To give more info on the story about Chris Houlihan, he did win the contest that was put into Nintendo Power. However, they expected him to put his name in some one of the then-upcoming games that were launching near the end of the NES's lifecycle. Since news about the SNES was coming out, and Chris was a fan of Zelda, he opted to wait until the next Zelda game (being A Link to the Past) for his secret room to be added. Chris Houlihan himself never appeared again in any public matter. The forum post that was shown was by an imitator hoping to get credit for his name, but Chris remained a part of Zelda legacy.
Wherever the real Chris Houlihan is, it seems obvious he wants to keep a low profile. There's no way he can't know (assuming he's still alive) that his name is famous now.
Where did Chris Houlihan actually say that he wanted to wait for ALTTP before being put into a game? Never seen that before... As far as I'm aware, Chris has never once made any sort of appearance or response to said questions. He's probably dead to be honest.... Dark I know, but considering he's never popped up anywhere in response to this, I'd say it's a strong possibility. Wish someone at Nintendo would give us more info on this connundrum.
You provide some very interesting details that seem like they would have to come from either some insider at Nintendo, or Chris himself. Is there a source for that?
@@skins4thewin It was actually in a later issue of Nintendo Power! I forget exactly what issue and I no longer have any of my magazines, so I unfortunately cannot look up the information accurately right now. But I know the subject was either on A Link to the Past or Nintendo Easter Eggs. It was one of the issues after 250, iirc.
@@Dash123456789Brawl Same, would love to know where this Chris Houlihan quote originated from that says he himself decided to wait to be put into A Link to the Past.
Fun fact: in LTTP, if you enter a door facing the wrong way (by pressing opposing directions at the same time - requires taking your controller apart or an emulator), you will end up out of bounds. If you do it in the correct room when you first enter the castle at the beginning, you basically can just run straight up a few screens and trigger the end game sequence.
You don't need to go to that trouble. When you enter the castle at the beginning of the game, save and quit as you are falling down from the upper floor in the main foyer. Then go back in from the Uncle area without getting hit. Go up those same stairs, go left one room, get the attention of the guard and walk left in to the wall. When he hits you keep holding left and you are in the wall. With some maneuvering you can walk in to the triforce room. Gives you double Ganon as well.
Whoa, 4:38, I reached this area when I was a kid, in like 1987-88, while walking through swamp tile. I didn't know what it was and could never find it again. I could never find any reference to it anywhere, and always wondered what it was. There it is, holy cow. Thank you for solving a personal childhood mystery.
There's a legitimate way to get to it by running a certain course fast enough and entering a building. I don't remember the steps but it's easy to google.
10:40 In Links awakening the "Unused" map of eagle tower. Is in fact used. This is what the tower looks like before you break the 4 pillars with a giant iron ball and cause the tower to drop by 1 floor merging 2 incomplete floors together. This is how you gain access to the top of the tower. In fact you access this floor to fight the mini boss before you collapse the tower. He's located in the far right lower room.
There are, however, a couple of rooms in 3F before collapsing the tower that are not accessible via developer-intended means (despite showing up on the in-game map as actual rooms for some reason); collapsing the tower permanently replaces them with the 4F rooms. One of those rooms, the one that is empty except for a lone staircase in the center, clearly does not mesh properly with the screens surrounding it, and if you could reach the stairs they warp you inside a wall between two torches in a room on 4F. Apparently this was a remnant of an earlier dungeon design during the game's development.
1:44 All dugeons are technicaly on the same map, touching each other (you can find some pictures on google) My bet is that it's a room from the moon dungeon (2nd), but it is just not loading properly. But this is something to double check
@@subtledemisefox IIRC isn't it that OOT has one grotto "scene" and it just dynamically loads the map of the grotto based on what your entrance value was? (I.E. Grottos only exist if you entered that grotto).
@@sirgarde2293 I don't think so. It was in another Boundary Break episode. They zoomed out and all the grottos were all together, but they were culled out normally. Maybe that's what you're thinking of? They had to hack the game and remove the culling IIRC.
0:07 Took me 20 years to notice the River Devil was a spider and not some demon with four spindly arms, two legs and a goofy red grin like I thought this entire time
I used to do the select button glitch on original Link's Awakening all the time to get to out of bounds areas, item duplication (extra seashells and heart pieces) and getting the magic rod at the beginning of the game. It's so easy to break.
I have so many fond memories as a kid of playing around extensively with the select-warp glitch and discovering seemingly every conceivable way of breaking the game. I remember coming across the unused rooms myself way back then (such as a couple from Kanalet Castle and Eagle's Tower) and wondering about them. In fact, I was guilty of “exploring” the game this way before playing through it properly, and the sequence breaking I ended up doing caused a lot of subtle oddities with characters and cutscenes that confused me for a while until I got around to playing through the game properly and finally realizing how the game was _meant_ to work, haha.
I remember this! I definitely did some sequence breaks with the select trick. On another note, has anyone played Link’s Awakening DX HD? No select trick but fun nevertheless.
@@BoundaryBreak You should do a video on link to the past GBA version out of bounds, there's a game breaking glitch called the reset curse but no one has bothered to check what exactly causes it.
Granted, I don't know anything about game development, but why wouldn't it be standard practice to make a sprite facing all four sides? The person making the character sprites isn't necessarily going to be the one creating the room they put the sprite in, so they might not know the positioning will stop it from being able to be talked to from above normally.
@@kyuubinaruto17 back then the standard was to save memory. These old games had very limited space and the developers used a number of techniques to cut corners from everything they could. For example, a character facing all four directions only used 3 sprites: one facing front, one facing back and one facing the side. Instead of making a fourth sprite looking the other way, they used an instruction to mirror the one they had and save up that space to use in something else. Like in Zelda Ocarina of Time and Majora's Mask, there are a few shopkeepers that are just a floating torso with no legs. The player is not meant to see their full body, so the legs are waste of resources that could be used for other things
@@Darmani2MB Their point remains though- the devs didn't make a back sprite out of the spirit of excellence and completion. They made it because that's what you do to make a sprite for a character, and then sometimes a part of the character goes unused if they're at a certain angle. But you do provide some very relevant information about the era. One of my favorite examples of this is how Mew from Pokemon was snuck in at the last second after they removed some developer tools. There was no option but to give it its diminutive stature because there was not enough storage space to give it a bigger sprite! If the development of Pokemon had gone even a little bit differently, then there's a chance that Mew could have had some kind of form actually capable of, you know, giving birth as stated by the diaries on Cinnibar Island. Some primordial being, or perhaps something more along the lines of Giegue? (to contrast with Mewtwo and make it look like an abomination) This storage limitation has led to the likes of Victini, Marshadow and Celebi, too.
Sometimes design plans during development can change, though, and it could be possible that they initially thought they'd need the sprite to face all four directions and went ahead and implemented them. Despite the emphasis on memory savings, it wasn't uncommon for unused assets to be left in final builds. Given development tools and practices at the time, I assume it was often easier to simply leave unused bits in unless/until they actually needed to utilize that space for something else.
2:40 - the part of the sword intersecting the animated triforce needs to be a sprite in order to display correctly, while the rest of the logo is made of tiles. This is due to a limitation of how graphics work on the NES. To get a bit more technical: each 16x16 pixel piece of screen (background tile) can have a total of 4 colors in a subpalette picked from the "master palette". Sprites are special, and can be drawn on top of the background tile layer, with their own subpalette of a maximum of 3 colors + transparency. The triforce is animated using a technique known as palette cycling, where the subpalette used to draw the triforce is updated while the actual representation of the graphic remains the same. The sword piece in the middle would exceed the color limitation. The master palette has a total of 54 colors, and those 54 colors can be dimmed by three levels to create a sort of full-screen fade effect.
One boundary break I accidentally discovered in Links Awakening v1 for the original Gameboy when i was a kid, in the first dungeon, when fighting the Nightmare, fall into the pits in the Nightmare room, and start spamming jump with the Roc feather. Youll hear the sound of entering a room, and enter a weird out of bounds area inside a glitched Angeler cave Dungeon. I think if you go straight 4 or 5 screens up, youll eventually find a room with a chest with unlimited power bracelets in a chest (level 1 and 2) and a set of strairs that teleports you to the real Angler Cave dungeon. i still remember trying for hours to figure out where to go because moving Link left and right on the first 4 screens or even moving left or right to change screens caused link to "drown" or be stuck in a "drowning" loop if he went to an incorrect room to the left or right. For some reason staying on far left for 4 screens while movong up was I able to find the room with the chest of infinite bracelets and the stairs in that same room. I remember I was able to get the flippers and beat the level 4 dungeon, way before beating the first dungeon. To this day, i havent seen anyone talk about my particular find. Ive been able to replicate it on original hardware AND emulator, so if someone finds a v1 rom for the original gameboy, have fun with this sequence breaking boundary break glitch.
9:33 Notice Link also moves one row up. Presumably the game stores the map row-wise in memory and moving left or right adds or subtracts one from Link's location.
From my understanding each screen is basically a sub-map with it's own coordinates, when you move to another screen it flips the sign (positive or negative) of the coordinate for the direction you were going (left/right or up/down) then switches the screen/sub-map value. There's a trick speedrunners use that allows them to teleport to the opposite side of a screen by moving in such a way that the coordinates get updated but not the screen/sub-map.
In Zelda 1, going oob in overworld left or right wraps you around. This is used in speedruns. Also, the dungeons all share the same map, like ALTTP, so the rooms you see are actual rooms, but since you enter from the wrong dungeon, the graphics don't load correctly.
It feels so good to learn new things about these games even nowadays. That water setting of the very top of the Mt.Death dephts is more than interesting, since we know even without cheat codes that the lower part is actually walkable, being part of a really infamous glitch (accessing the main Dark World area without even entering the Tower of Hera).
Fun fact! I've seen the River Devil Field before! But it was part of a randomization mod for the game so I thought it was just the randomizer filling out areas of the map, which itself was completely randomly built by the patcher, with something shocking, like hundreds of River Devils, to tell you that there was no map in that direction to explore. Interesting to see that it exists in the unaltered game, too!
The Zelda 1 dungeons actually all fit together in one solid overworld-sized map, as do the second-quest dungeons. This is just crazy when you consider how the dungeons are not arbitrary shapes, but each one is designed to look like something, and yet they still all fit together perfectly!
I don't know why, but seeing the friendly Goriya wag its tail was the highlight of the video for me. Also, the Zelda from Link's Adventure is actually the ancestor of the Zelda from the first game. The former was put in an eternal sleep for generations and Link went to save her several years after rescuing the latter in the first game.
ancestor or great-great-aunt, I mean she was a young woman, and no prince husband was mentioned mourning her, so she probably didn't have any kids. What she *is* is the _progenitor_ of Zelda's _name tradition._ which is LIKE an ancestor, but if you go back in time and kill them, you don't disappear, your name just changes.
The original LoZ if you go to the east or west in the overworld it will wrap around instead of teleporting you. And much like alttp, there are (2) giant dungeon maps, which is why all the dungeons fit like puzzle pieces.
Came here to say this lol The horizontal wrap is definitely used in LoZ speedruns to get the heart container sitting on the water on the far eastern side. I was surprised when going north teleported him back to the start, and surprised again when he didn't bring up the horizontal wrap at all lol
This was a really fun episode. I've been doing my own boundary breaking of Link's Awakening on the Game & Watch that came out a couple years ago. It's the original gameboy port so the glitch where you can press select on a screen transition works perfectly. A lot of the areas you featured I've been able to find using that glitch.
2:54 This is part of how the game handles screen transitions in dungeons. Link's sprite needs to go underneath the walls above doors when moving through them, so they change the sprite priority at the edges of the screen to draw his sprite underneath the background at those points. (But that's just for the left/right doors. For top/bottom doors, for some reason, they decided to overload the horizontal lines with invisible sprites so the system doesn't draw him at all. So if you turn off sprite limits in an emulator, you'll see Link just walk over the walls entirely.)
I may be aging myself here, but these videos take me back to my childhood. Back when these games were new, i was young with my whole life ahead of me. I would play these games in utter amazement. We would speculates and debate what games of the future would look like. I remember sitting in front of a 36" tv playing my Nintendo lol.. i didn't ever think that tv's would be as huge as they are now.
About Zelda 1's overworld: if you go off the left or right sides, you wind up on the last screen of the previous row or the first screen of the next row, respectively. That's because Zelda 1 stores the overworld screens in memory from left-to-right, top-to-bottom. EDIT: It's like what you showed for LA, except in LA, you can world wrap from the top or bottom, unlike the first game. Also, LA seems to handle dungeons in a weird way. It looks like when you enter a dungeon, the game rearranges the rooms for that dungeon in a new 8x8 grid. I'm drawing this conclusion, because, if you enter a room that doesn't exist while in an actual dungeon, the game will load an empty room (similar to ALttP). In the actual subworld itself, though, rooms from the same dungeon are stored together, meaning up and down won't take you where you expect. Using dungeon 1 as an example, the long horizontal room and the boos room to the right appear to be far apart, but in the subworld memory, they're actually stored right next to each other. If you're not aware of this behavior when navigating the subworld OoB, you can get lost pretty fast.
Hey man, thank you for the time and dedication you put into your videos. I may not watch all of them but you definitely have such a chill vibe that enjoyable to watch. Love the idea of looking at older games they don’t get as much love. Keep doing a great job
In Zelda 1, the likely reason you go to another dungeon when you enter a "false" room is because the dungeon maps/designs are designed to fit together like a jigsaw puzzle to save memory.
Great video as always! One thing I was surprised you didn't include (maybe bc it's a little well-known?) is in Zelda 1 if you enter a dungeon from a direction other than where the entrance is, and if there's a locked door there inside the dungeon, the door will be unlocked. So if there's a locked door to the north of the entrance and you hit the dungeon entrance from the north, the door will be unlocked.
Eagle’s Tower is weird. A few rooms on the 3rd floor do exist that you normally can never see. There’s even a staircase that leads up to the 4th floor. Normally you can never get to the 4th floor.
Could be a peck on the cheek!!! his hand is still being held out so she can't be embracing him, she's off to one side! lol this is fun to take seriously. Maybe she's whispering something in his ear, that has potential.
@@micheal7932 yeah it's too bad there was no "Zelda III" that follows this Link further, imagine the shenanigans of having two zeldas, both of whom are hot for his elf bod due to having saved them, one of whom is centuries, maybe millennia out of date with the rest of Hyrule. Come on Nintendo, give us a (good-handling, maybe feels like smash bros controls) Zelda sidescroller sequel that follows this story.
It's so strange that the most infamously-shaped dungeon is the one that has the most glitches and odd out-of-bounds secrets! I am loving the upside-down sprite coming out of the wall, frickin' fantastic the more you imagine it in 3D and happening to Link for real. XD
10:39 - "These rooms that are pictured here belong to an unused third floor in the Eagle Tower." A bit of explanation for people who've never played Link's Awakening (you should, it's the best Zelda game). The Eagle's Tower is a multi-floor dungeon with a unique gimmick; the second floor contains a bunch of pillars, which are holding up the floors of the tower above. To progress, you need to destroy these pillars by throwing a massive heavy ball at them... And when you destroy them all, the entire 4th floor crashes down onto the 3rd floor, combining the layouts of both. Here's the thing; you _can_ access the 3rd floor before you do this (and I think you have to, although I may be misremembering). When you do, what you find is _almost_ the same as Shesez shows here, except some areas aren't accessible (notably the room in the upper-right of the center area). Now, if Shesez says this version of the floor is unused, I believe 'em, but that does means they apparently have 2 pre-combined versions of the 3rd floor in the code whose only obvious difference (at least based on the map shown here) is in the rooms you can't access normally anyway. Odd choice!
Your initial "Hey!" at the start of the video got my dog's attention. She's doing a serious =P now and is expecting setious engagement. You must be a big hit with all the pups
Made a Zelda 1 hack before. What you found in level 3 was most likely one of that level's passageway/item rooms. Those load a different room type but store data in the way the room is presented. It's part of the dungeon, so you don't get kicked out. Most of these rooms are placed without much care in the overall dungeon space, just whatever room space is open and unused by any other room.
Oh yeah, another fun oddity about Link to the Past is that, if you travel through walls in the underground map, there is one unused room that, when you enter it, hardlocks the game. This is because that room is programmed to have the first enemy place on it to drop a key, but there are no enemies.
I remember in Link's Awakening as a kid inwould push select, i believe, as Link would transition to a new room and he would appear on the other side of the next room... Or something like that, its been a while. But i do remember i could clip through walls and get to the end of the game SUPER early. Love this game so much. All of them really. The 8 to 64 bit ones.
the dungeon maps interlock into one rectangle to save space. 1:20 your actually walking through the wall, into another cell on the map but that room is supposed to only be accessed through the entrance. you could walk into dungeon 1, and find your way to the final room in dungeon 9 like that. just go into dungeon one, walk Down through the walls 4 rooms to the south, then turn right, and go 7 rooms to the east and zelda should be in that room. you can find images showing all the unified dungeons on one map fit together like tetris
10:39 Unless I'm severely confused by what you are trying to say, that floor isn't unused. The orange blocks prevent you from reaching the top two rooms and the rooms directly below it, but the floor itself is reachable without any glitches. That is simply what the third floor looks like before you knock out all four support pillars.
I'm so pumped for this episode! I always loved A Link to the Past, and kept my Gameboy micro just to play that game still! There is one random tree in that game that has a secret door and I felt so cool when I first found it as a kid
I remember glitching around A Link to the past alot when I was younger. The GBA verison I really screwed something up going too far north in the indoor areas Link turned blue and changed my max hearte and rupees and stuff guess RAM overwrote some values for me
Hi there, Shesez! My little brother and I have been watching for a while and we’re definitely fans of your vid’s. I was wondering if you might be able to do a boundary break on Epic Mickey, Epic Mickey 2, Dreamlight Valley or LEGO dimensions, that would be real interesting. Thanks in advance!!! :)
In Zelda 1, all of the dungeons are in one big rectangular map where each dungeon is like a piece of a jigsaw puzzle. When you're going from one dungeon to an adjacent dungeon, the wrong sprite table and color palette is loaded for that dungeon so it gets wonky. If you run the game in an emulator and like Mesen and use the Memory Editor to edit the values 0xEB and 0xEC, they refer to your current and next Y/X screen position on the grid. You can get around the failsafe and get into other dungeons by setting the Y/X positions to the next screen you're trying to enter. Each digit of the hex value refers to a coordinate. For example, 0x4A would mean 5 screens down and 11 screens right (indexing starts at zero).
The original black and white version of Link’s Awakening had what was referred to as the “Doghouse World”, where you could enter the door to the doghouse in Mabe Village from above instead of below as intended. It would warp you to a different glitched world depending on the value on your Rupee counter. Some of them had glitched graphics, but were still possible to navigate, and if you could map out what glitched graphic corresponded to what, you’d realize you were traversing various interior and dungeon screens. Even more interesting is, since it was generated depending on your Rupee counter, it was possible to start mapping out what rooms were connected to what, and between normal navigation and the Select Button screen warp glitch, you could essentially treat it as a massive open-world dungeon with all of the dungeon items obtainable. People were sharing information on how to navigate it, and there used to be a lot of info about it on GameFAQs. I don’t know why they deleted it, but it all vanished several years back. It was fascinating, being essentially a precursor to modern randomizer mods.
There is an unused room that would have been accessed by diving in that longer trench behind and to the west of Kanalet Castle in LA. There's a couple enemies and a chest. I don't know what's supposed to be in the chest, as I was using the Doghouse Glitch and what I got was the "Monkeys" music and Van Schule's dialogue, but the door thing at the bottom of the screen exited to that trench I mentioned.
In Link's Awakening, going off the left side of the map actually puts you in the room 1 tile above the one on the other side of the map, while going right will put you one tile below the one across from the map from where you left at. Going off the top or bottom doesn't shift your location like that, and it's really interesting but gets abit confusing when navigating the dog house glitch map.
This is probably because the rooms of the map are laid out in row-major order in memory (the same order that you read the words in a book). So each row is followed directly by the next row.
On the full-underworld map of Link to the Past, there's one square of four rooms in the upper-right near the Ice Palace that has a skull pasted on top of them. I've seen that image myself online, I think that skull represents "this set of rooms crashes the game if you enter them, as it tries to create a chest that isn't there (or something similar)". And, of course, there's actually a second underworld map there containing a few leftover things like Link's house. Not quite sure why they didn't just use the other 3/4 of most of the house maps for that, as those tend to be one interior and three unused rooms.
All Zelda 1 dungeons share in fact a same layout together on some space in the game, in fact each dungeons is embed to another dungeon and that explain those strange form used for their mini map. I don't know why you could wall pass at some points and not everywhere, but maybe it is related to the fact that it is an entrance room and on the layout of the map, there is normaly nothing behind the wall, but because it's an entrance room, it might maybe cause to load other dungeons and made them glitch (not accurate color for the wall and foes spirtes glitching out). You can see what i said by typing on your browser "all zelda 1 dungeons share map" and see in the image section. However it seems like dungeons from 1st quest and 2nd quest are separate.
The original Link's Awakening from 1993 was an absolute marvel for it's time and it's insanely limited platform. One of the best uncolored 8 bit games ever. That's where true passion gets you. Because as far as I am informed, some "rogue" developers wanted to port A Link to the Past to the Game Boy. Basically in their free time, they created a first version to be shown on the Game Boy and then showed that to their bosses. They were blown away and gave green light for development. Those guys worked with their heart on it.
Hey man! Love your content so much. Been watching since i was a kid maybe like ten plus years ago??I know you said you wouldnt be doing this in your first livestream, but i think its a great idea to stream yourself finding all of this stuff! I know you said its pretty boring, but i think that both watching the process unfold, and seeing your reaction when you find something is priceless! You are THE GUY that does this stuff on this platform! We all wanna see ur reactions to finding such awesome stuff. Plus, maybe we can point out things that maybe you wouldnt think to look at... and youd be making extra cash in the process. I know for a fact that we would watch even if you think it might not be entertaining!!! Look at what people are watching these days. Streamers eating food, reacting to content that everyone else is reacting to, and in cases like XQC, they will literally watch a chair. Im begging you to consider. Love and appreciate your content!
In 1999, I was telling all the kids at school that I found a secret passage in the boss room of the first temple in Link's Awakening. Then they would ask me to show them. I would show them, and they would tell me my game is broken. One brought his copy and asked me to do it. I did there too. We were not amazed. We were affraid. It was like black magic. I would go into the boss room. Without beating it. Jump with the Rok Feather to reach the edge of the hole. You can sorta escape or slide into holes in this game but this place was different. Then instead of falling into the lower room it normally sends you to. It brought me there. In a long hall made of doors with waterfalls everywhere. It usually ends up with a room with no floor and no back door so you just endlessly fall in water and drown till no more hearts. You can also reach the inside of the Egg. Speedrunners used the BowBow dog house to go there. But thats how I found it. Of course I couldnt beat the final boss as I had, no item at that point. And clearing the boss room makes it unreachable. It never worked on emulators.
Holy shit! Someone else that found this Roc feather glitch! I accidentally found this as a kid in the 90s. I just commented on here about my find with this glitch, where I found a way into a glitched level 4 dungeon, found a chest with unlimited power bracelets ( I leveled mine to level 2) and found some stairs that teleported into the real level 4 dungeon. I was able to beat the level 4 dungeon, find the flippers and totally explore the entirety of Koholint Island freely, all without beating the first 3 dungeons. I'm so glad I wasn't the only one that found this glitch. I thought I was in some Mendela effect when I kept seeing no one ever covering this glitch.
@@eddie9591 Thats insane! Back then I could never do anything passed the passage because I had no items and probably went the wrong ways. Sounds like you hit the jackpot though!
it's a NES game. the layering of the sword and vines is to add more colors to the image by using multiple sprites rather than a single image, especially since there's a cycling color on the triforce piece.
Zelda 1 and 3 dungeons are effectively all contained within one giant map. The color palettes shift depending on how you access them (I.e. through their normal entrance(s) vs breaking the boundaries)
One thing that I thought Zelda 2 did, and was never done again, was the concept of going outside of Hyrule. Ofcourse, there are games that take place outside of Hyrule (like the Oracle games), or something like the Dark World, but those either take place entirely in that new land, or are a sort of parallel universe. I said "thought Zelda 2 did" because when I looked at the map, I always thought the new continent to the west was outside of Hyrule. After some thinking though, why would the trials take place in dungeons outside of Hyrule? Still, it would've been a cool concept to travel to lands outside Hyrule, and back. I had always hoped Tears of the Kingdom could do that, after getting to the very edges of the map in BotW and seeing land over the big chasm, but stopped by an invisible wall.
Fun thing about Lin's Awakening and Link to the Past is there are in game ways, with out Game Genie , with out hacking, with out emulator , to go threw the walls and walk off the map. This was very easy in Awakening and was a trick I used a lot to break the game with the same results including a way to warp to the end boss from the village. In LttP to get this effect you had to fall off the Death Mountain bridge by letting the dark world /light world warm nudge you forward slowly. You can also break bounds by saving the game in Hyrule castle after you jump off a ledge In LttP Randomizer you can mess up the game by using the ocarina to warp out. just give it to your self in the 1st chest and start flying all over. The game even has a rule for chests if you ever break the game. That the 1st chest you open will be the Lantern and the next one will be the boomerang and if you get the boomerang 1st in the dark world it'll automatically upgrade Ive also seen Lets Players do Top Layer removal in Final Fantasy VI to help them find paths and chests.
I used an SNES and NES emulator a lot in the late 90s. and replayed my old favorite NES and SNES games on it, and the SNES emulator had a built in game genie function and I still remember the code for walking through objects vertically in the overworld on link to the past, AEA8-D4FA, its crazy i still remember that
I LOVED doing the screen-jump glitch cheat on Link's Awakening, as it allowed you to go to places, get items and even keep Maria with you till the end of the game. It just allowed all sorts of fun shenanigans. Shame the glitch was fixed with the DX version of the game :(
1:45 The Legend of Zelda is actually a scrapped effort to create a Dungeons and Dragons dungeon creator. So that tracks that theres a few remains of randomly making rooms.
If you want literally EVERY zelda game out of bounds then...
👇
ua-cam.com/video/HZZ9ZbGwZpU/v-deo.html
Keep it up dave
😮😮
Hi
I know it sounds dumb but is there a Pacman out of bounds ? I imagine it like an old crystal led display double screen handheld 😂
Awesome work as usual! Really enjoyed this one and will likely watch the full length video.
To give more info on the story about Chris Houlihan, he did win the contest that was put into Nintendo Power. However, they expected him to put his name in some one of the then-upcoming games that were launching near the end of the NES's lifecycle. Since news about the SNES was coming out, and Chris was a fan of Zelda, he opted to wait until the next Zelda game (being A Link to the Past) for his secret room to be added.
Chris Houlihan himself never appeared again in any public matter. The forum post that was shown was by an imitator hoping to get credit for his name, but Chris remained a part of Zelda legacy.
Wherever the real Chris Houlihan is, it seems obvious he wants to keep a low profile. There's no way he can't know (assuming he's still alive) that his name is famous now.
Where did Chris Houlihan actually say that he wanted to wait for ALTTP before being put into a game? Never seen that before... As far as I'm aware, Chris has never once made any sort of appearance or response to said questions.
He's probably dead to be honest.... Dark I know, but considering he's never popped up anywhere in response to this, I'd say it's a strong possibility.
Wish someone at Nintendo would give us more info on this connundrum.
You provide some very interesting details that seem like they would have to come from either some insider at Nintendo, or Chris himself. Is there a source for that?
@@skins4thewin It was actually in a later issue of Nintendo Power! I forget exactly what issue and I no longer have any of my magazines, so I unfortunately cannot look up the information accurately right now. But I know the subject was either on A Link to the Past or Nintendo Easter Eggs. It was one of the issues after 250, iirc.
@@Dash123456789Brawl Same, would love to know where this Chris Houlihan quote originated from that says he himself decided to wait to be put into A Link to the Past.
Fun fact: in LTTP, if you enter a door facing the wrong way (by pressing opposing directions at the same time - requires taking your controller apart or an emulator), you will end up out of bounds. If you do it in the correct room when you first enter the castle at the beginning, you basically can just run straight up a few screens and trigger the end game sequence.
You don't need to go to that trouble. When you enter the castle at the beginning of the game, save and quit as you are falling down from the upper floor in the main foyer. Then go back in from the Uncle area without getting hit. Go up those same stairs, go left one room, get the attention of the guard and walk left in to the wall. When he hits you keep holding left and you are in the wall. With some maneuvering you can walk in to the triforce room. Gives you double Ganon as well.
I think that is only true in the GBA version. There's some cool tricks on a Link to the past video by an user called Phobia.
Whoa, 4:38, I reached this area when I was a kid, in like 1987-88, while walking through swamp tile. I didn't know what it was and could never find it again. I could never find any reference to it anywhere, and always wondered what it was. There it is, holy cow.
Thank you for solving a personal childhood mystery.
There's a legitimate way to get to it by running a certain course fast enough and entering a building. I don't remember the steps but it's easy to google.
It showed up the same way for me. I never understood the fascination with the room because it ALWAYS shows up. How is it some big secret?
@@residentgreysettle down
@@runnersdialzero1244 You first, troll. lol try with something better.
@@residentgrey it does not "always" show up, that's the whole point.
10:40 In Links awakening the "Unused" map of eagle tower. Is in fact used. This is what the tower looks like before you break the 4 pillars with a giant iron ball and cause the tower to drop by 1 floor merging 2 incomplete floors together. This is how you gain access to the top of the tower. In fact you access this floor to fight the mini boss before you collapse the tower. He's located in the far right lower room.
There are, however, a couple of rooms in 3F before collapsing the tower that are not accessible via developer-intended means (despite showing up on the in-game map as actual rooms for some reason); collapsing the tower permanently replaces them with the 4F rooms. One of those rooms, the one that is empty except for a lone staircase in the center, clearly does not mesh properly with the screens surrounding it, and if you could reach the stairs they warp you inside a wall between two torches in a room on 4F. Apparently this was a remnant of an earlier dungeon design during the game's development.
That clip showing a forum post of a guy saying “I am Chris Houlihan” was just a prank. He’s never actually been found or come forward.
Holy shit it's JJ McCullough
Fancy meeting you here lol. Small world (site). I love your videos!
No one asked
face scan gooner.
@@StoneTheCr0wI asked him to comment this actually
1:44 All dugeons are technicaly on the same map, touching each other (you can find some pictures on google)
My bet is that it's a room from the moon dungeon (2nd), but it is just not loading properly. But this is something to double check
Yeah ALttP does this. OoT has all the grottos on one map.
Yeah, I was going to say the same thing. I remember seeing that they were all lined up side by side@@subtledemisefox
You can see him going up from Level 3's bottom right room twice and still end up in two different rooms, so it seems to be random.
@@subtledemisefox IIRC isn't it that OOT has one grotto "scene" and it just dynamically loads the map of the grotto based on what your entrance value was? (I.E. Grottos only exist if you entered that grotto).
@@sirgarde2293 I don't think so. It was in another Boundary Break episode. They zoomed out and all the grottos were all together, but they were culled out normally. Maybe that's what you're thinking of? They had to hack the game and remove the culling IIRC.
0:07 Took me 20 years to notice the River Devil was a spider and not some demon with four spindly arms, two legs and a goofy red grin like I thought this entire time
I still see two little legs, four little arms, red for the mouth, white for the eyes, and two eyebrows. òó
I used to do the select button glitch on original Link's Awakening all the time to get to out of bounds areas, item duplication (extra seashells and heart pieces) and getting the magic rod at the beginning of the game. It's so easy to break.
This still works on the rom that was put on the Zelda Anniversary Game & Watch
I have so many fond memories as a kid of playing around extensively with the select-warp glitch and discovering seemingly every conceivable way of breaking the game. I remember coming across the unused rooms myself way back then (such as a couple from Kanalet Castle and Eagle's Tower) and wondering about them. In fact, I was guilty of “exploring” the game this way before playing through it properly, and the sequence breaking I ended up doing caused a lot of subtle oddities with characters and cutscenes that confused me for a while until I got around to playing through the game properly and finally realizing how the game was _meant_ to work, haha.
I remember this! I definitely did some sequence breaks with the select trick. On another note, has anyone played Link’s Awakening DX HD? No select trick but fun nevertheless.
The nightmares hidden just off screen in my childhood
Wake that windfish bro
“Off screen” Someone hasn’t played Majora’s Mask
Maybe waking the Wind Fish was a form of mercy to these figments of the Wind Fish's dream...
@@BoundaryBreak You should do a video on link to the past GBA version out of bounds, there's a game breaking glitch called the reset curse but no one has bothered to check what exactly causes it.
12:32 unused tail sprite shows how much love this game had while developed, so much quality to be found decades in
Granted, I don't know anything about game development, but why wouldn't it be standard practice to make a sprite facing all four sides? The person making the character sprites isn't necessarily going to be the one creating the room they put the sprite in, so they might not know the positioning will stop it from being able to be talked to from above normally.
@@kyuubinaruto17 back then the standard was to save memory. These old games had very limited space and the developers used a number of techniques to cut corners from everything they could. For example, a character facing all four directions only used 3 sprites: one facing front, one facing back and one facing the side. Instead of making a fourth sprite looking the other way, they used an instruction to mirror the one they had and save up that space to use in something else. Like in Zelda Ocarina of Time and Majora's Mask, there are a few shopkeepers that are just a floating torso with no legs. The player is not meant to see their full body, so the legs are waste of resources that could be used for other things
@@Darmani2MB
Their point remains though- the devs didn't make a back sprite out of the spirit of excellence and completion.
They made it because that's what you do to make a sprite for a character, and then sometimes a part of the character goes unused if they're at a certain angle.
But you do provide some very relevant information about the era. One of my favorite examples of this is how Mew from Pokemon was snuck in at the last second after they removed some developer tools.
There was no option but to give it its diminutive stature because there was not enough storage space to give it a bigger sprite!
If the development of Pokemon had gone even a little bit differently, then there's a chance that Mew could have had some kind of form actually capable of, you know, giving birth as stated by the diaries on Cinnibar Island. Some primordial being, or perhaps something more along the lines of Giegue? (to contrast with Mewtwo and make it look like an abomination)
This storage limitation has led to the likes of Victini, Marshadow and Celebi, too.
Sometimes design plans during development can change, though, and it could be possible that they initially thought they'd need the sprite to face all four directions and went ahead and implemented them. Despite the emphasis on memory savings, it wasn't uncommon for unused assets to be left in final builds. Given development tools and practices at the time, I assume it was often easier to simply leave unused bits in unless/until they actually needed to utilize that space for something else.
2:40 - the part of the sword intersecting the animated triforce needs to be a sprite in order to display correctly, while the rest of the logo is made of tiles. This is due to a limitation of how graphics work on the NES.
To get a bit more technical: each 16x16 pixel piece of screen (background tile) can have a total of 4 colors in a subpalette picked from the "master palette". Sprites are special, and can be drawn on top of the background tile layer, with their own subpalette of a maximum of 3 colors + transparency. The triforce is animated using a technique known as palette cycling, where the subpalette used to draw the triforce is updated while the actual representation of the graphic remains the same. The sword piece in the middle would exceed the color limitation.
The master palette has a total of 54 colors, and those 54 colors can be dimmed by three levels to create a sort of full-screen fade effect.
Thought it might be a hardware thing, thanks for the detailed explanation!
One boundary break I accidentally discovered in Links Awakening v1 for the original Gameboy when i was a kid, in the first dungeon, when fighting the Nightmare, fall into the pits in the Nightmare room, and start spamming jump with the Roc feather. Youll hear the sound of entering a room, and enter a weird out of bounds area inside a glitched Angeler cave Dungeon. I think if you go straight 4 or 5 screens up, youll eventually find a room with a chest with unlimited power bracelets in a chest (level 1 and 2) and a set of strairs that teleports you to the real Angler Cave dungeon. i still remember trying for hours to figure out where to go because moving Link left and right on the first 4 screens or even moving left or right to change screens caused link to "drown" or be stuck in a "drowning" loop if he went to an incorrect room to the left or right. For some reason staying on far left for 4 screens while movong up was I able to find the room with the chest of infinite bracelets and the stairs in that same room. I remember I was able to get the flippers and beat the level 4 dungeon, way before beating the first dungeon. To this day, i havent seen anyone talk about my particular find. Ive been able to replicate it on original hardware AND emulator, so if someone finds a v1 rom for the original gameboy, have fun with this sequence breaking boundary break glitch.
9:33 Notice Link also moves one row up. Presumably the game stores the map row-wise in memory and moving left or right adds or subtracts one from Link's location.
From my understanding each screen is basically a sub-map with it's own coordinates, when you move to another screen it flips the sign (positive or negative) of the coordinate for the direction you were going (left/right or up/down) then switches the screen/sub-map value. There's a trick speedrunners use that allows them to teleport to the opposite side of a screen by moving in such a way that the coordinates get updated but not the screen/sub-map.
In Zelda 1, going oob in overworld left or right wraps you around. This is used in speedruns. Also, the dungeons all share the same map, like ALTTP, so the rooms you see are actual rooms, but since you enter from the wrong dungeon, the graphics don't load correctly.
10:39 that entire floor is used in oracle of ages. Its the third floor of jabujabu
It feels so good to learn new things about these games even nowadays.
That water setting of the very top of the Mt.Death dephts is more than interesting, since we know even without cheat codes that the lower part is actually walkable, being part of a really infamous glitch (accessing the main Dark World area without even entering the Tower of Hera).
Fun fact! I've seen the River Devil Field before! But it was part of a randomization mod for the game so I thought it was just the randomizer filling out areas of the map, which itself was completely randomly built by the patcher, with something shocking, like hundreds of River Devils, to tell you that there was no map in that direction to explore. Interesting to see that it exists in the unaltered game, too!
All I can think of is the "That's how you get ants" line
@@Birdsflight44 I mean...With all the stuff people just leave in jars in Hyrule...
Probably a high chance of those, too!
The game over theme to the friendzone caught me off guard, good stuff, sir
The Zelda 1 dungeons actually all fit together in one solid overworld-sized map, as do the second-quest dungeons. This is just crazy when you consider how the dungeons are not arbitrary shapes, but each one is designed to look like something, and yet they still all fit together perfectly!
Nice share. This comment is underrated.
I don't know why, but seeing the friendly Goriya wag its tail was the highlight of the video for me.
Also, the Zelda from Link's Adventure is actually the ancestor of the Zelda from the first game.
The former was put in an eternal sleep for generations and Link went to save her several years after rescuing the latter in the first game.
ancestor or great-great-aunt, I mean she was a young woman, and no prince husband was mentioned mourning her, so she probably didn't have any kids. What she *is* is the _progenitor_ of Zelda's _name tradition._ which is LIKE an ancestor, but if you go back in time and kill them, you don't disappear, your name just changes.
Yessss Link's Awakening! I love that game! Could you do an episode on the remake at some point?
LA is, IMO, the best Zelda game. ALTTP is a very close second.
Yeah that would be fantastic. I love Link's Awakening.
@@SlartiMarvinbartfastsame. LA is my favorite Zelda game out of them all for me :))
@@SlartiMarvinbartfast i agree
+1
The original LoZ if you go to the east or west in the overworld it will wrap around instead of teleporting you. And much like alttp, there are (2) giant dungeon maps, which is why all the dungeons fit like puzzle pieces.
Came here to say this lol The horizontal wrap is definitely used in LoZ speedruns to get the heart container sitting on the water on the far eastern side. I was surprised when going north teleported him back to the start, and surprised again when he didn't bring up the horizontal wrap at all lol
Thanks for still doing retro games for us old timers
Lol that's awesome seeing the random woman with Sword & Shield 😅
We now need that sprite as a playable character in the Randomizer! 😁
This was a really fun episode. I've been doing my own boundary breaking of Link's Awakening on the Game & Watch that came out a couple years ago. It's the original gameboy port so the glitch where you can press select on a screen transition works perfectly. A lot of the areas you featured I've been able to find using that glitch.
Therapist: It's okay, hundreds of offscreen river devils can't hurt you
Hundreds of offscreen river devils: 6:23
2:54 This is part of how the game handles screen transitions in dungeons. Link's sprite needs to go underneath the walls above doors when moving through them, so they change the sprite priority at the edges of the screen to draw his sprite underneath the background at those points. (But that's just for the left/right doors. For top/bottom doors, for some reason, they decided to overload the horizontal lines with invisible sprites so the system doesn't draw him at all. So if you turn off sprite limits in an emulator, you'll see Link just walk over the walls entirely.)
I may be aging myself here, but these videos take me back to my childhood. Back when these games were new, i was young with my whole life ahead of me. I would play these games in utter amazement. We would speculates and debate what games of the future would look like.
I remember sitting in front of a 36" tv playing my Nintendo lol.. i didn't ever think that tv's would be as huge as they are now.
About Zelda 1's overworld: if you go off the left or right sides, you wind up on the last screen of the previous row or the first screen of the next row, respectively. That's because Zelda 1 stores the overworld screens in memory from left-to-right, top-to-bottom.
EDIT: It's like what you showed for LA, except in LA, you can world wrap from the top or bottom, unlike the first game.
Also, LA seems to handle dungeons in a weird way. It looks like when you enter a dungeon, the game rearranges the rooms for that dungeon in a new 8x8 grid. I'm drawing this conclusion, because, if you enter a room that doesn't exist while in an actual dungeon, the game will load an empty room (similar to ALttP). In the actual subworld itself, though, rooms from the same dungeon are stored together, meaning up and down won't take you where you expect. Using dungeon 1 as an example, the long horizontal room and the boos room to the right appear to be far apart, but in the subworld memory, they're actually stored right next to each other. If you're not aware of this behavior when navigating the subworld OoB, you can get lost pretty fast.
Hey man, thank you for the time and dedication you put into your videos. I may not watch all of them but you definitely have such a chill vibe that enjoyable to watch. Love the idea of looking at older games they don’t get as much love. Keep doing a great job
In Zelda 1, the likely reason you go to another dungeon when you enter a "false" room is because the dungeon maps/designs are designed to fit together like a jigsaw puzzle to save memory.
Great video as always! One thing I was surprised you didn't include (maybe bc it's a little well-known?) is in Zelda 1 if you enter a dungeon from a direction other than where the entrance is, and if there's a locked door there inside the dungeon, the door will be unlocked. So if there's a locked door to the north of the entrance and you hit the dungeon entrance from the north, the door will be unlocked.
A UA-camr called Skelux actually managed to break out of the overworld in Zelda 1, and it is actual creepypasta stuff like HOLY
1:36 oh my god that INFAMOUS dungeon shape
Ahh the sacred symbol of Hinduism, Buddhism and Jainism that represents peace and good fortune
@@AlpineTheHusky misused a lot in recent history sadly
@@LordRemiem What history do you mean? You talking few decades ago or the current US proxy war?
@@AlpineTheHusky nah I'm european
@@LordRemiem ...question still stands, the proxy war or the thing that happened a few decades ago. Or you mean the use today?
Eagle’s Tower is weird. A few rooms on the 3rd floor do exist that you normally can never see. There’s even a staircase that leads up to the 4th floor. Normally you can never get to the 4th floor.
Poor link, friend zone hug...
Interestingly, that Zelda is actually a different person from the one Ganon had held captive in the original game.
Could be a peck on the cheek!!! his hand is still being held out so she can't be embracing him, she's off to one side! lol this is fun to take seriously. Maybe she's whispering something in his ear, that has potential.
@@micheal7932 yeah it's too bad there was no "Zelda III" that follows this Link further, imagine the shenanigans of having two zeldas, both of whom are hot for his elf bod due to having saved them, one of whom is centuries, maybe millennia out of date with the rest of Hyrule.
Come on Nintendo, give us a (good-handling, maybe feels like smash bros controls) Zelda sidescroller sequel that follows this story.
@@KairuHakubi and end it with full penetration
Performing a semi-resurrection on a woman doesn't entitle you to a kiss.
loved the chill feel of this episode
2:59 I can't believe Nintendo foreshadowed Link Between Worlds all that time ago.
There was some really mind blowing stuff in this one! Link’s Awakening in particular had me floored.
It's so strange that the most infamously-shaped dungeon is the one that has the most glitches and odd out-of-bounds secrets! I am loving the upside-down sprite coming out of the wall, frickin' fantastic the more you imagine it in 3D and happening to Link for real. XD
10:39 - "These rooms that are pictured here belong to an unused third floor in the Eagle Tower."
A bit of explanation for people who've never played Link's Awakening (you should, it's the best Zelda game). The Eagle's Tower is a multi-floor dungeon with a unique gimmick; the second floor contains a bunch of pillars, which are holding up the floors of the tower above. To progress, you need to destroy these pillars by throwing a massive heavy ball at them... And when you destroy them all, the entire 4th floor crashes down onto the 3rd floor, combining the layouts of both.
Here's the thing; you _can_ access the 3rd floor before you do this (and I think you have to, although I may be misremembering). When you do, what you find is _almost_ the same as Shesez shows here, except some areas aren't accessible (notably the room in the upper-right of the center area).
Now, if Shesez says this version of the floor is unused, I believe 'em, but that does means they apparently have 2 pre-combined versions of the 3rd floor in the code whose only obvious difference (at least based on the map shown here) is in the rooms you can't access normally anyway. Odd choice!
Your initial "Hey!" at the start of the video got my dog's attention. She's doing a serious =P now and is expecting setious engagement.
You must be a big hit with all the pups
Level 3 looking kinda funky
Hehehe, funni windmill.
Yes! The GREATEST series ever! Can’t wait to see all the hidden secrets!
Made a Zelda 1 hack before.
What you found in level 3 was most likely one of that level's passageway/item rooms. Those load a different room type but store data in the way the room is presented. It's part of the dungeon, so you don't get kicked out. Most of these rooms are placed without much care in the overall dungeon space, just whatever room space is open and unused by any other room.
Oh yeah, another fun oddity about Link to the Past is that, if you travel through walls in the underground map, there is one unused room that, when you enter it, hardlocks the game. This is because that room is programmed to have the first enemy place on it to drop a key, but there are no enemies.
Wow these games are surprisingly airtight for their time
I remember in Link's Awakening as a kid inwould push select, i believe, as Link would transition to a new room and he would appear on the other side of the next room... Or something like that, its been a while. But i do remember i could clip through walls and get to the end of the game SUPER early. Love this game so much. All of them really. The 8 to 64 bit ones.
Thank you Shesez, I love these old-school games being covered 😊
the dungeon maps interlock into one rectangle to save space. 1:20
your actually walking through the wall, into another cell on the map but that room is supposed to only be accessed through the entrance. you could walk into dungeon 1, and find your way to the final room in dungeon 9 like that. just go into dungeon one, walk Down through the walls 4 rooms to the south, then turn right, and go 7 rooms to the east and zelda should be in that room.
you can find images showing all the unified dungeons on one map fit together like tetris
10:39 Unless I'm severely confused by what you are trying to say, that floor isn't unused. The orange blocks prevent you from reaching the top two rooms and the rooms directly below it, but the floor itself is reachable without any glitches. That is simply what the third floor looks like before you knock out all four support pillars.
I'm happy that you're still uploading. Your content has been amazing over the years 👍
I'm so pumped for this episode! I always loved A Link to the Past, and kept my Gameboy micro just to play that game still! There is one random tree in that game that has a secret door and I felt so cool when I first found it as a kid
I remember glitching around A Link to the past alot when I was younger. The GBA verison I really screwed something up going too far north in the indoor areas Link turned blue and changed my max hearte and rupees and stuff guess RAM overwrote some values for me
Hi there, Shesez! My little brother and I have been watching for a while and we’re definitely fans of your vid’s. I was wondering if you might be able to do a boundary break on Epic Mickey, Epic Mickey 2, Dreamlight Valley or LEGO dimensions, that would be real interesting. Thanks in advance!!! :)
In Zelda 1, all of the dungeons are in one big rectangular map where each dungeon is like a piece of a jigsaw puzzle. When you're going from one dungeon to an adjacent dungeon, the wrong sprite table and color palette is loaded for that dungeon so it gets wonky. If you run the game in an emulator and like Mesen and use the Memory Editor to edit the values 0xEB and 0xEC, they refer to your current and next Y/X screen position on the grid. You can get around the failsafe and get into other dungeons by setting the Y/X positions to the next screen you're trying to enter. Each digit of the hex value refers to a coordinate. For example, 0x4A would mean 5 screens down and 11 screens right (indexing starts at zero).
thanks for adding in the lhe link to the past my favorite child hood game
Just wanna say I appreciate the overlay and what it did for your senses watching. Never noticed that until now. lol.
Fantastic job on this one. Such a good combination of research and taking what must have been a lot of time to find those little oddities.
The original black and white version of Link’s Awakening had what was referred to as the “Doghouse World”, where you could enter the door to the doghouse in Mabe Village from above instead of below as intended. It would warp you to a different glitched world depending on the value on your Rupee counter. Some of them had glitched graphics, but were still possible to navigate, and if you could map out what glitched graphic corresponded to what, you’d realize you were traversing various interior and dungeon screens.
Even more interesting is, since it was generated depending on your Rupee counter, it was possible to start mapping out what rooms were connected to what, and between normal navigation and the Select Button screen warp glitch, you could essentially treat it as a massive open-world dungeon with all of the dungeon items obtainable. People were sharing information on how to navigate it, and there used to be a lot of info about it on GameFAQs. I don’t know why they deleted it, but it all vanished several years back. It was fascinating, being essentially a precursor to modern randomizer mods.
3:18 This was the first clip that introduced me to the channel all those years ago. It was in some meme compilation.
There is an unused room that would have been accessed by diving in that longer trench behind and to the west of Kanalet Castle in LA. There's a couple enemies and a chest. I don't know what's supposed to be in the chest, as I was using the Doghouse Glitch and what I got was the "Monkeys" music and Van Schule's dialogue, but the door thing at the bottom of the screen exited to that trench I mentioned.
I love seeing the old 2D games so much, great video!
In Link's Awakening, going off the left side of the map actually puts you in the room 1 tile above the one on the other side of the map, while going right will put you one tile below the one across from the map from where you left at. Going off the top or bottom doesn't shift your location like that, and it's really interesting but gets abit confusing when navigating the dog house glitch map.
This is probably because the rooms of the map are laid out in row-major order in memory (the same order that you read the words in a book). So each row is followed directly by the next row.
How far out of bounds do I need to go to save Marin from being trapped as a seagull forever ?
On the full-underworld map of Link to the Past, there's one square of four rooms in the upper-right near the Ice Palace that has a skull pasted on top of them. I've seen that image myself online, I think that skull represents "this set of rooms crashes the game if you enter them, as it tries to create a chest that isn't there (or something similar)".
And, of course, there's actually a second underworld map there containing a few leftover things like Link's house. Not quite sure why they didn't just use the other 3/4 of most of the house maps for that, as those tend to be one interior and three unused rooms.
Link: *Getting Friend Zone hugged by Zelda*
Mario: "First time?"
Love that Zelda was doing the Farlands before Minecraft even haha
All Zelda 1 dungeons share in fact a same layout together on some space in the game, in fact each dungeons is embed to another dungeon and that explain those strange form used for their mini map. I don't know why you could wall pass at some points and not everywhere, but maybe it is related to the fact that it is an entrance room and on the layout of the map, there is normaly nothing behind the wall, but because it's an entrance room, it might maybe cause to load other dungeons and made them glitch (not accurate color for the wall and foes spirtes glitching out).
You can see what i said by typing on your browser "all zelda 1 dungeons share map" and see in the image section.
However it seems like dungeons from 1st quest and 2nd quest are separate.
The original Link's Awakening from 1993 was an absolute marvel for it's time and it's insanely limited platform. One of the best uncolored 8 bit games ever. That's where true passion gets you. Because as far as I am informed, some "rogue" developers wanted to port A Link to the Past to the Game Boy. Basically in their free time, they created a first version to be shown on the Game Boy and then showed that to their bosses. They were blown away and gave green light for development. Those guys worked with their heart on it.
3:21
Ha! I’ve still got it!
Those complete, unobstructed maps are always my favorite parts of these videos. :)
Speaking of Link's Awakening, that would make a great Region Break episode.
Glad to see you still are doing this
Hey man! Love your content so much. Been watching since i was a kid maybe like ten plus years ago??I know you said you wouldnt be doing this in your first livestream, but i think its a great idea to stream yourself finding all of this stuff! I know you said its pretty boring, but i think that both watching the process unfold, and seeing your reaction when you find something is priceless! You are THE GUY that does this stuff on this platform! We all wanna see ur reactions to finding such awesome stuff. Plus, maybe we can point out things that maybe you wouldnt think to look at... and youd be making extra cash in the process. I know for a fact that we would watch even if you think it might not be entertaining!!! Look at what people are watching these days. Streamers eating food, reacting to content that everyone else is reacting to, and in cases like XQC, they will literally watch a chair. Im begging you to consider. Love and appreciate your content!
2:53 I'm sure this is for the effect of Link passing through the doorways in normal dungeon rooms.
The map of river devils is terrifying :o
What happens if you play the flute do they all vanish
@@williamdrum9899 Lol idk?
In 1999, I was telling all the kids at school that I found a secret passage in the boss room of the first temple in Link's Awakening. Then they would ask me to show them. I would show them, and they would tell me my game is broken. One brought his copy and asked me to do it. I did there too. We were not amazed. We were affraid. It was like black magic.
I would go into the boss room. Without beating it. Jump with the Rok Feather to reach the edge of the hole. You can sorta escape or slide into holes in this game but this place was different. Then instead of falling into the lower room it normally sends you to. It brought me there. In a long hall made of doors with waterfalls everywhere. It usually ends up with a room with no floor and no back door so you just endlessly fall in water and drown till no more hearts. You can also reach the inside of the Egg. Speedrunners used the BowBow dog house to go there. But thats how I found it. Of course I couldnt beat the final boss as I had, no item at that point. And clearing the boss room makes it unreachable. It never worked on emulators.
Holy shit! Someone else that found this Roc feather glitch! I accidentally found this as a kid in the 90s. I just commented on here about my find with this glitch, where I found a way into a glitched level 4 dungeon, found a chest with unlimited power bracelets ( I leveled mine to level 2) and found some stairs that teleported into the real level 4 dungeon. I was able to beat the level 4 dungeon, find the flippers and totally explore the entirety of Koholint Island freely, all without beating the first 3 dungeons.
I'm so glad I wasn't the only one that found this glitch. I thought I was in some Mendela effect when I kept seeing no one ever covering this glitch.
@@eddie9591 Thats insane! Back then I could never do anything passed the passage because I had no items and probably went the wrong ways. Sounds like you hit the jackpot though!
This was so much fun. LOVE the tail wagging. Fantastic content, man.
it's a NES game. the layering of the sword and vines is to add more colors to the image by using multiple sprites rather than a single image, especially since there's a cycling color on the triforce piece.
2:14 In the right corner you can see Link's cursor for the map now out of bounds where the hearts are.
If you want to play a game which lets you explore the glitchy areas like a Link to the past, you should play Lenna's Inception.
Zelda 1 and 3 dungeons are effectively all contained within one giant map. The color palettes shift depending on how you access them (I.e. through their normal entrance(s) vs breaking the boundaries)
One thing that I thought Zelda 2 did, and was never done again, was the concept of going outside of Hyrule. Ofcourse, there are games that take place outside of Hyrule (like the Oracle games), or something like the Dark World, but those either take place entirely in that new land, or are a sort of parallel universe.
I said "thought Zelda 2 did" because when I looked at the map, I always thought the new continent to the west was outside of Hyrule. After some thinking though, why would the trials take place in dungeons outside of Hyrule?
Still, it would've been a cool concept to travel to lands outside Hyrule, and back. I had always hoped Tears of the Kingdom could do that, after getting to the very edges of the map in BotW and seeing land over the big chasm, but stopped by an invisible wall.
You could at least have removed the failsafes of Zelda 1. There is a lot of interesting stuff going on outside the intended boundaries actually
Me watching boundary break: 😳 www- wha- WAAAAHHHT 🤯
Fun thing about Lin's Awakening and Link to the Past is there are in game ways, with out Game Genie , with out hacking, with out emulator , to go threw the walls and walk off the map. This was very easy in Awakening and was a trick I used a lot to break the game with the same results including a way to warp to the end boss from the village.
In LttP to get this effect you had to fall off the Death Mountain bridge by letting the dark world /light world warm nudge you forward slowly.
You can also break bounds by saving the game in Hyrule castle after you jump off a ledge
In LttP Randomizer you can mess up the game by using the ocarina to warp out. just give it to your self in the 1st chest and start flying all over.
The game even has a rule for chests if you ever break the game. That the 1st chest you open will be the Lantern and the next one will be the boomerang and if you get the boomerang 1st in the dark world it'll automatically upgrade
Ive also seen Lets Players do Top Layer removal in Final Fantasy VI to help them find paths and chests.
What a great episode Shesez. I love Zelda games they are pure nostalgia for me especially the older SNES and N64 ones.
In Links Awakening, you can teleport to the other side of the adjacent screen if you hit select when the screen begins to move screens.
Happy to see another boundary break episode! I hope you could recover finacially. Much love from a fan of the series!
Two games that are maybe worth checking out even if boundary breaking is intended as part of finding easter eggs is Anodyne and Anodyne 2.
I used an SNES and NES emulator a lot in the late 90s. and replayed my old favorite NES and SNES games on it, and the SNES emulator had a built in game genie function and I still remember the code for walking through objects vertically in the overworld on link to the past, AEA8-D4FA, its crazy i still remember that
This was a fun video! These old Zelda games are so good
That was awesome Shesez, keep up the good work!
I LOVED doing the screen-jump glitch cheat on Link's Awakening, as it allowed you to go to places, get items and even keep Maria with you till the end of the game. It just allowed all sorts of fun shenanigans. Shame the glitch was fixed with the DX version of the game :(
Thanks for putting a lot of effort and work to bring us these videos 🙏
Since I am old this the first game I played that really felt like an adventure to me
you can map wrap left to right/right to left in Zelda 1.
Yeah I've seen it in a lot of speed runs of the game. But the north and south warps are interesting.
1:45
The Legend of Zelda is actually a scrapped effort to create a Dungeons and Dragons dungeon creator. So that tracks that theres a few remains of randomly making rooms.