Out of Bounds Secrets | Super Mario World - Boundary Break
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- Опубліковано 21 лис 2024
- Lets take the camera absolutely anywhere we want to learn more about SMW!
Every episode I have - • Boundary Break
Patreon Support Boundary Break: / boundarybreak
🐦Shesez Twitter: / boundarybreak
Luks would like to share the parent site - www.smwcentral... for more interesting tidbits. Thanks again Luks!
Fans have made a discord chat room if you guys like that stuff. Heres a link: discord.gg/boundarybreak
Intro theme by Phillip "Hephestos" Schlosser
/ hephestosmusic
Intro Theme remixed by F1NG3RS - / f1ng3rsmusic
Logo by rainbowcupcakemonster.com ( / rcm_art , pixel design by Clay Burton: www.clayburton.ca
Outro art sourced and repurposed from Startropics, animated by Clay Burton: www.clayburton.ca
Only on this channel can someone say “alright let’s start talking about doors, cause it gets really interesting here...” and I believe them.
and now 1 year later, its true
Doors is bad game
Have you heard of players of roblox doors?
RIP Buzzy Beetle. He died as he lived; stuck in a wall.
Doing what he loved, waiting for death.
I swear I've seen that Buzzy Beetle either when playing normally or watching someone else playing SMW on their stream.
I like being stuck in a wall. It's my function!
And in the worst level too, poor dude
Wait a minute, remember the impossible goomba from Super Mario 64? Let's coin this the impossible buzzy beatle, and on top of that, let's try to find a way to free him from this hellish purgatory. Will we succed, or will we fail him like the impossible goomba from before? Let's find out.
I feel REAL stupid that I never realized Bowser was flying around outside his castle on the world map. I thought it was a bat.
I thought it was a ghost.
Lol to both of you
lol to all of us
same i didnt know it was bowser
to be fair it doesn't really look like bowser
The Bowser sign on the castle is different in the Japanese version, says "Koopa" instead of Bowser so that may be a reason of that.
This is true about the change to the name, but not likely why the sign is on its own layer (they could edit any layer they wanted to, after all). It's probably on its own layer so it can rapidly change the color palette to get that neon light effect while not messing up the colors to the other features near it, and also they couldn't use the background color change effects because it was busy doing the lightning thing.
@@DamienGranz I was just about to comment on the two of these things probably contributed to its addition as a sprite. You can't just change part of the background's palette without changing the whole background. The Sprite layer is the only one that can change palettes per sprite group.
I kind of figured that. Not sure why he didn't make that connection.
@@DamienGranz I'm not well versed in how smw sprites work so it was just something I noticed from what I knew about the Japanese version, so you're probably right.
I would love to see more retro games!
Genuinely same. I'm not from the "retro game" era but I still love the games and want to see all of it
Check out his older videos
Same. I want to see the original TMNT
Retro spectrum what are you doing here!!!
I haven't done many retro games, but it's cool to see they can be done. I can think of a few I'd like to explore.
10:53 "Move Mario through Princess Peach"
Shesez I know this show is called "Boundary Break" but come on, man
lol
People better not say the cliche line or anything near
@@timz0ckt OMG SHUT UP MAKE AN ORIGINAL COMMENT WE GET IT, HE IS EVERYWHERE BUT PEOPLE NEED TO STOP COMMENTING THAT IT IS SO ANNOYING STOP DOING IT
@@MrBurgerMan47 k
@@MrBurgerMan47 mans just snapped on us
Let’s gooooo
Let's gooooo
Hey @The Completionist i have a game request for you to complete can you do Resident evil 5 there is alot to do in the game :)
wrong version man,that voice clip only exists on the Advance port
@@xilo5442 thats a no brainer..
Aye there is a SNES Action RPG called Terranigma that puts “A Link to The Past” to shame, an also has a completion bonus with a banging soundtrack to boost...Even Smash Melee copied its music for its main theme...hopefully you will consider it!!!!
It's not much, but boundary breaking is honest work.
"It ain't much, but its honest work." - Engineer
@@OnePiece23463 You're also forgetting that he hasn't once shown us how to do this for our games. Sure, some might see it as exploit abuse.
@@diggydiggyhole-fan why does that even matter???
8:30 that's because the first lava tile is actually a water tile, I think this is done so that the platforms that float on water can also be used on lava
"Marios adventure is over, may he fly off to his home world now!"
*lol*
"I have to go now. My planet needs me"
With Peach, at the end, if you keep moving mario from one side to the other, will Peach turn around and walk the other direction?
I was wondering that too!
"Get back here and let me give you cake!"
ooo
"Mario could have swim in lava at some point."
Sadly they removed the Varia Suit upgrade from SMW.
8:17 I don’t think the swimming effect means that Mario was ever supposed to be able to swim in lava. I think it’s more likely that they just reused assets from water when they programmed the lava into the game.
9:57 As for the Bowser sign being it’s own layer, that may simply be so it could easily be changed for localization in other languages. Like how the original Japanese version says Koopa instead of Bowser
3:16 so it really is a super mario world. wow.
like, it goes around and around lol
Everyone: Don't Boundary Break SMW.
Shesez: *What if I do ANYWAY.*
Shesez: "You can't tell me what to do! You're not my mom!
As someone who's messed around with Lunar Magic in the past, I was not expecting to see all those submaps together like that in the same way they're laid out in Lunar Magic. That's such a cool revelation.
As a subscriber, I did not expect to see you here
Earthbound does the same thing for all the interiors, if I recall correctly. Oh, and the exterior too, it's all pretty much two giant maps you get swapped back and forth between. Seems like it's a common technique. There's probably a good technical reason why.
You're a cool revelation
11:02 - "I have-a to go now, Peach! My planet-a needs me!"
"We might not find much..."
Me: _Looks at video length_
*Here we go bois*
That beam in the chocolate ghost house is actually a skinny pipe/log/bone. Why the developers put it there is most interesting. It's possibly there for anti fly over with cape (there are also pipes above Tubular to stop just flying over as well). As for the garbage sprite (that's what we call it the rom hacking community), SMW uses tile sets and can only have so many loaded in at a time. Sprites and titles overlap in these slots so while one thing can look correct, another won't. Also the reason it is in the air is it screen wraps. Something too long going under the map will come back up at the top over a little. The pipe is covered over by the dual platforms to the left. Lunar Magic is an incredible program for looking at most of this as well. I learned a few things so thank you Shesez, I love all your videos.
The Bowser sign being seperate is most likely because it was subject to localisation - it says "Koopa" in Japan. Probably easier to just replace the sprite for a single sign than the entire castle.
I don't think it's a sprite because of localization.
They would have edited just as much if it was part of the castle. that's not a very good deduction.
@@ViddyOJames I was going to say my deduction was based off the fact that sprite layers and background layers were very different things and while I'm not an expert I understand everything was much more complicated to do back in those days due to archaic dev tools. Having thought about that detail further though, you're right, it was probably more related to that sprite layering thing I just mentioned than localisation, namely that they probably wanted the sign to animate independently from the rest of the castle.
We have the power to go out of bounds. Quick, we must save the Yoshis from being sacrificed.
They use their flutter jump to land safely in the glitch world, and modifying the code to reinsert themselves inbounds.
Or at least i tought that when i was a kid, now i know that scene.removeObject exists
Yoshi is a tool to be discarded at will.
*L○L*
@@legendarymooseman you monster
Others: "There's nothing to find outside game boundaries!"
Shesez: "Observe."
I think it's more of a comment on how we already know so much - FuSoYa's done a ton of work with Lunar Magic, and you can really see so much of the game's innards with it, it's crazy. I think what Shesez was able to highlight best was sprite properties here - that's something we _can't_ see inside of Lunar Magic.
Sheez: .smacks the others with a hammer. *FOOLS BEHOLD!*
"Mario's adventure is over." and then here he goes nearly leaving the screen
I know 1-3 and Iggys castle has geometry above what the player can normally see, 1-3 has some coins and I believe a 1-up, you can also find this by going back with a cape, though the camera never pans up there. I was really hoping to see that in this episode!
"Indicating that Mario could have been able to swim in the lava at one point." That wasn't the implication I immediately took. My thought is that when they added lava into the game, they just started with water tiles, copied them, and made them deadly and changed their appearance, meaning they kept all the properties that water tiles already had and didn't bother to remove those properties since the death property would obviously overrule being able to swim in it.
ok
9:58 Regarding the reason the Bowser sign is on the sprite layer instead of the actual castle layer, it's for the color change effect. Instead of changing the colors themselves, the game just flips the tiles through a few different sprite palettes. It also saves a bit of tilemap space since they can reuse the castle's tiles instead of making duplicates with the bowser sign overlaid on top.
I think originally they intended the fortress cutscene to be interactive letting you jump on the switch to blow the fortress up and later changed their minds. Best guess
Nah, this is just how they do all the cutscenes. The player can't control Mario, but Mario still interacts with things. This way they don't have to worry about the exact positions, and can instead just say "do this when they collide".
@@theoldfinalchapters8319 being able to jump on the Demolition Switch would of been a cool reward for beating the fortresses tho,eitherway cool to know.
@@theoldfinalchapters8319 This is a common thing in a lot of games, though not usually as "fun" as the switch. They'll usually have position or animation checks for key actors and objects before progressing to the next scene, hence why in many cases when you use "control in cutscenes" hacks it'll often hang on certain shots.
9:58 The reason the Bowser sign disappears is because it actually is a sprite, not a tile like the rest of the castle. Sprites are rendered on a different layer than tiles (which have 2 layers, normal tiles and special tiles,) which causes what you speak of to happen when you remove the sprite layer. As for the save prompt causing the sprites to be removed, I believe that is because the game removes the overworld sprites currently on screen in order to display the save prompt.
In this video, we're gonna go from Super Mario World to Super Mario Out of This World, so we can explore what secrets lie in this game
Super Mario Galaxy 3 confirmed
Good one
Why are you everywhere?!
Super Mario World holds a very special place in my heart as it is the very first game i ever played. Thank you so much for doing this ❤❤
Cool stuff.
Even if it's nothing groundbreaking it's still nice to see what's going behind the scenes of games that invoke your nostalgia.
I love this stuff because I started making games as a hobby before the internet and I used to to things I though were “hacky” and unprofessional to get effects and such and now I realize professionals do the same shit lol
I always wanted to see what mario buildings look like without doors. Thanks Shesez for the most useful information ever !
It's hard to unsee this and go back play SMW normally.
JK that game is awesome.
Peach: Scared, screaming for her life
Shesez: Peach looks absolutely hidous
This is in my Boundary Break Top 10! I hope it does very well. One of your best yet!
I love your attitude. Don’t listen to people who say you can’t do it or there’s no point
Yeah, but in this case there was nothing that wasn't known already
The water effect in lava may be due to the lava most likely being just retextured water as well. it would save on resources to make it like that instead.
Awesome intro! But before I continue, I want to leave a like for my 100% all-time favorite game ever. Been alive for thirty years, and this has never ever been boring to play!
never thought we would be getting a Mario world episode. well now we do!
@Justin Halladay Man I forgot about ffIX now I'm with you on this one I want a ffIX bb episode.
I used to be an active member of SMWC back in 2008-2012. Glad to see that the community is still going strong 8 years later. The kinds of ROM hacks that people made back then were incredible. I can't even imagine how impressive they must be now.
Even 2d games are interesting to explore out of bounds.
Indubitably.
@Weeb Squit That sure is a nice profile picture you got there ( ͡° ͜ʖ ͡°)
One of my favorite games ever! It's probably nostalgia talking but this game brings back so much childhood joy. Thank you for doing this. 😁
This will be the greatest
I'm already back to rewatch this Shesez. I LOVE this game. Certain games give me such positive nostalgia. When my WHOLE WORLD was my dad... He was an amazing person. Miss you my friend and I'll see you later. Promise.
Let’s just hope Nintendo doesn’t take this down as well
*Yeeee....* 😕
can you not?
4:27
him: "alright, so lets start talking about doors"
me: *Doors (in Roblox) theme starts playing in my head*
There was nothing new in the video that wasn't known before, but still, good job!
This whole episode made me smile. Thanks for the nostalgia and taking the time to prove that this old title still has some hidden tricks up its sleeve.
I always love the people that jump in just to dislike a video the first 2 minutes it's up without even watching it.
Ngl, I think I actually like seeing these retro game Boundary Breaks more than the regular ones. A lot of what you find in them is so unexpected!
Commenting so your analytics are better 🥺 I know 2020 has been hard on you + your videos
I love it! A return to why I used to watch Boundary Break with every release! Personally I find out of bounds aspects of retro games much more interesting. The PS2 years and back have the games which I'm most interested in, that's for sure.
"We can put Mario's face on princess Peach's body".
okay.
*#lolz*
SMW was the first video game I ever played as a kid, and it has consistently been one of my all-time favorites! This was a really nice showcase of some weird things I never knew about in one of my foundational games, thanks!
last time i was this early, i was born
That pipe animation effect at 6:35 is actually a pretty common trick used in older games. Dig Dug actually uses a similar trick to make it appear as if you’re smoothly tunneling underground-the dirt disappears in small chunks as you dig through it, but Dig Dug’s digging animations have a black “mask” area in front of his face which blends in with the black background and overlaps the dirt graphics, creating the illusion of smooth movement.
People in the comments when they’re early gotta be real funny real quick to get likes rn
I appreciate these kinds of looks at older games too. Don't worry if there's nothing mind-blowing or if everyone already knows about a lot of the unused content because we've been studying these games for decades. There's always something to find that's worth looking at.
I'm half expecting another April fool's joke (video not watched yet)
I've been waiting for this episode. Thank you! Its neat finding undiscovered stuff in mario games.
Early commenters reunite!
At 8:05, I found out when I was really little if you get flying Yoshi and you pull it off just right, you can fly into the hole right there next to the pipe, and if you pull back up just right, youll be inside the wall, and you can fly all the way through to the other side. You have to sacrifice Yoshi to jump back into the stage though. This is so awesome to me because I’ve never seen this on UA-cam before today
I can't believe it's been 30 years, man. God I'm old.
Huge respect for the game over remix playing at the beginning. Been listening to both of those for a few years now. Still some of my favorite idling relaxing music to have on in the background
Fun fact, that Super Mario Bros 3 video was one of the videos that got me into video games. Keep up the great work, and Thanks!
damn you're missing out on a whole lot when it comes to video games
I know, but I feel like I’ve made up for the lost time, since I know A LOT about Mario and Nintendo. Plus I still join the hype for a new game, like when I was hyped for SMM2’s release
Had no clue you could do this sort of video for retro games. My understanding of them is that there are layers like you covered, but the only things that render are things you are going to see. They really had to squeeze their memory budgets back then. Which, back then, meant only make what needs to be seen. Not have skyboxes, items or other worlds underneath your current world. So pretty cool vid would love to see more of this!
5 year old me says thank you so so much! You answered some questions I spent hours and hours of childhood trying to figure out but never did. The best was especially on the world map and showing what else was out there. Keep doing what you're doing sir :)
Not quite a boundary break, but maybe the all time coolest Game Genie effect I’ve seen was in this game. If you enter a Game Genie code that alters Mario’s jump physics and watch the opening cut scene, he tries to jump at the same time as usual, but if he lands at the wrong time and hits an enemy, Mario *dies* in the cut scene (and the game plays the map music from the Special world when he dies for some reason). I previously assumed that scene was a recorded sequence, but clearly it’s a script of actions executed in the game’s engine, and changes to the game’s physics impact how it plays out. Very cool.
Mario ascending at the end was hilarious, can't wait for more.
Just one day off super mario world's and my own birthday! Very excited to see what this video has in store.
Nice video. About the lava acting as water, it have nothing to do with mario being able to swim in it at some point, but because there are platforms that floats into lava.
Awesome vid! Some help on the lava explanation is the lava is treated as water for other in-game sprites that aren't mario. Most platforms and certail powerups will 'float' in lava because the lava tiles allow sprites to be buoyant.
As for the ghost house doors and bowser's sign disappearing, they aren't actually part of the background tiles used to create the image. They are animated sprites that exist on the same layer as Mario. This is the same for princess peach in the final boss fight with bowser. Peach is a sprite while bowser and his helicopter-cup thing are a single background layer element.
Bowser isn't a sprite like his kids are in the 8 castle boss fights. Bowser is tiled background layer art so the SNES can manipulate bowser by stretching, scaling and rotating him during the fight. Fun fact on that last boss fight with bowser: The reason the main background is bland is because bowser is occupying background layer2 that would otherwise be used to provide the scrolling vivid backgrounds we're used to seeing in the rest of the game.
This is also true for the underground levels where entire chunks of the level move up and down in unison or in castles where there are massive whole-screen moving obstacles. Notice: Whenever you come across one of these areas, observe how simple and bland the background becomes. Also notice how entering or leaving one of these areas always happens using a pipe or door. There is never a seamless transition between the main levels to these special areas. The reasoning behind the pipes/doors to enter and exit these areas is you're actually being teleported to a new level with the special interactive background layers then teleported back to the main level with vivid backgrounds.
In underground levels, background layer2 is often the large yellow moving sections. In castles with these animated sections, background layer2 can be anything from platforms that rise from and sink into lava, to massive platforms that slide in and out from the sides of the levels, to even Bowser himself in the final battle!
Major nostalgia hit from this, super Mario world was.my introduction to console gaming.
Great vid, really interesting finds!
8:20 The top tile of lava (Tile 4) doesn't damage Mario and has water properties for him but still kills some sprites. This is used in quite a few older romhacks (before the implementation of more custom tiles) or vanilla romhacks (those that don't use custom code) as a filter in puzzles. Mario can swim right through it but things like shells or enemies walking through will be destroyed while P-switches and springboards are safe.
I love to try and find ways out of bounds in games even if there isn't anything there, though sometimes there are interesting things in plain sight you don't notice until you take the time to look closer. Like the info of the gun robots in Sonic Adventure 2 you don't see for long being surprisingly complete with dimensions, armaments, land and air speed etc.
Man, I won't ever forget the experience of beating this game for the first time, back when it first came out.
been in the smwc community for over 11 years now but i never know that you can scroll the submaps lol.
didnt know about the bricks in the bossroom either.
or about the "egg-cutscenes" that the switch makes sound.
im 99% sure that there is no lava in the original game that hangs from the ceiling, but you can swim in that pretty easily even without any hacks.
the wrong sprite in the boo-houses is because they use a different "texturepack" and these sprites (the pink smiling triangles) are never seen in the boohouses and thus arent in that "texturepack"
i honestly would have said the same "not much to find in this game" and well for me there wasnt a lot of new things, but still i learned something new so thats pretty cool! nice episode.
I haven't done many retry games, but it's cool to see they can be done. I can think of a few I'd like to explore.
YES THANK YOU! I have been waiting for this episode for so long!
Super Mario world is my favorite Mario game from when I was a kid, so this was really cool to see! Retro games in general are still really neat to see on here
I actually never realised that the create of evil conquest 1 and 2 (luks) helped this boundary break episode out.
Real talk I love the retro breaks more than modern.
That swimming effect with the lava you mention - it's referred to as "Sprite Buoyancy" by the developer of Lunar Magic - the ability for a sprite to interact with any liquid at all.
Hey shesez, could you do a video on Pokemon Ultra Sun and Ultra Moon? There are some interesting things despite a fixed camera. I’d like to see:
How the ultra wormhole works
What is outside the wormhole (the distortion world?)
The greater areas of the ultra space, especially ultra ruin since it’s a destroyed hau’oli city
The battle backgrounds
The heahea golf course which is inaccessible and can just barely be seen
The inaccessible ledge in brooklet hill
Whatever that thing is (probably mimikyu) that can be seen after the ghost type trial
Thanks for reading
Awesome work! I hope everything has been going well for you this year, all the best
11:06 music gets me everytime, the nostalgia I feel with it is immense,
Great vid. I LOVE boundary break on retro games. Why? Because we've known these games for over 25 years and revealing things the programmers thought nobody would ever see feels like a time capsule of some sort. Nowadays programmers leave in things because they know they will be discovered. Back then, anything not in the game was deemed a waste of resources because of the limited space and CPU power. So finding anything secret is very special. Keep up the good work Shesez!!!
Some of these things i already knew about due to messing around with Lunar Magic
There was nothing new here, really
This is great even for people who are lunar magic pros, i still learned a few things like the indefinite peach walking. For anyone who hasnt tried lunar magic i highly recommend it, it lets you see a lot of the things showcased as well as a few others like the test level, some unused coins and 1ups, and some weird enemy behavior
The creativity of the layering is insane. Just wow.
That intro gave me goosebumps and I dont know why
lel, In England or Amerika u say Goosebump. In German we say "Gänsehaut". The literally translate are "Gooseskin". Irrickzig World :D
I think my favourite moment is the random Blaargs in one of the submaps.
They're hidden behind the falling platform, and in the GBA version, they got moved to in front of it. I didn't realise why they were added to the GBA version until I learned they were there in SNES.
I want to thank you so much Shesez for the continued content and your willingness to tackle projects people deem duds. Keep up all the great work. It's much appreciated!
When I played this on Znes emulation I removed layers in the map with the number buttons and saw snippets of the looping map tiles way back in my childhood. It was so awesome
9:58
The whole bowser sign might be because I believe it had to be changed from it’s Japanese version where it said “Koopa” instead. I’ve never gotten to this point in the game, but it’s just a assumption.
I completely understand what he does in 3d titles, but this here is mere witchcraft for me.
A retro boundary break series Is so needed.
10:53 after all those years Mario is finally inside Princess Peach.
what a cool little episode - I'm surprised there's so much to see since I used to play with layers in emulators a ton myself and the trick where you can take sprites apart like that is neat.
Brilliant! Around 4:00 I’d love to see all the other sub-maps in their alternative styles/palettes too, such as a dark Yoshi’s Island!