Did quite a bit of research a while ago on the early Super Shinobi releases, and the bonus level might be related to the game originally intended to be a 16 bit port or sequel to Alex Kidd in Shinobi World, as there was music used in AKiSW discovered ina nother beta release, and also later found in the ROM of Sonic Eraser.
I don't think I've ever seen this documented anywhere, but the were actually two versions of _Starwing_ released in Europe; as far as I'm aware the only difference between the two versions is that in one version the training mode has an additional, and much more difficult, formation flying section
Mickey Mania's programmer has two channels of his own, Coding Secrets and Gamehut. He actually talked about this little in joke among other very cool programming tricks he used.
All these years and I have never seen the full body for Adam and Blaze in Streets of Rage 1, or that mini game in Revenge of Shinobi. Thank you for this video!
I find these sorts of videos very interesting. I remember there was a bug in the initial US run of Final Fantasy Mystic Quest on the SNES. In the Wintry Cave area of Aquaria there was an issue where the game would hard lock while walking around. The music would get hung up on a particular note. I remember calling Square, confirming there was an issue that affected early SNES consoles (I bought mine a few days after the SNES was first released) and having to send my cartridge off. A few weeks later I got a new one that worked properly and could finish the game.
I had the same issue, but only my cart and my SNES. It played fine on my friends' consoles, but not on mine. I never thought to call Square up to get a replacement - I just saved a lot and moved quickly, and managed to get through the spots it froze.
Same here, I would save prior to the music loop to circumvent the battle animation freeze. I also had The Empire Strikes Back on the SNES, and it would always freeze after the cut scene to Battle of Hoth, prior to being able to play as Han Solo. Luckily that was a Christmas gift and was early enough to swap under the warranty.
That Double Dribble bit (uh...no pun intended) blows my mind. I've spent my entire life thinking that the NES just wasn't capable of storing decent, uncompressed audio.
Several Rareware games have language selection functions that are disabled but still present in the USA versions. Ones I know: Donkey Kong Country: language menu exists on file select but the option is removed. Can still be accessed by changing the menu ID. Diddy Kong Racing: has English and French options, but also inaccessible German and Japanese. The Japanese setting is broken though (the actual text is missing). Star Fox Adventures: has an unfinished, inaccessible version of the language selection menu. All 6 languages are present and can be accessed by changing a variable.
I just finished typing up my DKC story but here's another one for Killer Instinct and X-BAND: I bought Killer Instinct for my SNES at-launch and eagerly awaited XBAND adding support for it. Once it did, my Genesis-owning friend experienced it and wanted an SNES with Killer Instinct and an XBAND for himself. Yes, he knew about Genesis XBAND and also owned one. Anyway, by this time the SNES "Combo Set" was released with Killer Instinct bundled in. Since he was getting an SNES for Killer Instinct, it made sense to get that one. He ended up with a special Wal-Mart bonus bundle Combo Set that also came with the Player's Guide and a ball cap that was different from the one I got from Nintendo Power (cloth and metal adjuster vs. plastic nubs and holes). Anyway, when it came time to play each other over XBAND, his unit would keep saying that the inserted game was not supported and to keep checking back to see when if they added support. I figured out right away that it must be an updated version of the game, but neither Nintendo nor Catapult (XBAND) seemed to be aware of it when I called. We exchanged it Walmart... twice... and got the same message all three times. We eventually convinced Walmart to swap just the game pak with the retail boxed version. When I got into SNES emulation in 1996 I remember telling everyone online that there was an undimmed version of Killer Instinct out there that was in some or all Combo Sets, but no one seemed to care until CherryROMs teased a new "ROM of the Fortnight" years later, claiming to have "discovered" this new version of SNES Killer Instinct and released it for all. LOL! Could've happened a lot sooner if they would have listened to me. ;) I personally only had N64 and Game Boy dumping hardware at that point.
This kind of mining is right up my alley. My particular fondness concerns classic arcade games and their music. Two examples I personally tinkered with: In Tron, the bug-shooting stage has music which is never allowed to be heard to the end. Of course there have been hacks to freeze the stage timer for literally decades, so plenty of people have heard the whole tune by now. In a similar vein, however, we have the game Venture (1981), maybe the first specimen of an arcade game with 3-voice music. It plays an opening tune when you start, which, again, is not allowed to complete before it is interrupted by another tune. I figured out a tweak in MAME to prevent the rest of the game from progressing. With the game's original composer now unfortunately deceased, I'm the only living person to have heard Venture's opening tune in its entirety. But feel free to explore this game in a future episode.
I absolutely love behind-the-code anecdotes like these! Like the Marble Zone track from the Game Gear version of Sonic being found more than a decade after its release. The Startropics music glitch and its fixing is also fascinating. Really interesting video!
I'd 100% would love to see more, particularly on version differences on retro games. Always wondered about version differences in different retro games, but theyre never really well documented.
6:22 - Yeah! There have been quite a lot of discoveries made on that front, and surprisingly the bass tones used in a lot of Sunsoft titles have the exact same issue. Unlike the Double Dribble example, though, the samples aren't impacted negatively by the change in tone done by bit reversal - some people would argue it sounds worse when the reversion is undo-ed This discovery in particular has also led to one of the bass tones' source finally being discovered, and that's fascinating to me
Great video. I've always found things like this fascinating. Back in the 90s when people were using game genie, game shark, action replay to cheat, I was using them to find unused content in games. Unfortunately,, the only friends that were interested in stuff like this were hardcore fans. Friends that were casual gamers really didn't care much, but I as obsessed with finding more content in my favorite games. And to my amazement I found quite a bit!
Since Double Dribble was mentioned, that was around the same time Konami released Top Gun for the NES. Top Gun's sound code is bugged so it turns the in-game music ON during the attract mode and OFF during gameplay. That is the opposite of what should have been done, and apparently was fixed in the Japanese version (which reportedly was released a month after the American version).
@@cactoidpinata Most games will either crash or spazz out on the n64 if you tilt it though. Like in goldeneye and perfectdark character models with go nuts
I would love to see more of these videos. And if possible, more technics and tools used to develop retro games back in the old days. Thanks for the informative videos.
I was lucky to track down a version 1.00 Ocarina of Time cartridge while I was in Tokyo last year. I have access to easy swordless link by warping out at the final ganon battle. And I can enjoy uncensored blood, the original fire temple music, and the uncensored gerudo symbol.
This stuff is so cool. I am particularly curious about other title screen animations and designs. It’s interesting to look at these little Easter eggs and differences. Gaming today has so many updates and patches that they’ve lost all this wonder. 20 years from now, we won’t be looking at games from the 20’s because there won’t be anything cool to look at.
I must say, this is easily my favorite video that you have done in a very long time. To be forward, I am not a ``hardcore`` viewer/fan of yours. I have seen a lot of your videos, but you are not one of my favorite go to channels overall. However, making more of this type of video will easily bump you to my top 3 channels. Great job.
This was great! Technical content is good, more fiddling with debugger tricks would be fun. Lately I've been figuring out how to decode data in the F-Zero SNES ROM. I want to write something to pull data out in a useful format.
Another one of these is the master system game golvelius. There was a mix up on one of the map references. I'd love to see a rom where this issue is corrected
Great video as always. I have to admit, I paused the video, walked over to my SNES carts, and put Star Fox in my SNES to check which title screen I have when you asked, "For those of you with North America copies, which version do you have?" Turns out I have the one on the left. Now I'm curious as to where there is at least two different versions.
When it comes to version differences I always remember Ocarina of Time, that was the first time I noticed such a thing. "Why does Gannondorf cough up red blood on my friend's game but it's green on mine?"
I still have my gray version 1.1 copy of Ocarina of Time. I won't live down how Nintendo bowdlerized the Gerudo symbol, blood, and Fire Temple music. Fuck how Nintendo changed it!
@@DarDarBinks1986 The blood was for censorship, and the Gerudo symbol and Fire Temple music were censored for... religious reasons. Nintendo was and still is a family friendly company. They sneak in some adult jokes but are usually family friendly. There is still a dick on the David statue in Animal Crossing New Leaf and New Horizons.
@@DarDarBinks1986 To be fair with the Fire Temple music, the rom revision dates are all pre-release. It seems that Koji Kondo himself just wasn't happy with the music using extended samples from other sound libraries, and composed something where more of the music was unambiguously his instead of repurposing someone else's. You could see the new Gerudo symbol similarly as Nintendo wanting to be more artistically original instead of just ripping off real world things.
@@tovarischkrasnyjeshi But I liked the chanting in the original Fire Temple music. It feels more immersive than the crap track Nintendo replaced it with. It makes me feel like I'm there.
Man, your channel is really great. I'm 100% into more videos on this subject. Where I live, it was very difficult to buy original games during the 90s. Almost all retailers sold pirated carts (as a matter of fact, they still do: even today you can buy pirated Famicom and Genesis carts and consoles). When I bought Terminator 2: The Arcade Game, my version was very weird. Screens looked different from those on magazines, and the gameplay was a little bit off. If I recall correctly, you could not complete the game. Years later I discovered that what I bought was actually a beta version of the game, and I was able to find the ROM. Even so, I miss those good old days when software came on cassettes, floppies and carts...
How many videos of your can I consume in a day. Lol. This one is utterly fascinating. I hope you'll consider doing more of these bite sized videos, the deeper dives are great, but I like the quick peeks too.
I couldnt decide which video i wanted to watch first so i im just going to watch the playlist. I didnt know there were any youtubers who looked into nes code now i have to watch every video
Great video! Now, not related to this entirely, but sorta: I bought a SNES while I was visiting Florida back in the day. After going back home, the console started acting weird and malfunctioning, so I had to send it back. But this malfunctioning was interesting because it made the games do weird things. I presume it was loading incorrectly the values in ram or something like that, because most games kept working but with graphical glitches or sometimes doing weird stuff, like playing music in different tones or acting like a Game Genie, giving you extra lives, power ups or disadvantages. I had Arcana on SNES and on one run spells were inflicting 999 hit points. If I had knew better I would have kept that SNES.
Seriously m9, do a sequel episode, or make this a series. This brings me back to the days of that game theory show that was big 10 years ago & then the creators left game trailers & rebranded. You know! Whatsitcalled!
Not sure if you are interested in Game Boy games, but I can think of no game with more glitch lore from my childhood than Pokemon Red/Blue. It was only possible to obtain Mew through some very interesting glitches (or from certain Nintendo events), and there were other interesting glitches such as MissingNo and the infinite rare candies trick. At the time, it was by far the most popular multiplayer handheld game, so this stuff captured the public imagination.
I'm always interested in these things. Growing up I had 2 copies of Mega Man 2, one listed an enemy as "Crash Man" another listed him as "Clash Man" (yes, both were US versions)
A obscure glitch that I can call "mine" is on SNES Virtual Bart. VB is one of the typical terrible and sluggish SNES licensed games. But I discovered that if you hit the characters on the tomato throwing stage in a certain order (front to back or reverse, I can't recall), the game gains a lot of speed and carries on like that on all stages.
I had to listen on my studio monitors to hear the whine on Ninja Spirit. Interesting little bug, and now I've found these Sennheiser PX protect my ears!
The Legend of Zelda the assembly memory address for the letter from the old man to the old woman is a bit creepy. Faxanadu has a item in its inventory, for a book that's to my knowledge not used, however I would like to find out.
i know nothing at all about coding (unless knowing a single HTML color code, 33cc99, counts? i don't think it does.) and yet...i'm loving these videos. just found this channel and i'm gonna go through so many videos.
I've been loving going through this series and just got back to this one, great stuff! I'm not smart enough to make a comment about being here at 256 comments. I wonder, for that (awesome) Streets of Rage/Bare Knuckle intro sequence with the 3 characters, if it would maybe be possible to change which positions the 3 are in if the title screen is returned to? I can think of similar situations presentation-wise, and that would be a good way to show them all off in my opinion, but is that, like, a massive coding hassle? I'm no expert qwq
There can be physical differences within revisions of cartridge based games too. Sometime in 1993, Nintendo started molding SNES cartridges without a large chunk of plastic which was meant to prevent the cartridge from being removed from the console while it was turned on. StarFox was released in 1993 before this change, so early copies of the game (like mine) have the old cartridge design, while newer copies have the new design. I wonder if the title screen change coincides with the physical change of the cartridge design or not...
The Ninja Spirit example is valid for $805..if you assumed $00 for pan volume was silence (it's a natural assumption). They probably overlooked it or didn't know, rather than it being a bug that wrote to the wrong port. As in, you can use the main channel volume as a preset for an instrument, and use the pan volume for envelopes. You can also do the opposite (pan as the preset and main as the envelope).
Please continue these revision change discoveries. Maybe someone could make a patch to ROM image files for these games so they can be experienced in emulators or flash cartridges. Also GameHut's video on Mickey Mania. ua-cam.com/video/kgjQzD8NI48/v-deo.html
Speaking of weird things that weren't fixed, someone long ago figured out that there were a couple music tracks in StarTropics that were slightly glitchy. He was able to modify the code and fix both tracks. If I remember, they were the C-Island music, and the ending music. EDIT: Here's the video: ua-cam.com/video/EmUvGH2HMuc/v-deo.html
I remember that, that specific programmer used #$00 as a placeholder for silent. To be fair most TV's at the time, including the trinitron pvr's they were probably using, couldn't represent the sound #$00 made.
This is incredibly interesting, thanks very much for this. But. 5:30 that sounds completely identical to the earlier sound. Am I just having a tone deafness episode?
Did quite a bit of research a while ago on the early Super Shinobi releases, and the bonus level might be related to the game originally intended to be a 16 bit port or sequel to Alex Kidd in Shinobi World, as there was music used in AKiSW discovered ina nother beta release, and also later found in the ROM of Sonic Eraser.
...but HELLO YOU! & WELCOME TO FACT HUNT!
Heheeee boi...
Hellllo you!
But today, we look at these stashed source codes, those repurposed repositories, and those stowaway subroutines.
LARRY!!!!!
I don't think I've ever seen this documented anywhere, but the were actually two versions of _Starwing_ released in Europe; as far as I'm aware the only difference between the two versions is that in one version the training mode has an additional, and much more difficult, formation flying section
Mickey Mania's programmer has two channels of his own, Coding Secrets and Gamehut. He actually talked about this little in joke among other very cool programming tricks he used.
All these years and I have never seen the full body for Adam and Blaze in Streets of Rage 1, or that mini game in Revenge of Shinobi. Thank you for this video!
Holy crap, I had no idea about the reversed bits on Double Dribble! Who discovered that, and how?
@EnigmaWave on Twitter, I believe.
@@DisplacedGamers I wonder if heavy barrel has the same issue
And Ghostbusters
and Blades of Steel
@@NesrocksGamingVideos Thanks for the link!
I find these sorts of videos very interesting. I remember there was a bug in the initial US run of Final Fantasy Mystic Quest on the SNES. In the Wintry Cave area of Aquaria there was an issue where the game would hard lock while walking around. The music would get hung up on a particular note. I remember calling Square, confirming there was an issue that affected early SNES consoles (I bought mine a few days after the SNES was first released) and having to send my cartridge off. A few weeks later I got a new one that worked properly and could finish the game.
I had the same issue, but only my cart and my SNES. It played fine on my friends' consoles, but not on mine.
I never thought to call Square up to get a replacement - I just saved a lot and moved quickly, and managed to get through the spots it froze.
Same here, I would save prior to the music loop to circumvent the battle animation freeze. I also had The Empire Strikes Back on the SNES, and it would always freeze after the cut scene to Battle of Hoth, prior to being able to play as Han Solo. Luckily that was a Christmas gift and was early enough to swap under the warranty.
That Double Dribble bit (uh...no pun intended) blows my mind. I've spent my entire life thinking that the NES just wasn't capable of storing decent, uncompressed audio.
Several Rareware games have language selection functions that are disabled but still present in the USA versions. Ones I know:
Donkey Kong Country: language menu exists on file select but the option is removed. Can still be accessed by changing the menu ID.
Diddy Kong Racing: has English and French options, but also inaccessible German and Japanese. The Japanese setting is broken though (the actual text is missing).
Star Fox Adventures: has an unfinished, inaccessible version of the language selection menu. All 6 languages are present and can be accessed by changing a variable.
Backward sound code is present I believe in Blades of Steel. Never knew what they were saying since it sounded backwardish.
I'm really glad I found this channel. Thanks for another great video!
I just finished typing up my DKC story but here's another one for Killer Instinct and X-BAND:
I bought Killer Instinct for my SNES at-launch and eagerly awaited XBAND adding support for it. Once it did, my Genesis-owning friend experienced it and wanted an SNES with Killer Instinct and an XBAND for himself. Yes, he knew about Genesis XBAND and also owned one. Anyway, by this time the SNES "Combo Set" was released with Killer Instinct bundled in. Since he was getting an SNES for Killer Instinct, it made sense to get that one. He ended up with a special Wal-Mart bonus bundle Combo Set that also came with the Player's Guide and a ball cap that was different from the one I got from Nintendo Power (cloth and metal adjuster vs. plastic nubs and holes).
Anyway, when it came time to play each other over XBAND, his unit would keep saying that the inserted game was not supported and to keep checking back to see when if they added support. I figured out right away that it must be an updated version of the game, but neither Nintendo nor Catapult (XBAND) seemed to be aware of it when I called. We exchanged it Walmart... twice... and got the same message all three times. We eventually convinced Walmart to swap just the game pak with the retail boxed version.
When I got into SNES emulation in 1996 I remember telling everyone online that there was an undimmed version of Killer Instinct out there that was in some or all Combo Sets, but no one seemed to care until CherryROMs teased a new "ROM of the Fortnight" years later, claiming to have "discovered" this new version of SNES Killer Instinct and released it for all.
LOL! Could've happened a lot sooner if they would have listened to me. ;) I personally only had N64 and Game Boy dumping hardware at that point.
This kind of mining is right up my alley. My particular fondness concerns classic arcade games and their music. Two examples I personally tinkered with: In Tron, the bug-shooting stage has music which is never allowed to be heard to the end. Of course there have been hacks to freeze the stage timer for literally decades, so plenty of people have heard the whole tune by now. In a similar vein, however, we have the game Venture (1981), maybe the first specimen of an arcade game with 3-voice music. It plays an opening tune when you start, which, again, is not allowed to complete before it is interrupted by another tune. I figured out a tweak in MAME to prevent the rest of the game from progressing. With the game's original composer now unfortunately deceased, I'm the only living person to have heard Venture's opening tune in its entirety. But feel free to explore this game in a future episode.
Very cool. I enjoy this stuff. Keep up the good work!
I absolutely love behind-the-code anecdotes like these! Like the Marble Zone track from the Game Gear version of Sonic being found more than a decade after its release. The Startropics music glitch and its fixing is also fascinating. Really interesting video!
I'd 100% would love to see more, particularly on version differences on retro games. Always wondered about version differences in different retro games, but theyre never really well documented.
Same
6:22 - Yeah! There have been quite a lot of discoveries made on that front, and surprisingly the bass tones used in a lot of Sunsoft titles have the exact same issue. Unlike the Double Dribble example, though, the samples aren't impacted negatively by the change in tone done by bit reversal - some people would argue it sounds worse when the reversion is undo-ed
This discovery in particular has also led to one of the bass tones' source finally being discovered, and that's fascinating to me
can you give links or examples?
@@ksysinf Look up @ bbbradsmith on Twitter - you should find it on the same thread as the Double Dribble one
I suspect the lighting was intentionally covered up in Bare Knuckle 3 because of concerns about photosensitive disorders.
This video is fantastic. Thank you!
This was well presented and very interesting. Please do more if you find fitting content!
Great video. I've always found things like this fascinating. Back in the 90s when people were using game genie, game shark, action replay to cheat, I was using them to find unused content in games. Unfortunately,, the only friends that were interested in stuff like this were hardcore fans. Friends that were casual gamers really didn't care much, but I as obsessed with finding more content in my favorite games. And to my amazement I found quite a bit!
Would love to see a Zelda specific episode by both region and revision.
Since Double Dribble was mentioned, that was around the same time Konami released Top Gun for the NES. Top Gun's sound code is bugged so it turns the in-game music ON during the attract mode and OFF during gameplay. That is the opposite of what should have been done, and apparently was fixed in the Japanese version (which reportedly was released a month after the American version).
You can do an episode about swapping cartridges with the Genesis on.
If I remember correctly, I think Super Mario 64 does some really weird stuff if you tilt the cartridge while the system is on, too.
@@cactoidpinata SMB3 docked into a game genie on the front loader was also like that, to an extent.
One fun thing to do is to pull out a nes game & put in another. You see one game's chr rom on another game's tilemap.
@@cactoidpinata Most games will either crash or spazz out on the n64 if you tilt it though. Like in goldeneye and perfectdark character models with go nuts
I would love to see more of these videos. And if possible, more technics and tools used to develop retro games back in the old days. Thanks for the informative videos.
Really enjoyed these behind the code videos and would like to see more like them!
Love this! Thanks for taking the time to show these, and how you manipulated the memory.
I was lucky to track down a version 1.00 Ocarina of Time cartridge while I was in Tokyo last year. I have access to easy swordless link by warping out at the final ganon battle. And I can enjoy uncensored blood, the original fire temple music, and the uncensored gerudo symbol.
I can enjoy all that stuff on my copy except the Swordless Link glitch. My cart is gray but ver. 1.1.
This stuff is so cool. I am particularly curious about other title screen animations and designs. It’s interesting to look at these little Easter eggs and differences. Gaming today has so many updates and patches that they’ve lost all this wonder. 20 years from now, we won’t be looking at games from the 20’s because there won’t be anything cool to look at.
I must say, this is easily my favorite video that you have done in a very long time. To be forward, I am not a ``hardcore`` viewer/fan of yours. I have seen a lot of your videos, but you are not one of my favorite go to channels overall.
However, making more of this type of video will easily bump you to my top 3 channels. Great job.
This was great! Technical content is good, more fiddling with debugger tricks would be fun. Lately I've been figuring out how to decode data in the F-Zero SNES ROM. I want to write something to pull data out in a useful format.
Definitely into these sorts of things. Gonna go through the entire playlist. Thanks for sharing!
lmaooooo the fact that "Double Dribble!" is a glitched version of the sound effect is hilarious. great video xD
I want to see more of these. Preferably with romhacking submissions to complement.
Another one of these is the master system game golvelius. There was a mix up on one of the map references. I'd love to see a rom where this issue is corrected
Great episode, fascinating discoveries! I hope you make another episode like that.
Great video as always. I have to admit, I paused the video, walked over to my SNES carts, and put Star Fox in my SNES to check which title screen I have when you asked, "For those of you with North America copies, which version do you have?" Turns out I have the one on the left. Now I'm curious as to where there is at least two different versions.
Double dribble... Amazing little error and easy correction.
When it comes to version differences I always remember Ocarina of Time, that was the first time I noticed such a thing. "Why does Gannondorf cough up red blood on my friend's game but it's green on mine?"
I still have my gray version 1.1 copy of Ocarina of Time. I won't live down how Nintendo bowdlerized the Gerudo symbol, blood, and Fire Temple music. Fuck how Nintendo changed it!
@@DarDarBinks1986 The blood was for censorship, and the Gerudo symbol and Fire Temple music were censored for... religious reasons. Nintendo was and still is a family friendly company. They sneak in some adult jokes but are usually family friendly. There is still a dick on the David statue in Animal Crossing New Leaf and New Horizons.
@@DarDarBinks1986 To be fair with the Fire Temple music, the rom revision dates are all pre-release. It seems that Koji Kondo himself just wasn't happy with the music using extended samples from other sound libraries, and composed something where more of the music was unambiguously his instead of repurposing someone else's. You could see the new Gerudo symbol similarly as Nintendo wanting to be more artistically original instead of just ripping off real world things.
@@tovarischkrasnyjeshi But I liked the chanting in the original Fire Temple music. It feels more immersive than the crap track Nintendo replaced it with. It makes me feel like I'm there.
I still own the original launch gold cartridge for both titles., so I guess that is 1.0.0.
Man, your channel is really great. I'm 100% into more videos on this subject. Where I live, it was very difficult to buy original games during the 90s. Almost all retailers sold pirated carts (as a matter of fact, they still do: even today you can buy pirated Famicom and Genesis carts and consoles). When I bought Terminator 2: The Arcade Game, my version was very weird. Screens looked different from those on magazines, and the gameplay was a little bit off. If I recall correctly, you could not complete the game. Years later I discovered that what I bought was actually a beta version of the game, and I was able to find the ROM. Even so, I miss those good old days when software came on cassettes, floppies and carts...
How many videos of your can I consume in a day. Lol.
This one is utterly fascinating. I hope you'll consider doing more of these bite sized videos, the deeper dives are great, but I like the quick peeks too.
I couldnt decide which video i wanted to watch first so i im just going to watch the playlist. I didnt know there were any youtubers who looked into nes code now i have to watch every video
Incredible video. I never knew the extra content on the shinobi. Looking forward to see more videos like this!
Great video! Now, not related to this entirely, but sorta: I bought a SNES while I was visiting Florida back in the day. After going back home, the console started acting weird and malfunctioning, so I had to send it back. But this malfunctioning was interesting because it made the games do weird things. I presume it was loading incorrectly the values in ram or something like that, because most games kept working but with graphical glitches or sometimes doing weird stuff, like playing music in different tones or acting like a Game Genie, giving you extra lives, power ups or disadvantages. I had Arcana on SNES and on one run spells were inflicting 999 hit points. If I had knew better I would have kept that SNES.
I really liked this one. It is so nice seeing these things in action instead of just reading a bit about it. Thanks!
This was very relaxing to watch, love your content.
I'm interested and I'll welcome more of these. Thanks!
Your channel is so Underrated!!
Battletoads on nes had a bunch of versions I remember one that made the bike stage 3 easy and another with vastly different graphics.
please, do more of this. and also, music is awesome
I could watch videos like this all day
Bugs that haven't been fixed is definitely a major change.
I'm always interested to know more about how games were designed and programmed, great video as always.
Seriously m9, do a sequel episode, or make this a series. This brings me back to the days of that game theory show that was big 10 years ago & then the creators left game trailers & rebranded. You know! Whatsitcalled!
Not sure if you are interested in Game Boy games, but I can think of no game with more glitch lore from my childhood than Pokemon Red/Blue. It was only possible to obtain Mew through some very interesting glitches (or from certain Nintendo events), and there were other interesting glitches such as MissingNo and the infinite rare candies trick. At the time, it was by far the most popular multiplayer handheld game, so this stuff captured the public imagination.
Mew being glitch only was intentional
Most if not all Pokemon games introduce event-only mons to give away at events and the like
The Double Dribble one blew my mind
Ha ha I liked your Star Trek 1100101 Bynars reference! Nice I barely seen the picture in the background.
I'm always interested in these things. Growing up I had 2 copies of Mega Man 2, one listed an enemy as "Crash Man" another listed him as "Clash Man" (yes, both were US versions)
such amazing discoveries!!!! i would like you to do a 'behind the code' on 'legend of the cage'.
thank you for bringing these surprises.
Delightful video. Thank you for making it. ✨
Subbed. I would love to see more code hacks like this! Very cool.
This is gold. Super interesting stuff!
i've only just found your videos, but they're great! keep up the good work!!
A obscure glitch that I can call "mine" is on SNES Virtual Bart. VB is one of the typical terrible and sluggish SNES licensed games. But I discovered that if you hit the characters on the tomato throwing stage in a certain order (front to back or reverse, I can't recall), the game gains a lot of speed and carries on like that on all stages.
Do you mean it gains more speed than usual? It always gains speed as the level progresses.
@@B3Band Yes. I'ts like there's a specific condition where it 'unlocks the framerate' on all stages afterwards.
Wonder if you can fix the music in CrazyBus simply by changing some bits.
Anyway, love these videos! Subscribed immediately.
Great video! Learned several new things. Very interested in these kind of deep dives.
damn this was a really cool video! Thanks for making this all of this stuff was fascinating
I had to listen on my studio monitors to hear the whine on Ninja Spirit. Interesting little bug, and now I've found these Sennheiser PX protect my ears!
super awesome topic. would love to see more of these!
The Legend of Zelda the assembly memory address for the letter from the old man to the old woman is a bit creepy.
Faxanadu has a item in its inventory, for a book that's to my knowledge not used, however I would like to find out.
2:45 HOLY CRAP THAT'S MAGNIFICENT
Thanks for this video. Such a hard subject to find info on.
I really enjoy your content! Thanks for it and Cheers!
i know nothing at all about coding (unless knowing a single HTML color code, 33cc99, counts? i don't think it does.) and yet...i'm loving these videos. just found this channel and i'm gonna go through so many videos.
I LOVE these videos! More of this please!!
I’d like to see more like this!
Would love to see more videos like this.
I've been loving going through this series and just got back to this one, great stuff!
I'm not smart enough to make a comment about being here at 256 comments.
I wonder, for that (awesome) Streets of Rage/Bare Knuckle intro sequence with the 3 characters, if it would maybe be possible to change which positions the 3 are in if the title screen is returned to? I can think of similar situations presentation-wise, and that would be a good way to show them all off in my opinion, but is that, like, a massive coding hassle? I'm no expert qwq
I wonder if Blades of Steel on NES also has the reversed bit order issue...
You also omitted the big OoT ones, but at your viewrates for this series, I'm willing to bet we all already know about the asset changes & bugfixes.
There can be physical differences within revisions of cartridge based games too. Sometime in 1993, Nintendo started molding SNES cartridges without a large chunk of plastic which was meant to prevent the cartridge from being removed from the console while it was turned on. StarFox was released in 1993 before this change, so early copies of the game (like mine) have the old cartridge design, while newer copies have the new design.
I wonder if the title screen change coincides with the physical change of the cartridge design or not...
The Ninja Spirit example is valid for $805..if you assumed $00 for pan volume was silence (it's a natural assumption). They probably overlooked it or didn't know, rather than it being a bug that wrote to the wrong port. As in, you can use the main channel volume as a preset for an instrument, and use the pan volume for envelopes. You can also do the opposite (pan as the preset and main as the envelope).
Please continue these revision change discoveries. Maybe someone could make a patch to ROM image files for these games so they can be experienced in emulators or flash cartridges.
Also GameHut's video on Mickey Mania.
ua-cam.com/video/kgjQzD8NI48/v-deo.html
Speaking of weird things that weren't fixed, someone long ago figured out that there were a couple music tracks in StarTropics that were slightly glitchy. He was able to modify the code and fix both tracks. If I remember, they were the C-Island music, and the ending music.
EDIT: Here's the video: ua-cam.com/video/EmUvGH2HMuc/v-deo.html
I remember that, that specific programmer used #$00 as a placeholder for silent. To be fair most TV's at the time, including the trinitron pvr's they were probably using, couldn't represent the sound #$00 made.
Thanks for fixing "Double Bibble"!
Wow, lots of fascinating stuff here!
The "whatever that is", above the 0 sprite looks like it's meant to be the opponent's coach leaning in.
It's amazing how these bugs were ever had the chance to be diagnosed. Who'd have thought of them?
Really interesting, please do another.
You make great videos. Keep it up!
Just found your channel, great content! I really like game coding and leftover stuff like this, found some fun stuff digging into super ghouls myself!
Love this stuff, really great!
Definitely make more of these. These types of comparisons and hidden stuff are always nice to see.
Great research and great video!
Excellent video.
This is incredibly interesting, thanks very much for this.
But. 5:30 that sounds completely identical to the earlier sound. Am I just having a tone deafness episode?
I couldn't hear the high-pitched whine either... probably just deafness lol
I was hoping it wasn't just me! Still might book a hearing test though... 😛
Loved it! More like this plz
Is it just me or does this guy sound almost exactly like Anthony Padilla? Just an observation. Great channel, really interesting stuff
holy crap double dribble just blew my mind
Thank you great video bro
Excellent video!