGlitch’s Lists of Interesting Pokemon Things

Lists are severely worked content delivery methods, but darn it if TheZZAZZGlitch’s video lists aren’t actually really interesting. These are all early Pokemon game glitches and their application, and usually go quite deep into their code.

In the most recent of these (the ninth, 10 minutes long) one of the examples has to do with exploring glitched, out-of-bounds Pokemon boxes. These can cause writes to unexpected regions of memory, and very strange glitches indeed. But one in particular, if it happens, causes a write to a region of memory that causes an unexpected bankswitch, meaning, suddenly a whole swath of the game ROM isn’t what the code expects. In 99% of cases this would cause a sudden game crash end of story, but in THIS case the code that ends up executing doesn’t immediately crash the game, and not only that later in the code path, the bank gets switched back, and the code path is in such a place that it actually recovers, and the primary effect is just some glitched graphics, all completely by chance. Huh!

Here is that video, and if it’s interesting, the others (9 video playlist link) might be to your liking too.

Zelda Day 2025

“Zelda Day” is a random thing over at Metafilter. One day long ago, on December 26th, there was a day in which three Legend-Of-Zelda-themed posts were made in one day. Since then I’ve commemorated the event by making another Legend of Zelda post on the same day each following year.

Here is this year’s post, but you don’t have to follow it because I’ve included the links in this post too.

They’re all videos this year. These first links are to videos by Skawo:

In Minish Cap, there are certain names you can’t put on your save file due to a checksum bug. (11 minutes) The same bug can result in a valid save file being declared corrupted:

I think I mentioned this one before, but again, in Ocarina of Time, if you go back the way you came during the event in Kakariko Village, the world will become a glitchy mess (7 minutes):

In early versions of Ocarina, holding down R while talking to King Zora when he gives you the Blue Tunic causes him to give you a different item instead (14 minutes):

Also in Ocarina of Time, in some areas there’s a mysterious square in the upper-left corner of the screen (6 minutes):

When fighting pairs of Stalfos enemies, the game starts to lag heavily when you defeat one of the two, before the other one is beaten (9 minutes):

Capsyst Animations made three fake commercials for early Zelda games, in the style of the evocative illustrations from the manual. There’s the original Zelda, Zelda II and Link to the Past (all 1 minute long):

And, finally, here are two strange commercials for the Zelda 1 on NES, the Zelda Rap, and whatever this is supposed to be (both ½ minutes):

Finishing Super Mario 2 USA’s First World But Without Beating Bosses

It’s been a difficult time here for the moment, so I’m doing low-effort posts at the moment. I have ideas for several more long-form posts, but if the posts be long, so is the time to write them properly. So, in the meantime, here’s yet another Youtube video on a random piece of video game hyper-esoterica.

It’s a good one this time though! A 25-minute video on using all kinds of glitches and tricks to avoid beating bosses in a game where every level ends with a boss!

Super Mario 2, USA version, isn’t a game that I don’t think of when it comes to glitches, and I’d wager it doesn’t for many of you either, so it’s a bit reassuring to know that it’s got as many weird ways to bend the game’s rules as do games like Super Mario Bros. and Ocarina of Time. The video’s from Retro Game Mechanics Explained, which, along with Displaced Gamers, are among my favorite channels for digging deeply into the actually assembly code of games, and figuring out exactly why they do, or don’t do, what they could/should. Along the way you’ll get a basic understanding of how SMB2USA handles connections between areas.

If you’re as obsessed with understanding how these games were put together as I am, it’ll be like sugar candy to you! If you aren’t, well, maybe you’ll find it interesting anyway.

Super Mario All-Stars Random Debug Mode

We are told by The Cutting Room Floor this interesting fact. Super Mario Bros. 3 has a debug mode that activates when a specific memory location contains 80 hex, that allows the user to grant Mario any powerup. In normal play this never activates because the cartridge initializes all of RAM to 0 as part of initialization. But the version of the game included in SNES Super Mario All-Stars, while it closely follows the original’s logic in many ways including including debug mode and its criteria for activation, doesn’t initialize memory when starting up. When the console boots up, its RAM contains random voltages that can be interpreted as nearly any value, and there’s a chance that there’ll be 80 hex in memory location 7E0160, and enable the debug mode for Super Mario Bros. 3.

While ordinarily this would be a 1-in-256 chance, some consoles are prone to favoring specific values, so some units will turn on debug mode more often. As a result a legend developed that certain Super Mario All-Star cartridges are special debug versions that accidentally got put into retail boxes and sold.

Supper Mario Broth made a short video (about 1 1/2 minutes) explaining how it works in crudely animated form:

As it turns out, Mario All-Stars has its own debug modes for each game in the compilation, but the one for Mario 3 is different, and buggier. Meanwhile the original debug mode for Mario 3 remains, intact, buried in the code, waiting for the value 80 hex to appear in its magic location to unveil itself.

Why Is NES Strider So Janky?

There are a number of NES games that feel like they’re held together with paperclips and chewing gum. Some of them are almost endearing for their glitchiness. When it comes to janky NES games, a few that I tend to think of are those made by Micronics (who implemented Ghosts N’ Goblins, which has an awful frame rate) and Athena (where one boss has a death animation that causes it to flip through many of the sprites in the game).

A company that usually did a lot better with their internally-developed games was Capcom, makers of Mega Man, 1943, Bionic Commando, and all the Disney Afternoon games from the time, all of which have slick 60 fps update rates and smooth animation. One game they made of which that is definitely not true, however, is NES Strider.

If you’re only familiar with Strider from the beautiful arcade version, you might wonder what even NES Strider has to do with it. It’s not proper to say Famicom Strider, because Capcom never released it in their home territory, perhaps because they were too embarrassed to.

Other than the first stage being set in generally the same fictional location in Russia (even if it doesn’t look at all the same), its story has absolutely nothing to do with it. Jeremy Parish looked at it (and remarked on its glitchiness) in an episode of Metroidvania Works from a couple of weeks ago. Some people, like Kid Fenris of the self-titled blog, actually likes it, although acknowledges its many issues.

Behind the Code, one of the best game internals series on Youtube, had a look at the implementation of NES Strider. It’s an interesting 15 minutes to my taste, but if you want a tl;dr, NES Strider often doesn’t make its framerate target, and instead of slowing the game down as most games do, it plows ahead forward into the next frame, leaving the incomplete data in its update buffer to be copied into the PPU. This causes the individual hardware sprites that compose enemy characters to sometimes have only one of their coordinates updated, or even causing data remaining from previous frames to be copied over.

Why does it does this instead of just slowing the game down? Possibly the coding was so crappy that it would have caused excessive slowdown; the scene chosen as an example in the video has the problem occur when there’s only two basic enemies on the screen in the game’s first area! Not the best engine on the system there Capcom.

The Garbage Sprites in Strider (NES) (Behind the Code on Youtube, 15 minutes)

David Wonn’s Game Glitches

We’ve been feeling a yen for the Old Web here lately, where someone with a particular area of interest and the time and effort to tell the world about it could create a site that could attract hundreds of readers, and become the hub of discussion around that topic.

The internet seems to have largely left the era of the personal obsessive website behind, in favor of videos and social media. I find this a huge tragedy, as the flat HTML page is still a very useful method of communication. Straight static HTML doesn’t rely on backing scripts or content management engines so there’s a lot less to break, and there’s a much smaller attack service for nefarious entities. (If one wanted to make a site like that there are even tools to help you out, like the Python package Jekyll.)

David Wonn’s glitch site is legendary in speedrunning circles, having been mentioned in various Youtube videos as the source of some prominent tricks. (One of them is this video on Mario Kart 64 tracks that have not yet been broken.)

The last update mentions having trouble with Yahoo’s hosting. The site has several dead links to Geocities sites, and I believe it was one of the sites lost in the Geocities Shutdown, part of Yahoo’s long, slow deterioration. The current version is a mirror hosted by kontek.net, which also maintains several other vintage gaming sites. Thank frog for them!

Why did it stop updating? Well it had a good run; it lasted eight years, and anyone’s allowed to move on from their old interests. I’ve said before of other sites and it applies to this one as well, it’s a miracle that it persists, and I hope that it lasts a thousand years.

David Wonn’s Unique Video Game Glitches

In NHL 2022, Secret Base makes the most violent NHL team of all time

EA Sports says you must accept this. EA Sports says this is your god. Your malformed football god.

Jon Bois has been an internet favorite ever since Breaking Madden, his series where he strained mightily to upturn all of the assumptions that the Madden football games make to present reasonable game experiences, and in so doing revealed those games are made out of cardboard and paste.

Modern EA has long been on the outs with me, but discovering that this company that has locked up the exclusive rights to make official games for multiple sports, for decades now, makes terribly buggy, broken product, has caused me to see them as a force for evil in the world. If you want to play with NFL teams, it’s either the Football Fetus (see above), or nothing. I know, capitalism sucks, but this is a particularly egregious example. But that’s beside the point.

(The only reason I’m not linking to an explanation for what the above thing is, is I’m saving it to post later. Keeping up a daily gaming blog is a marathon, not a sprint, and there is no reason to wind myself.)

Jon Bois and sitemate Kofie Yeboah now hold their game breaking adventures over at Youtube channel Secret Base, which also has a homepage. They mostly work in the medium of video now, which I can kind of understand? Youtube ads probably pay more than web page banners. I still miss their text output though. But that’s also beside the point.

What is the point? They have a new video where they tried to adjust the stats on an AI team in NHL 2022 with the sole purpose to get them to the end-game shootout, which apparently happens in the NHL in the primary season if overtime ends with a tie score, as often as possible. In the process they incidentally cause and win an epic number of fights and eventually take the Stanley Cup. And in the process, in typical EA Sports fashion, game bugs cause players to slowly skate with the full speed animation and sometimes put a spurious extra player on the ice in overtime for no discernible reason. Here it is:

Watching these videos and reading their old articles almost make me want to forget about my long-standing disdain for both EA Sports and pro sports games in general and get one just run crazy experiments like this. But only almost.