By the way, the japanese versions of the game featured something spetacular. You can not be defeated by Sabrina. I mean, you can. But she will give you the badge anyway.
I always thought the poke doll ghost thing was an actual feature and intended when I was a kid, like you give it the toy and it calms down Didn't really think about the massive sequence break it did.
I thought the same thing 😂 It straight up deserve to be a feature. Ghost just wants the love and affection it never had, and you can give it to them with a little present.
The only exception to the 1/256 glitch is Swift. Also I think pokeballs, even the masterball has a 1/256 chance of missing in gen 1. Not failing, just missing the pokemon.
That's a pretty irrelevant glitch. You'd expect 0 to 1 "glitch" misses after an entire play-through of the game. And I don't think it's ever stated in the game that any move is supposed to hit 100% of the time, except for swift. So I'm not even sure this is a glitch.
It's amazing that such a mega hit franchise was basically held together by elmer's glue and a very sparce amount of duct tape at first. Goes to show you that a game doesn't need to be perfect to lead somewhere amazing.
Ive heard something about how limitations can boost creativity due the necessity of clever work-arounds...and they say necessity is the mother of invention. Put all that together and sometimes amazing things are achieved
@@MrTrombonebandgeek I agree with it being best, but it's still the same old same old. I don't know how a series so stagnant in innovation can still prosper by adding even more payments to the games.
Crystal Kanashii Technically, with arbitrary code execution (itself accessed through multiple glitches and careful manipulation), you can spawn a Mew under that truck after all! It’s pretty roundabout and complicated, though, and much more likely to screw up your game if done incorrectly. Definitely not something a player would randomly find on their own, just a bit of trivia.
BSK It’s possible to glitch the game in a way that it will indeed place a Mew encounter into the truck, much like how the actual Mew glitch places a Mew encounter outside that one town. However, doing this requires extensive knowledge of this game’s coding and how to manipulate it through glitches, so it might as well be a cheat.
@@Swordie100 crit chance was calculated from the base speed of the pokemon, and slash and razor leaf just quadrupled that. So a persian using slash had something like a 125% crit chance from the formula. (of course, it's only 99.6% because 100% realistic hits and the Gen1-miss)
@@cutecommie Funny enough, this can still work! Well any single ultra ball will always be better ofc, but if you get the price equivalent amount of normal pokeballs you actually have a better chance of catching! (takes more turns but still) idk if that's common knowledge or sth, but I thought that was fun when I did the math a while ago.
I wouldn't say poor programming. More like naive programming. The creators of pokemon were in uncharted territory when they made the first game. The coding they were doing was tough as hell. And the limitation to how much data they could store was crippling. We're lucky Pokemon was even created.
I agree. The programming in these games was incredibly difficult to pull off. They were some of the best programmers in the world. And if you pop a Gen 1 cartridge into a GameBoy and play an entire game all the way through, you will find zero glitches. Most of these glitches were found after years of deliberately trying to break the game. They don't effect normal gameplay.
@@finewinedaily4997 Nah, gen 2 runs off the same hardware with the same kind of limited space, and it's got like 1/10th of gen 1's amount of crippling oversights and exploits. It also deals with nearly every unexpected exception to its rules (within reason) with error handlers, instead of just letting the whole train derail while it happily executes strings of code it wasn't ever supposed to. Which gen 1 does after a gentle nudge. Most of R/B/Y's glitchiness is just down to shoddy (or inexperienced) programming, perhaps under pressure of an approaching deadline. Of course, they _were_ the first games so these guys had little to build upon. Doesn't make it less of a hack job. I'm not complaining, its shittyness has provided me and many others with lots of fun and basically extended the game's life by years.
@@finewinedaily4997 No, they weren't some of the best. This development team was bad. Plenty of people made far more complex software in assembly across myriad systems, some with even tighter restrictions and limitations, and got it right. So no, they were not "some of the best." The development teams that got things right were not either -- they were merely programmers.
No, this was nothing more than shoddy programming. Why everyone is so keen to make excuses for this abysmal code is beyond me. After all, other development efforts pulled off just as complex games, and even with more limitations (older systems), and had workable products. Further, they did release other games with far less issues, right? This is merely the tale of bad programming, plain and simple. There is nothing more sad than anyone trying to push off the results of poor programming onto the hardware limitations, rather than just admitting the codebase was poor.
@@tiredoftheliesalready The game actually ran quite well. Think about it, most of the glitches needs to be purposely found and purposely done. Also, it should be noted that the game had TONS of factors with the small hardware and how much they needed to fit in. They had to focus on each pokemon, each type, each move and so many other factors. Plus, they had a time limit as well. They were making decisions while also trying to focus on how to put everything together. Remember, working with 150 pokemon, 15 types, all those moves and so many mechanics in a small game system. And they had game connection, trading, character movement, story, and many different movement mechanics along with HMs and TMs and type advantages and disadvantages. They had to also do a turn based system, implement the levels and so on. They also had to focus on having the teams, number of pokemon, storage mechanics, individual stats for each pokemon as well as variations between some of them, which moves could go to which pokemon. They also needed to add a save game mechanic and badges and which levels trainers could control and maps and locations and trying to also balance the game and organize the teams. The game was actually more complex than many of the games, plus it they also had to deal with many codes and things that they felt couldn't work, but they also couldn't just rewrite everything from scratch at the time because of time limits. Also, you gotta remember that they just didn't think of lots of things (like putting all the pokemon but the fainted one in the box)... if that wasn't a situation they'd think of, then it's quite normal for them to miss that. And with the blue release, they were able to deal with a lot of the issues. With Gold, Silver and Crystal, they were able to get rid of most of the bugs and clean up the entire games. And frankly, if you think about it, they actually did a pretty good job. The game was playable. It actually worked quite well with only a few actual issues during game play, with people being able to play it and have fun and even become a giant franchise. In hindsight, some things seem more obvious and flawed and stuff, but that's in hindsight. And while there might have been many better looking games than Pokemon at the time, most games were not as complex at it was.
@@DarkArachnid666 isnt speech fun? You have like infinite numbers of cases where this statement is wrong but if you count long enough you also have infinite numbers of cases where the statement is true
@@kowikowi7060 That's why I used the words "technically" and "would be", but I'm sure that, with your overwhelming sense of intellectual superiority, you probably figured that out already.
this is how during the pokemon mall tour i lost to the nintendo trainer who drove the pikachu volkswagon beetle around the country. rule was team of 3. they used mewtwo, mew, and alakazam. knowing psychic types and recover would be the problem, i had starmie that knew minimize, flash, recover, and ofc toxic. they just switched it out like you mentioned negating the damage bonus and though i killed 2/3, i lost to the final living pokemon, mewtwo who finally connected with a struggle. they were all moms with gameboys who got paid to play pokemon all day. it was amazing.
In the old games the AI was programmed to always use a super effective move if available. Same way you can beat Lance's Dragonfire with a poison type as he'll just spam agility because it's a psychic type. Yes this is a year later but it came up on my recommend
Then there was of course the most amazing glitch in pokemon red/blue where you could trick the game into using your inventory as lines of code and so by putting different items in your inventory you could program your game in practically any way you wanted.
I mean, there wasn't much tricking involved. Your inventory doubles as the active memory in gen 1, you just aren't allowed to interact with it outside of what's supposed to be your inventory. The tricking is just getting access to it, it's all already being used in that way.
@@dizzydial8081 Yep! For a variety of purposes, from warping straight into the Hall of Fame less than 10 minutes after starting a new game, to catching all 151 pokemon in Blue in under 2 hours.
@@BillehBobJoe yeah, if you had too little chromosomes you'd be dead lol. Off the top of my head I think (emphasis on think) it's three copies of chromosome 13/14 rather than the standard 2 in the zygote stage of development
@@Umicron_ Turner's syndrome is 45 chromosomes. Those people only have one copy of the X sex chromosome and no Y either. But otherwise I think you're correct. Other than sex chromosome abnormalities, I don't think you can have less than two of each.
Divide by zero is a surprisingly common error in all sorts of programs, usually because something minor glitched and skipped a value or missed a step somewhere further up the chain. Modern systems just call an error or crash, or just refer it to a handler and adjust/restart the routine. Since the GameBoy has no memory management at all, a divide by zero just causes the hardware to enter an infinite loop it can't escape from.
I'm curious how division was done, and why there was no fallback for dividing by zero (e.g. default to 1), given that the Gameboy CPU has no division capability so it must have been written in software
The ammount of glitch mons (yes, Glitch Pokemon) that are in these games could've made a whole new typing and dex slots of there own. No seriously, there are 67 "glitch mons" in Red and Blue and that's not even counting the "evolutions" and alternate form in Yellow. They're all up on Bulbapedia if you're curious.
Don't forget all the combinations of hybridizing glitchmon with Q! You could make even more unique effects. (I personally enjoy doing it to see Female Symbols true sprite.)
@@corazonfeathers8116 no there are less them 100 crys in the game and only 151 pokemon all other are the empty slots in the memory for example there are 256 slots for pokemon but they werent planed but are just a coding limitation that if you search this number causes problems on other games too
@@J.G.H. while it is true that they planned for more pokemon they were all scraped and were never coded into the game There are 256 slots with in itself is a limitation from gen 1 for exemple 256 slots in a bag (you can only use 30 but this can be bypassed) 256 pp for struggle (as seen in the ditto challenge video made by pikasprey yellow also this has not been proved but seeing other limitations in this gen its very likely that it is 256) after 256 special the numbers in the mew glith get reversed) critical moves and miss are calculated from 0 to 256 and at last swift can miss if the row falls into 256 but it is verby rare (but there is proof that it does miss)
@@J.G.H. how did they design a games so broken? Its amazing that i can code into the game using my inventory so it can do anything and for me this is what makes gen 1 worth playing
The game is not buggy. If you actually play the game, you will encounter no glitches in any normal full play-through - or even many play-throughs. All of these glitches require very deliberate and elaborate set-ups that you would never accidentally run into. They're extremely clean games. There's just a few holes in the programming that you can rip open if you follow a 10-step internet tutorial.
Holy shit, good catch. Yeah, I biffed that math real hard lmao. I was thinking N*16/100, which is obviously wrong. Christ, I can't believe I did that hahaha, thanks for pointing that one out
A bunch and i do mean a bunch of games have some sort of limitation with 256 Pacman Minecraft Pokemon Mario Zelda Metroid Kingdom hearts Donkey kong Etc...
joão vitor That’s just because a single byte of data has a total 256 possible values (0 to 255 unsigned, -128 to 127 signed). Since video games, especially older ones, have to be super optimized for performance/storage, a lot of variables are set to only be a single byte in size, or base stuff like RNG off odds like x/256. In fact, a lot of the number limits you see in games are arbitrarily programmed in, there’s no unit of measurement in computer data that ends in a perfect 999 or 100, etc. Sorry if that was poorly explained I’m very tired right now but hopefully that sorta cleared things up a bit maybe.
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Sparrows Tale: Glitch pokemon is the most outrageous glitch tbh
The game actually checks accuracy by picking a number from 0 to 255 and comparing against an accuracy value; if it's greater *or equal,* then it misses. "100%" moves had the rate set to 255 or 99.6%.
something else that would have been fun to bring up is how ohko moves like horn drill and fissure worked when you used an x accuracy. so basically, x accuracy didn't boost your accuracy stat the same way x attack and x defend did to their respective stats. it basically eliminated the accuracy stat by making your accuracy perfect. so moves like horn drill which normally had incredibly low accuracy (and they wouldn't even work normally on pokemon of a higher level if i'm not mistaken) would suddenly never miss if you popped an x accuracy, which effectively makes it the most broken item in the game, lol. pretty sure it also overrides things like double team or sand attack too.
Skilled developers with a fair amount of creativity avoided these types of bugs, even in older systems with more limitations. It was not the memory limitation, but the skill limitation of the developers. This is also directly the result of not having a mature QC process being done prior to releasing the code to the masses.
@@ryanblack3686 No. You can either contribute something meaningful, move along, keep fussing [funny how you are the one fussing, eh?], or prepare to be annoyed that I will not be silent, eh? The truth of the matter is what I said, regardless of what fanboys and those who know nothing about software development might think.
Tiny?... Tiny?... There is nothing jam packed into the cartridges at all. A good anology is saving all of your old crap over the years on to an enourmos oversized hard drive. The cartridge is littered with rubbish and furthermore has massive massive massive amounts of free space in the randomest locations almost like a crater in the ground. The save file itself is it's own but similar beast. They literally could have ordered a smaller cartridge and been just fine ----- No what they did was quite literally just flat out wing the game freehand all the way through with minimal planning and then try to fix huge mistakes and last minute changes throughout by winging those too. Entire cities created last minute and thrown in mid production quickly, large blocks of code and maps just left in an abandoned hoping it's never reached, hundreds and hundreds and hundreds or thousands of bytes of space not even used. The code honestly looks like complete garbage but it ran and that was the goal.
That not memory or hardware limitation, there's plenty of better and more stable games on GB, like the original Link's Awakening. Game Freak didn't knew much what they were doing. The dev cicle of Red and Green also was a nightmare, almost 6 years of development with low budget, many employees left during the time, and the GB was being treated as a dying trent in mid 90's. Satoshi Tajiri just wanted to finish it for the heck of it, it was his dream game and thats it.
Barbaryotaku they shouldnt, because gamefreak had to put all this shit into a tiny ass cartridge of a new system, which, of course mistakes were made. bethesda just does piss poor job cuz whatevr lel
I played through this game with Bulbasaur until it learned Razor Leaf. That was when I remembered that crits are calculated by the difference in speed so I just solod the game with my over level Venusaur.
I picked Bulbasaur cuz it had quirky design. When he learned the moves vine whip, leech seed, razor leaf I was more than happy with my choice. Even now Bulbasaur is still my favorite grass starter.
I don't know. When I was a kid I never noticed any of this stuff. Likely you were just spamming your most powerful attacking moves with your pokemon, so none of the glitched moves ever factored in.
If you actually play the game, you will encounter no glitches in any normal full play-through - or even many play-throughs. All of these glitches require very deliberate and elaborate set-ups that you would never accidentally run into.
Can we at least recognize that this game was still way ahead of its time? Yeah all you youngsters out there talk about how shitty the mechanics of first game were. But remember this game came out on the same platform that played Tetris. No other game mattered when this one came out and most of you will never know the pure joy of battling friends over a link cable.
Knox Honestly, I think the glitches make Gen 1 more fun, especially because of how easily accessible most of them are. I actually wish Gen 2‘s glitches were more like this instead of, you know, not getting any of the new fancy Pokéballs to work correctly.
I am in awe of the original pokemon games. They came from out of nowhere, made by a team of around a dozen people. Gamefreak had employees leaving because they were going broke making the game and couldn't pay them. The game was released on a seven year old hand-held console, at the end of its lifespan. All the odds were stacked against them. These games did so many things right, and I respect the hell out of them. AAA studios have tried and failed to equal the greatness of the pokemon games.
@@rainpooper7088 Actually, gen 2 suffers from a lot of the same problems (buggy item menus, glitch Pokemon caused by not all of the Pokemon index slots being filled, etc.), but just the removal of the Old Man and Mew glitches made them impossible to access without setting up arbitrary code execution (Done using the coin case- there are tutorials to do specific things using this, you don't need to know how to code Gameboy games to do it- check it out and try it for yourself if you have time and are really bored, it is really monotonous to set up though). The glitches aren't quite as bizarre, but they're still pretty cool.
I will say I don't understand how the link cable makes a difference over using infrared, though I will say that it is a lot more fun when you're in the same room as the person you're playing with (I played a lot of gen 4 and gen 5 with my friends as a kid)
The AI being able to shift course mid-attack is the biggest BS i had to deal with in Yellow against the E4. Jynx will just eternally spam Sing with perfect accuracy EVERY TIME you use the poke flute.
Worth looking at the Pokémon disassemblies that pret's taking care of over on Github. They've taken dumps of the ROMs and are reverse engineering them back into human-readable assembly, likely similar to what Game Freak actually wrote all those years ago. I seem to remember they had a file documenting all the known glitches, along with the code changes that would need to be made to fix them, but I can't find it any more.
@Sir We Are About to Die basically everything apart from swift and bide in gen 1 had a 1/256 chance of missing, including master balls. The game would generate a number between 0 and 255 when checking for accuracy. A move/ Pokeball would then have a corresponding accuracy value to check against. Then bad programming struck. If the randomly generated number was less than the accuracy value, the thing would hit and continue. However, for things like master balls, the random 255 is not less than the accuracy of 255, thus making it miss 1/256 times. This glitch could have been avoiding by changing the one '
@Sir We Are About to Die i don’t think it was put into place on purpose, more like just a mistake that no one noticed. On bulbapedia it mentions how the generated number was changed to be between 0 and 254 in coliseum 1, to avoid this glitch, meaning they probably found out about it but too late to do anything in the original games.
Sir We Are About to Die I actually agree with how they did it, as someone who has coded before. Each move probably has a byte allocated to it, which it uses to store the accuracy. One byte can hold a value between 0 and 255, and so they use the whole range to store accuracy. The way they do a random check is actually pretty standard. Generate a random number, check it against a condition, if condition is met then do thing. Because the range of accuracy is 0-255, the random number is also generated between 0-255. The problem is that they forgot to make the check inclusive of the same number, meaning every accuracy check is 1/256 less accurate than stated. Instead of including the number in the less than check, they exclude it. This means that if the random number is the same as the accuracy value, the action misses. The only exceptions to this are bide and swift in the non-japan versions, which skip this check entirely.
I really liked the editing job here. The music, the scene cuts, the random pokemon drawings (Bellsprout with sunglasses XD) made this video a lot more enjoyable than if you just listed the facts. Great job! Keep it up!
Pokemon Red/Blue is probably one of the single most walked-through pieces of source code of any video game ever. The fact that it still managed to hold up as well as it does to scrutiny is a testament to just how much work went into debugging the games. But unlike the original 151, they couldn't catch 'em all.
Great vid, buuuuut I feel the need to point out that Mew Under The Truck was never a glitch, just a playground rumor. There is a legit Mew Glitch though that lets you encounter a legit mew in-game.
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Youre right. It doesnt just allow you to catch mew but all other pokemon, incl Glitch Pokemon
Honestly, I actually think the bugginess of gen 1 is what made the series so popular. The world was full of mystery, and the unexpected could always happen... It may have been due to unstable code, but it doesn't matter because ultimately it's glitch to stability ratio was just perfect to create the atmosphere that made gen 1 so compelling. It's also probably why so many people think the games have gone downhill as due to the code becoming better the behavior of the games has gotten more and more predictable, and they really haven't compensated well enough for that since Gen 3... (The slew of mysteries and secret areas in gen 2 and 3 definitely helped those game carry that tone despite the vast stability improvements over the course of them)
I always give the marowak the pokedoll it’s a nice touch. I actually thought this was the only way to do this when I was younger, I heard this way first before silph
The reason I love Gen 1 is that I've never noticed any glitches while playing the games normally, but if I wanted to search them out I could easily and it was fun doing so.
When you consider nobody had ever attempted to make a game of Pokemon's scale on the flipping game boy of all things in 1996 running on hardware from 1989, respect is due regardless of how many bugs there are. It was one of the key games that brought RPGs to mainstream popularity in USA and Europe, before that most were never localised and publishers believed RPGs would never sell in the West.
It seems like many people find it a problem that pokemon has soo many glitches. Most of them are very hard to encounter unless you go out of your way to activate them. Which is like another mini-game: find/exploit the bugs in the game. The devs didn't waste resources fixing the bugs, players around the world are enjoying up until today. It is a win/win imo!
Talks about questionable gen 1 game design decisions. Doesn't mention that psychic pokemon were absurdly overpowered because they effectively had no type weaknesses. Lol.
Psychic was supposed to be weak to ghost too, but they messed that up to the point where they're not even resistant but immune to it. That's another point he could've brought up.
@@IvySorhThere's one damaging Bug-type move in the entire game, Twin-Needle. Which has 50 BP and is only learned by Beedrill, a Pokemon that's weak to Psychic and has low stats. More than a quarter (27%, 41 out of 151) of Gen 1 Pokemon are weak to Psychic. Plus, all Psychic-type Pokemon had high Special, which was stupid strong because it was both Sp. Atk and Sp. Def rolled into one, and with the lack of physical/special split at that point it meant pure Psychic-types had a generally high resistance to most strong attacking moves... because the only physical types with useful attacking moves other than Fighting, which Psychic resists, were Normal, Flying, Ground, and arguably Rock. The move Amnesia, which is, of course, a Psychic-type move, boosts Sp. Def by two stages now. Nothing crazy. It boosted Special by two stages in Gen 1, which doubles Sp. Atk and Sp. Def in one turn... though only Slowbro and Mewtwo could use it effectively. I get the feeling Psychic was supposed to be really strong and they had an indifferent attitude towards the "competitive" balance before they expected Pokemon to catch on like it did.
@@bluegum6438 Jolteon learns Pin-Missile and Venonat/Zubat learn Leech Life... but still. Dragon types are weak to dragon, but the only dragon move is Dragon Rage (40 set-damage) The only Ghost move that doesn't do set-damage/status is Lick... which is very weak, and Lickitung didn't learn it till Yellow. Drowzee/Hypno were based off tapirs who eat dreams in mythology but they don't learn Dream Eater naturally... they are the only ones who can use the TM for it though (except Mew). A whole TM for one pokemon to learn a move it should learn... More than glitches I find odd decisions like this more baffling.
Great video! When I think of Gen 1 glitches, I just think of a guy doing the same convoluted thing over and over again to get ambushed by a block of static on a bridge
I think the glitches of the game made the game so mysterious and made it much more fun. Like a hidden story to find in the actual game. These glitches are certainly one of the reason the game became more popular were these types of glitches.
This game is still impressive because four inexperienced programmers made this game. You can also play this game without ever coming across a game breaking glitch except when you go looking for them in which you will find them left and right.
This is great. There are quite a few glitches on this list that I didn’t know about and I enjoy intentionally bugging games out (emulators). Awesome job.
When I was a kid, I took a Haunter to Sabrina's Gym and learned another really fun quirk about Wrap: despite being a Normal-type move, its *effect* will still work on Ghost-types. They won't take damage, but Wrap will still immobilize them indefinitely. I don't know how long I sat there with my utterly-unharmed Haunter getting Wrapped by a Bellsprout (and it did eventually stop) but dear god.
Lance, one of the world famous elite four members and is well-known to be insanely strong and smart, can lose 3 of his pokemon to a single low level bat.
Probably the developers are inexperienced about glitches they never expected or values they expect not to be exceeded. I meam, on the GBA series and future games, if your HP is more than max, the bar acts as if your health is full, in gen 1, they didn’t add a check if the fill is too large so it causes to draw extra tiles.
Hell even an experienced, vigilant programmer slips up some times. Add to that trying to coordinate code between team members and yeah, that's why QA testing is important.
Some of the other major glitches you never mentioned: The 1/256 Glitch: All moves, regardless of their accuracy, carried a 1/256 chance of missing. The only exception was Swift, as it bypassed accuracy checks. The 0:00 Champion Glitch: With a specific setup, it's possible to warp to the Pokemon League and "complete the game" without ever leaving your house. You can fish inside Gym statues. In the Elite Four rooms, you can escape them via using Surf on the doors. The crash damage from missing Jump Kick and Hi Jump Kick was 1 HP. There are a large amount of gamestates which can result in the game force spawning certain Pokemon of your choice, including Mew. It's possible to walk through walls via a convoluted method involving Poisoning your Pokemon and the Safari Zone. As for other odd design choices: Waking from Sleep, and being freed from Bind moves consumes your entire turn. Despite being Flying types, Gyarados and Dragonite can not learn any Flying-type moves. There are no Dragon type moves which have STAB, as the only Dragon move in Gen I was Dragon Rage, and that does fixed damage. Ghost is categorized as a Physical attacking type, despite the only Ghost type Pokemon (the Gastly family) being special attackers. There's a scary amount of possible ways for one to soft lock themselves inside certain areas of Gen I, primarily due to being able to release your only HM users.
I always glitch myself a Mew as an HM slave when I replay Gen 1. What's interesting is you can also get the Mew to spawn at level 1 and then underflow the EXP to instantly hit level 100. Strongest HM slave.
I wouldn’t say this is poor programming, they had to deal with a lot of limitations on the game boy, and they used a lot of crazy memory management to make these games. I would look at this as a feat of programming, yes, it’s fun to look at the side effects, but don’t discredit the achievement of those programmers.
3:53 apologies in advance for the "erm, actually" but all the pokémon sprites are already decompressed by the time they're seen by the player. the issue here is that on the status screen, after the sprite is decompressed, each 8x8 tile is flipped horizontally and then the tiles are arranged from right to left so that the pokémon appears facing the right. the enemy pokémon's sprite still has its tiles arranged left to right, and since the tiles themselves are still the horizontally flipped pieces of the pokémon from the status screen, the image appears like it's been chopped up
Of course! Because THEY WANTED TO MAKE IT SO YOU CAN TAKE DOWN LANCE'S DRAGONITE WITHOUT TAKING ANY DAMAGE WITH A POISON TYPE THEY WANTED THE PSYCHIC TYPE TO BE UNBALANCED LIKE THAT *THEY WANTED MISSINGNO TO EXIST*
There's a glitch where your ghost Pokémon can get stun locked by wrap and bind but still won't take damage. Also if you have an Onix level up in a battle and then use a Pokémon that evolves via stone (Pikachu, Staryu, Eevee, and etc) it will evolve after the battle has ended
When *I* think of bugs in Gen 1 Pokemon, I think of the one that made Psychic-type Pokemon immune to Ghost-type moves, but also that it didn't matter very much because the only Ghost-type move affected by this was Lick and all the Ghost Pokemon in Gen 1 were part Poison, anyway. And Psychic-type's only other weakness, Bug, was similarly awful in movepool and Pokemon. Which leads me to the issue that Bug and Ghost just needed an increase in effectiveness instead of there needing to be *two new types* in Gen II. But we got Umbreon out of it, so I guess that's okay. I also think about trade cloning, which a friend of mine and I made *heavy* use out of.
In the Debug Version of Red/Blue, which skipped the Intro and allowed thing like avoiding wild encounters, the player name was "NINTEN" and the rival name was "SONY"
Even with all the glitches, bugs, oversights and flaws, the old games are still impressive for the time and none of the issues get in the way of a regular play through. They'll always be flawed gems to me, some of the best games to ever come out on the old gameboy brick and the genesis of something huge that we still enjoy today. Also the glitch to get level 1 pokémon early game that shot up to 100 after a battle is just awesome and still works on the re-releases, saves you one hell of a grind with the OG 151.
@Lucetube GPlusStillSux Your an idiot. If that were the case superman 64 would be the greatest game ever made! That is a statement no one makes ever, therefore your argument is incorrect!
@@mlpfanboy1701 If you pop a Red or Blue cartridge into a GameBoy and play the game all the way through, you will encounter zero glitches. All of these glitches require you to follow a list of very specific and deliberate steps. You would never accidentally activate these glitches. And games like Superman 64 are hated because of their awful gameplay and many other fundamental reasons - not because there's glitches.
Fine Wine Daily you say that like i never played red or blue, i have, it was my FIRST POKÉMON GAME! And i can still see, despite liking it at the time, that by today’s standards THE GAMES ARE CRAP!! Also you said glitches make a game better then intended, therefore by that logic super man 64 absolutely absurd number of game breaking glitches would make the game so amazing it cancels out the repetitive monotonous game play and further!
It’s funny I played these games probably hundreds of hours growing up and I never encountered any of the bugs or freezing. Idk how because some of those situations seem really easy to make happen.
By the way, the japanese versions of the game featured something spetacular.
You can not be defeated by Sabrina.
I mean, you can. But she will give you the badge anyway.
Srslyyyy
Sooo if I play the Japanese version I can get the feeling of being Ash
Probably the reason it went like that with Ash in the anime?
I prefer to believe that way.
Best girl.
My favorite bug about toxic and leech seed is that the leech seed damage increases along with toxic, and so your gained health increases too
Venusaur OP
Yeah, I thought that was a feature / a legit strat
venusaur strat of the century
Got a question. Did this mistake in coding cross over into Pokemon Stadium? That might make using rental Pokemon in that game a lot more viable...
This is basically why I pick Bulbasaur. Well, that and high crit chance moves like Razor Leaf also being broken.
I always thought the poke doll ghost thing was an actual feature and intended when I was a kid, like you give it the toy and it calms down
Didn't really think about the massive sequence break it did.
It fit so well with the theme of the sequence I think none of us thought of it as a glitch.
I too thought that
I thought the same thing 😂
It straight up deserve to be a feature. Ghost just wants the love and affection it never had, and you can give it to them with a little present.
It absolutely makes sense too. Probably more than the intended item
@@Zoey587 like master oogway said "there are no accidents"
The Gen 1 miss is a great one. All moves have a 1/256 chance of missing, regardless of their accuracy
Most of the old games have some limitation involving 256
"All moves have a 1/256 chance of missing"
Swift bypasses the accuracy check
The only exception to the 1/256 glitch is Swift. Also I think pokeballs, even the masterball has a 1/256 chance of missing in gen 1. Not failing, just missing the pokemon.
@@Down_Triangle yes I know that
That's a pretty irrelevant glitch. You'd expect 0 to 1 "glitch" misses after an entire play-through of the game. And I don't think it's ever stated in the game that any move is supposed to hit 100% of the time, except for swift. So I'm not even sure this is a glitch.
It's amazing that such a mega hit franchise was basically held together by elmer's glue and a very sparce amount of duct tape at first. Goes to show you that a game doesn't need to be perfect to lead somewhere amazing.
Ive heard something about how limitations can boost creativity due the necessity of clever work-arounds...and they say necessity is the mother of invention. Put all that together and sometimes amazing things are achieved
>at first
>implying they aren't still held together by increasing amounts of duct tape
Not really at first... I swear game freak has never actually tried to make a good game
carl wheezer id say gen 5 is the best of the series, albiet still kinda tedious at times
@@MrTrombonebandgeek
I agree with it being best, but it's still the same old same old.
I don't know how a series so stagnant in innovation can still prosper by adding even more payments to the games.
You mention Dragonite using barrier, but didn't mention how Dragonite CAN'T LEARN BARRIER
Maybe you're just such a bad trainer you cant teach yours barrier. Maybe the other trainer is peak train
Gen 2 Lance is my favorite. Three Dragonites all at levels below when a Dragonair can evolve into Dragonite.
Deadgye that shit pissed me off back in the GSC days lmao.
@@Deadgye Maybe he kept it a Dragonair or the Dragonair itself didn't want to evolve yet. I do agree it's strange however.
@@ParappatheRapper I think you got it backwards.
Mew truck was never a glitch, just a myth.
Yeah, that's my bad. I was thinking of all the things I heard about when I was a kid and totally goofed when I was trying to lead in to the video
Crystal Kanashii Technically, with arbitrary code execution (itself accessed through multiple glitches and careful manipulation), you can spawn a Mew under that truck after all! It’s pretty roundabout and complicated, though, and much more likely to screw up your game if done incorrectly. Definitely not something a player would randomly find on their own, just a bit of trivia.
BSK
It’s possible to glitch the game in a way that it will indeed place a Mew encounter into the truck, much like how the actual Mew glitch places a Mew encounter outside that one town. However, doing this requires extensive knowledge of this game’s coding and how to manipulate it through glitches, so it might as well be a cheat.
@@rainpooper7088 arbitrary code execution doesn't really count
Not so much in Crystal Clear...
Crits were also calculated on speed. A charizard with decent speed almost always crits with Slash. Persian too.
Swordie100 dugtrio + good speed DVs + slash = a critical hit 96(?)% of the time iirc
it's dumb lmao
@@PikaPerfect I just know that my Venasaur with Razor Leaf landed a crit around 90% of the time
Slash has a crit rate of 97% anyway so it doesn't even matter what speed you have
@@ori.g4mi Is this really rhe case in gen 1? I thought it was lower than that, and based on speed it increases. Have you got any source for that info?
@@Swordie100 crit chance was calculated from the base speed of the pokemon, and slash and razor leaf just quadrupled that. So a persian using slash had something like a 125% crit chance from the formula. (of course, it's only 99.6% because 100% realistic hits and the Gen1-miss)
Something that would have deserved a mention: Great Balls are actually better than Ultra Balls under some circumstances.
I kind of wish that were still the case instead of being a strict upgrade.
@@cutecommie as child i always tried to get to 1hp and never new that 1/3 wad enough
@@kowikowi7060 wait what?, is 1/3 the best bonus catch rate you can get?
@@cutecommie Funny enough, this can still work! Well any single ultra ball will always be better ofc, but if you get the price equivalent amount of normal pokeballs you actually have a better chance of catching! (takes more turns but still)
idk if that's common knowledge or sth, but I thought that was fun when I did the math a while ago.
I wouldn't say poor programming.
More like naive programming.
The creators of pokemon were in uncharted territory when they made the first game.
The coding they were doing was tough as hell. And the limitation to how much data they could store was crippling.
We're lucky Pokemon was even created.
I agree. The programming in these games was incredibly difficult to pull off. They were some of the best programmers in the world. And if you pop a Gen 1 cartridge into a GameBoy and play an entire game all the way through, you will find zero glitches. Most of these glitches were found after years of deliberately trying to break the game. They don't effect normal gameplay.
@@finewinedaily4997 Nah, gen 2 runs off the same hardware with the same kind of limited space, and it's got like 1/10th of gen 1's amount of crippling oversights and exploits. It also deals with nearly every unexpected exception to its rules (within reason) with error handlers, instead of just letting the whole train derail while it happily executes strings of code it wasn't ever supposed to. Which gen 1 does after a gentle nudge.
Most of R/B/Y's glitchiness is just down to shoddy (or inexperienced) programming, perhaps under pressure of an approaching deadline. Of course, they _were_ the first games so these guys had little to build upon. Doesn't make it less of a hack job. I'm not complaining, its shittyness has provided me and many others with lots of fun and basically extended the game's life by years.
@@finewinedaily4997 No, they weren't some of the best. This development team was bad. Plenty of people made far more complex software in assembly across myriad systems, some with even tighter restrictions and limitations, and got it right. So no, they were not "some of the best." The development teams that got things right were not either -- they were merely programmers.
No, this was nothing more than shoddy programming. Why everyone is so keen to make excuses for this abysmal code is beyond me. After all, other development efforts pulled off just as complex games, and even with more limitations (older systems), and had workable products. Further, they did release other games with far less issues, right? This is merely the tale of bad programming, plain and simple. There is nothing more sad than anyone trying to push off the results of poor programming onto the hardware limitations, rather than just admitting the codebase was poor.
@@tiredoftheliesalready The game actually ran quite well. Think about it, most of the glitches needs to be purposely found and purposely done. Also, it should be noted that the game had TONS of factors with the small hardware and how much they needed to fit in. They had to focus on each pokemon, each type, each move and so many other factors.
Plus, they had a time limit as well. They were making decisions while also trying to focus on how to put everything together.
Remember, working with 150 pokemon, 15 types, all those moves and so many mechanics in a small game system. And they had game connection, trading, character movement, story, and many different movement mechanics along with HMs and TMs and type advantages and disadvantages. They had to also do a turn based system, implement the levels and so on. They also had to focus on having the teams, number of pokemon, storage mechanics, individual stats for each pokemon as well as variations between some of them, which moves could go to which pokemon.
They also needed to add a save game mechanic and badges and which levels trainers could control and maps and locations and trying to also balance the game and organize the teams.
The game was actually more complex than many of the games, plus it they also had to deal with many codes and things that they felt couldn't work, but they also couldn't just rewrite everything from scratch at the time because of time limits.
Also, you gotta remember that they just didn't think of lots of things (like putting all the pokemon but the fainted one in the box)... if that wasn't a situation they'd think of, then it's quite normal for them to miss that.
And with the blue release, they were able to deal with a lot of the issues. With Gold, Silver and Crystal, they were able to get rid of most of the bugs and clean up the entire games.
And frankly, if you think about it, they actually did a pretty good job. The game was playable. It actually worked quite well with only a few actual issues during game play, with people being able to play it and have fun and even become a giant franchise.
In hindsight, some things seem more obvious and flawed and stuff, but that's in hindsight.
And while there might have been many better looking games than Pokemon at the time, most games were not as complex at it was.
Gen 1 is just like mario 64 very few gliche's affect normal play but one step in the wrong direction and the game is broken
Like needing 0 stars to complete Mario 64 through speedrunning glitches
@@bowldawg4394 you can complete pokemon yellow in 00:00 using gliche's
You can complete literaly every single gameboy game in 00:00 using a pokemon gen 1's glitches.
Well no. Missingno can fuck you up and there are a lot of glitches than can mess up a battle or your game.
@@lillith7257 actually Missingno. is mostly harmless, its cousin 'M on the other hand isn't.
The first bug I think of in gen 1 is caterpie
Mine is old man weedle dude for duping and missingno
@@FecalMatador he was making a big pun
Pfft, I think of beedrill, because beedrill is a bitch, damn bug catching contest
Butterfree is my favorite
I'll cater your pie.
"One sixteenth means sixteen damage"
You're thinking sixteen percent. Which is closer to one sixth.
Technically, if a pokemon has 256HP and receives 1/16th damage, he would be correct.
Isn't math fun?
@@DarkArachnid666 isnt speech fun? You have like infinite numbers of cases where this statement is wrong but if you count long enough you also have infinite numbers of cases where the statement is true
@@kowikowi7060 That's why I used the words "technically" and "would be", but I'm sure that, with your overwhelming sense of intellectual superiority, you probably figured that out already.
@@DarkArachnid666 what a roast gg dude
a hillarious thing about Toxic:
If you switched out while badly poisoned, the status would revert to normal poison
this is how during the pokemon mall tour i lost to the nintendo trainer who drove the pikachu volkswagon beetle around the country. rule was team of 3. they used mewtwo, mew, and alakazam. knowing psychic types and recover would be the problem, i had starmie that knew minimize, flash, recover, and ofc toxic. they just switched it out like you mentioned negating the damage bonus and though i killed 2/3, i lost to the final living pokemon, mewtwo who finally connected with a struggle. they were all moms with gameboys who got paid to play pokemon all day. it was amazing.
Reminds me of when Giovanni kept spamming Earthquake on my Charizard. Sure, he's fire type but it seems he didn't realise that he was flying as well.
My rival's alakazam used recover when it had full health
@@cebolimhagameplays6740 You must have been fighting it with a Psychic type.
In the old games the AI was programmed to always use a super effective move if available. Same way you can beat Lance's Dragonfire with a poison type as he'll just spam agility because it's a psychic type.
Yes this is a year later but it came up on my recommend
@@thomassturgess6198 isn't that how twitch plays pokemon managed to win the last battle?
Then there was of course the most amazing glitch in pokemon red/blue where you could trick the game into using your inventory as lines of code and so by putting different items in your inventory you could program your game in practically any way you wanted.
I mean, there wasn't much tricking involved. Your inventory doubles as the active memory in gen 1, you just aren't allowed to interact with it outside of what's supposed to be your inventory. The tricking is just getting access to it, it's all already being used in that way.
@@CJTheExpert Pretty certain speedruns of these games exploit that.
@@dizzydial8081 Yep! For a variety of purposes, from warping straight into the Hall of Fame less than 10 minutes after starting a new game, to catching all 151 pokemon in Blue in under 2 hours.
The item to do this glitch is called 8F
@@fetusdeletus700 Oh! That Hexdecimal isn't it?
Except with more limbs and less chromosomes lmfao
Isn't downs syndrome where you have more chromosomes?
@@BillehBobJoe yeah, if you had too little chromosomes you'd be dead lol. Off the top of my head I think (emphasis on think) it's three copies of chromosome 13/14 rather than the standard 2 in the zygote stage of development
You can't have less than 46 chromosomes if you're a human lol (at least not have less and live)
@@Umicron_ Turner's syndrome is 45 chromosomes. Those people only have one copy of the X sex chromosome and no Y either. But otherwise I think you're correct. Other than sex chromosome abnormalities, I don't think you can have less than two of each.
@@Umicron_ Thats close, Downs syndrome is three copies of chromosome 21
Tentacool's near-infinite wrap was terrifying.
Divide by zero is a surprisingly common error in all sorts of programs, usually because something minor glitched and skipped a value or missed a step somewhere further up the chain. Modern systems just call an error or crash, or just refer it to a handler and adjust/restart the routine.
Since the GameBoy has no memory management at all, a divide by zero just causes the hardware to enter an infinite loop it can't escape from.
Sounds like life..
B4D D 12 3 4 M it is life
I'm curious how division was done, and why there was no fallback for dividing by zero (e.g. default to 1), given that the Gameboy CPU has no division capability so it must have been written in software
The ammount of glitch mons (yes, Glitch Pokemon) that are in these games could've made a whole new typing and dex slots of there own. No seriously, there are 67 "glitch mons" in Red and Blue and that's not even counting the "evolutions" and alternate form in Yellow. They're all up on Bulbapedia if you're curious.
Don't forget all the combinations of hybridizing glitchmon with Q! You could make even more unique effects.
(I personally enjoy doing it to see Female Symbols true sprite.)
Aren't those all the scrapped Pokemon they left in the system? Including the unused cries found in the files?
@@corazonfeathers8116 no there are less them 100 crys in the game and only 151 pokemon all other are the empty slots in the memory for example there are 256 slots for pokemon but they werent planed but are just a coding limitation that if you search this number causes problems on other games too
@@J.G.H. while it is true that they planned for more pokemon they were all scraped and were never coded into the game
There are 256 slots with in itself is a limitation from gen 1 for exemple
256 slots in a bag (you can only use 30 but this can be bypassed) 256 pp for struggle (as seen in the ditto challenge video made by pikasprey yellow also this has not been proved but seeing other limitations in this gen its very likely that it is 256) after 256 special the numbers in the mew glith get reversed) critical moves and miss are calculated from 0 to 256 and at last swift can miss if the row falls into 256 but it is verby rare (but there is proof that it does miss)
@@J.G.H. how did they design a games so broken? Its amazing that i can code into the game using my inventory so it can do anything and for me this is what makes gen 1 worth playing
Generation 1: Pokemon Beta
Generation 2: Pokemon 1.0
Gen 1 is still the best ever if you are with pokemon since the beginning :D
@@ScarfaceMich ok boomer
@@ScarfaceMich ok genwunner
Michiel De Neve shhh, you can’t say that. Half of the people in these comments weren’t even born yet xD. They can’t handle differing opinions
@@ScarfaceMich You probably meant gen 3. Also GENWUNNER ALERT!!!!
Man, I love videos like this
My man
Huge fan
Oh no, we can't ever not see each other on TH-cam
.
Gen 1 was a buggy mess, but we still love it
Sometimes, broken games that work well can be better than games that are flawless
Bryce McKenzie Wasn’t the game made by just 4 programmers? If so, it’s actually amazing for what it is.
@@blazethewolf5757 aka Pokémon go.
Meh ... I'm too used to the newer games (gen 3 to now) that the earsoring-grindmess is not that enjoyable to me.
The game is not buggy. If you actually play the game, you will encounter no glitches in any normal full play-through - or even many play-throughs. All of these glitches require very deliberate and elaborate set-ups that you would never accidentally run into. They're extremely clean games. There's just a few holes in the programming that you can rip open if you follow a 10-step internet tutorial.
1/16th of 100 = 6.25...rounded to 6. How did you get the damage values as 16, 32 and so on?
Holy shit, good catch. Yeah, I biffed that math real hard lmao. I was thinking N*16/100, which is obviously wrong. Christ, I can't believe I did that hahaha, thanks for pointing that one out
Yh that's dumb af
Yeah I was really confused and expected some note to pop up correcting the mistake...
I cringed so bad at it too, couldn't get that out of my head for the rest of the video 🤣
@@TheSaltFactory toxic kills in 6 turns
Kinda wish you mentioned the 1 in 256 glitch. It's totally would have fit in here and it's really interesting
A bunch and i do mean a bunch of games have some sort of limitation with 256
Pacman
Minecraft
Pokemon
Mario
Zelda
Metroid
Kingdom hearts
Donkey kong
Etc...
joão vitor That’s just because a single byte of data has a total 256 possible values (0 to 255 unsigned, -128 to 127 signed).
Since video games, especially older ones, have to be super optimized for performance/storage, a lot of variables are set to only be a single byte in size, or base stuff like RNG off odds like x/256.
In fact, a lot of the number limits you see in games are arbitrarily programmed in, there’s no unit of measurement in computer data that ends in a perfect 999 or 100, etc.
Sorry if that was poorly explained I’m very tired right now but hopefully that sorta cleared things up a bit maybe.
Sparrows Tale: Glitch pokemon is the most outrageous glitch tbh
The game actually checks accuracy by picking a number from 0 to 255 and comparing against an accuracy value; if it's greater *or equal,* then it misses. "100%" moves had the rate set to 255 or 99.6%.
It's funny because their poor programming went all the way through to gen 7, they've just become increasingly better at hiding bugs.
Lmao
so many lillies...
Now with gen 8, same old Gamefreak.
Such as? You're not talking about the AI, are you? Because that was nerfed to shit so that it was more playable for kiddos lol
Tamsmit Sam i wouldn't say *poor* programming, just exceedingly inefficient programming
something else that would have been fun to bring up is how ohko moves like horn drill and fissure worked when you used an x accuracy. so basically, x accuracy didn't boost your accuracy stat the same way x attack and x defend did to their respective stats. it basically eliminated the accuracy stat by making your accuracy perfect. so moves like horn drill which normally had incredibly low accuracy (and they wouldn't even work normally on pokemon of a higher level if i'm not mistaken) would suddenly never miss if you popped an x accuracy, which effectively makes it the most broken item in the game, lol. pretty sure it also overrides things like double team or sand attack too.
It's the backbone of Pokémon Gen 1 speedrunning at this point
Colton Rushton combined with Nidoking being able to learn shit like blizzard and flamethrower and you have a speed running god tier Pokémon
Some my call these bugs, me, I call them features
Shut up and take my money!
Some may call this junk. Me? I call them treasures.
You must be working at Bethesda
Then wouldn't you be Todd Howard and not Phillip Fry?
Reaper Shackal Need something?
8:08 Everyone gangsta until Poliwrath uses B
I bet the developers were happy there weren't even more glitches. The amount of stuff they had to fit on the tiny gameboy cart
Skilled developers with a fair amount of creativity avoided these types of bugs, even in older systems with more limitations. It was not the memory limitation, but the skill limitation of the developers. This is also directly the result of not having a mature QC process being done prior to releasing the code to the masses.
@@tiredoftheliesalready hush your fuss.
@@ryanblack3686 No. You can either contribute something meaningful, move along, keep fussing [funny how you are the one fussing, eh?], or prepare to be annoyed that I will not be silent, eh? The truth of the matter is what I said, regardless of what fanboys and those who know nothing about software development might think.
Tiny?... Tiny?... There is nothing jam packed into the cartridges at all. A good anology is saving all of your old crap over the years on to an enourmos oversized hard drive. The cartridge is littered with rubbish and furthermore has massive massive massive amounts of free space in the randomest locations almost like a crater in the ground. The save file itself is it's own but similar beast. They literally could have ordered a smaller cartridge and been just fine ----- No what they did was quite literally just flat out wing the game freehand all the way through with minimal planning and then try to fix huge mistakes and last minute changes throughout by winging those too. Entire cities created last minute and thrown in mid production quickly, large blocks of code and maps just left in an abandoned hoping it's never reached, hundreds and hundreds and hundreds or thousands of bytes of space not even used. The code honestly looks like complete garbage but it ran and that was the goal.
That not memory or hardware limitation, there's plenty of better and more stable games on GB, like the original Link's Awakening.
Game Freak didn't knew much what they were doing. The dev cicle of Red and Green also was a nightmare, almost 6 years of development with low budget, many employees left during the time, and the GB was being treated as a dying trent in mid 90's. Satoshi Tajiri just wanted to finish it for the heck of it, it was his dream game and thats it.
Even the likes of Bethesda would blush at the sheer amount of bugs Pokemon has.
Barbaryotaku they shouldnt, because gamefreak had to put all this shit into a tiny ass cartridge of a new system, which, of course mistakes were made. bethesda just does piss poor job cuz whatevr lel
Yeah right
KOT EBANA ROT No gamefreak are and always have been shit programmers. They can somehow have Let’s go lag on the switch
@@KOTEBANAROT Gameboy was far from new by that point.
@@raikaru0 Restart the switch, it fixes it. This happens on a ton of switch games.
I've never heard of a better description of intelligence vs wisdom.
Intelligence is knowing that a tomato is a fruit. Wisdom is not putting it into a fruit salad.
I played through this game with Bulbasaur until it learned Razor Leaf. That was when I remembered that crits are calculated by the difference in speed so I just solod the game with my over level Venusaur.
Why sell it? games legendary
@, they meant "soloed".
I picked Bulbasaur cuz it had quirky design. When he learned the moves vine whip, leech seed, razor leaf I was more than happy with my choice. Even now Bulbasaur is still my favorite grass starter.
@@thichinhphan4010 I picked Bulbasaur in FireRed just for it's cuteness without realizing how op it is in firered
"generation 1 was the best generation" -genwunners
"How fucking high are you and where can I get some of that shit?" -me
Damn how tf did this game even run
I don't know. When I was a kid I never noticed any of this stuff. Likely you were just spamming your most powerful attacking moves with your pokemon, so none of the glitched moves ever factored in.
its walks slowly
By a bunch of 8 year olds playing it
Easily
If you actually play the game, you will encounter no glitches in any normal full play-through - or even many play-throughs. All of these glitches require very deliberate and elaborate set-ups that you would never accidentally run into.
Can we at least recognize that this game was still way ahead of its time? Yeah all you youngsters out there talk about how shitty the mechanics of first game were. But remember this game came out on the same platform that played Tetris. No other game mattered when this one came out and most of you will never know the pure joy of battling friends over a link cable.
Knox
Honestly, I think the glitches make Gen 1 more fun, especially because of how easily accessible most of them are. I actually wish Gen 2‘s glitches were more like this instead of, you know, not getting any of the new fancy Pokéballs to work correctly.
I am in awe of the original pokemon games. They came from out of nowhere, made by a team of around a dozen people. Gamefreak had employees leaving because they were going broke making the game and couldn't pay them. The game was released on a seven year old hand-held console, at the end of its lifespan. All the odds were stacked against them.
These games did so many things right, and I respect the hell out of them. AAA studios have tried and failed to equal the greatness of the pokemon games.
@@rainpooper7088 Actually, gen 2 suffers from a lot of the same problems (buggy item menus, glitch Pokemon caused by not all of the Pokemon index slots being filled, etc.), but just the removal of the Old Man and Mew glitches made them impossible to access without setting up arbitrary code execution (Done using the coin case- there are tutorials to do specific things using this, you don't need to know how to code Gameboy games to do it- check it out and try it for yourself if you have time and are really bored, it is really monotonous to set up though). The glitches aren't quite as bizarre, but they're still pretty cool.
I will say I don't understand how the link cable makes a difference over using infrared, though I will say that it is a lot more fun when you're in the same room as the person you're playing with (I played a lot of gen 4 and gen 5 with my friends as a kid)
Shitty? Nah. They were just implemented less than perfectly.
The AI being able to shift course mid-attack is the biggest BS i had to deal with in Yellow against the E4. Jynx will just eternally spam Sing with perfect accuracy EVERY TIME you use the poke flute.
Worth looking at the Pokémon disassemblies that pret's taking care of over on Github. They've taken dumps of the ROMs and are reverse engineering them back into human-readable assembly, likely similar to what Game Freak actually wrote all those years ago.
I seem to remember they had a file documenting all the known glitches, along with the code changes that would need to be made to fix them, but I can't find it any more.
Aiz チャンネル Did your brain fall out while writing that or what?
“More limbs and less chromosomes”
Freaking love it.
"Whoops, you just performed a specific series of events that is very easy to do by accident. Welcome to the Shadow Realm."
No mention of everyone's favorite glitch
2 5 6
@Sir We Are About to Die basically everything apart from swift and bide in gen 1 had a 1/256 chance of missing, including master balls. The game would generate a number between 0 and 255 when checking for accuracy. A move/ Pokeball would then have a corresponding accuracy value to check against. Then bad programming struck. If the randomly generated number was less than the accuracy value, the thing would hit and continue. However, for things like master balls, the random 255 is not less than the accuracy of 255, thus making it miss 1/256 times. This glitch could have been avoiding by changing the one '
@Sir We Are About to Die i don’t think it was put into place on purpose, more like just a mistake that no one noticed. On bulbapedia it mentions how the generated number was changed to be between 0 and 254 in coliseum 1, to avoid this glitch, meaning they probably found out about it but too late to do anything in the original games.
Sir We Are About to Die I actually agree with how they did it, as someone who has coded before. Each move probably has a byte allocated to it, which it uses to store the accuracy. One byte can hold a value between 0 and 255, and so they use the whole range to store accuracy. The way they do a random check is actually pretty standard. Generate a random number, check it against a condition, if condition is met then do thing. Because the range of accuracy is 0-255, the random number is also generated between 0-255. The problem is that they forgot to make the check inclusive of the same number, meaning every accuracy check is 1/256 less accurate than stated. Instead of including the number in the less than check, they exclude it. This means that if the random number is the same as the accuracy value, the action misses. The only exceptions to this are bide and swift in the non-japan versions, which skip this check entirely.
I really liked the editing job here. The music, the scene cuts, the random pokemon drawings (Bellsprout with sunglasses XD) made this video a lot more enjoyable than if you just listed the facts.
Great job! Keep it up!
I love the pokemon nicknames
HECKBOOF and HUGE JIM are especially good
Pokemon Red/Blue is probably one of the single most walked-through pieces of source code of any video game ever. The fact that it still managed to hold up as well as it does to scrutiny is a testament to just how much work went into debugging the games. But unlike the original 151, they couldn't catch 'em all.
6:39
"Your opponent can fire off hot load after load"
Great vid, buuuuut I feel the need to point out that Mew Under The Truck was never a glitch, just a playground rumor. There is a legit Mew Glitch though that lets you encounter a legit mew in-game.
Youre right. It doesnt just allow you to catch mew but all other pokemon, incl Glitch Pokemon
Honestly, I actually think the bugginess of gen 1 is what made the series so popular. The world was full of mystery, and the unexpected could always happen... It may have been due to unstable code, but it doesn't matter because ultimately it's glitch to stability ratio was just perfect to create the atmosphere that made gen 1 so compelling. It's also probably why so many people think the games have gone downhill as due to the code becoming better the behavior of the games has gotten more and more predictable, and they really haven't compensated well enough for that since Gen 3... (The slew of mysteries and secret areas in gen 2 and 3 definitely helped those game carry that tone despite the vast stability improvements over the course of them)
I always give the marowak the pokedoll it’s a nice touch. I actually thought this was the only way to do this when I was younger, I heard this way first before silph
The reason I love Gen 1 is that I've never noticed any glitches while playing the games normally, but if I wanted to search them out I could easily and it was fun doing so.
Good video man. Gen 1 is the only generation of Pokémon I haven't played, and this video did a good job explaining all their quirks.
10:27 terrifying childhood memories of running out of AA batteries
The glitchy bit at the end is what convinced me to subscribe. :3
You deserve more subs man
That's probably on me to post more man, haha. I appreciate it!
no she dusen't
When you consider nobody had ever attempted to make a game of Pokemon's scale on the flipping game boy of all things in 1996 running on hardware from 1989, respect is due regardless of how many bugs there are. It was one of the key games that brought RPGs to mainstream popularity in USA and Europe, before that most were never localised and publishers believed RPGs would never sell in the West.
It seems like many people find it a problem that pokemon has soo many glitches. Most of them are very hard to encounter unless you go out of your way to activate them. Which is like another mini-game: find/exploit the bugs in the game. The devs didn't waste resources fixing the bugs, players around the world are enjoying up until today. It is a win/win imo!
Aleksy Limb
But when bethesda doesn’t fix a tiny bug - it gets shit
Stop being a shittendo fanboy, pokemon is broken garbage
@John Doe you must be a joy to deal with
This is what makes this game legendary. The glitches have became a part of the game to explore.
Talks about questionable gen 1 game design decisions. Doesn't mention that psychic pokemon were absurdly overpowered because they effectively had no type weaknesses. Lol.
Technically it had bug. . .
But that was worthless in gen 1.
Psychic was supposed to be weak to ghost too, but they messed that up to the point where they're not even resistant but immune to it. That's another point he could've brought up.
@@IvySorh Oh yup, I remember that.
@@IvySorhThere's one damaging Bug-type move in the entire game, Twin-Needle. Which has 50 BP and is only learned by Beedrill, a Pokemon that's weak to Psychic and has low stats.
More than a quarter (27%, 41 out of 151) of Gen 1 Pokemon are weak to Psychic.
Plus, all Psychic-type Pokemon had high Special, which was stupid strong because it was both Sp. Atk and Sp. Def rolled into one, and with the lack of physical/special split at that point it meant pure Psychic-types had a generally high resistance to most strong attacking moves... because the only physical types with useful attacking moves other than Fighting, which Psychic resists, were Normal, Flying, Ground, and arguably Rock.
The move Amnesia, which is, of course, a Psychic-type move, boosts Sp. Def by two stages now. Nothing crazy. It boosted Special by two stages in Gen 1, which doubles Sp. Atk and Sp. Def in one turn... though only Slowbro and Mewtwo could use it effectively.
I get the feeling Psychic was supposed to be really strong and they had an indifferent attitude towards the "competitive" balance before they expected Pokemon to catch on like it did.
@@bluegum6438
Jolteon learns Pin-Missile and Venonat/Zubat learn Leech Life... but still.
Dragon types are weak to dragon, but the only dragon move is Dragon Rage (40 set-damage)
The only Ghost move that doesn't do set-damage/status is Lick... which is very weak, and Lickitung didn't learn it till Yellow.
Drowzee/Hypno were based off tapirs who eat dreams in mythology but they don't learn Dream Eater naturally... they are the only ones who can use the TM for it though (except Mew). A whole TM for one pokemon to learn a move it should learn...
More than glitches I find odd decisions like this more baffling.
Great video! When I think of Gen 1 glitches, I just think of a guy doing the same convoluted thing over and over again to get ambushed by a block of static on a bridge
Pokemon red and blue. Most famous bodge in history.
Gen 1 is held together by duct tape and Satoshi's prayers 😅
This game was written in assembler. It's damn good considering the limitations.
I think the glitches of the game made the game so mysterious and made it much more fun. Like a hidden story to find in the actual game. These glitches are certainly one of the reason the game became more popular were these types of glitches.
This game is still impressive because four inexperienced programmers made this game. You can also play this game without ever coming across a game breaking glitch except when you go looking for them in which you will find them left and right.
Unless you consider the badge boost or x accuracy making 1hit KO moves always land game breaking.
This is great. There are quite a few glitches on this list that I didn’t know about and I enjoy intentionally bugging games out (emulators). Awesome job.
That’s the thing about older games, they can’t push “bug fix” updates
2:26 lol that Eevee using its portal gun in confusion was so cute
Was it impossible to run some sort of watchdog on these systems to get them out of the loop ?
I really like these little animations for some of the glitches.
Also, poor Snorlax at 1:24
Kinda like melee. The bugs built the meta.
You truly have come a long way because this mic quality
Gen 1 pokemon games were held together with scotch tape and hope.
When I was a kid, I took a Haunter to Sabrina's Gym and learned another really fun quirk about Wrap: despite being a Normal-type move, its *effect* will still work on Ghost-types. They won't take damage, but Wrap will still immobilize them indefinitely. I don't know how long I sat there with my utterly-unharmed Haunter getting Wrapped by a Bellsprout (and it did eventually stop) but dear god.
“Hyper beam not having to re charge” this is far from an problem my boy
It probably wasn't supposed to happen, though...
what if your enemy uses advantage of that
Unless your opponent's using it.
Problem or benefit, it definitely wasn't intended to be a thing.
Lance, one of the world famous elite four members and is well-known to be insanely strong and smart, can lose 3 of his pokemon to a single low level bat.
"A 45 minute rant about why DKC3 was the best one. "
So just like a 45 minute video of the Double D holding a book that says "facts" meme?
This was a fantastic blast of nostalgia!
Probably the developers are inexperienced about glitches they never expected or values they expect not to be exceeded. I meam, on the GBA series and future games, if your HP is more than max, the bar acts as if your health is full, in gen 1, they didn’t add a check if the fill is too large so it causes to draw extra tiles.
meh,in gen3 there were still a lot of underflows and corruptions.they just were rarer and more random in their effect
Hell even an experienced, vigilant programmer slips up some times. Add to that trying to coordinate code between team members and yeah, that's why QA testing is important.
Some of the other major glitches you never mentioned:
The 1/256 Glitch: All moves, regardless of their accuracy, carried a 1/256 chance of missing. The only exception was Swift, as it bypassed accuracy checks.
The 0:00 Champion Glitch: With a specific setup, it's possible to warp to the Pokemon League and "complete the game" without ever leaving your house.
You can fish inside Gym statues.
In the Elite Four rooms, you can escape them via using Surf on the doors.
The crash damage from missing Jump Kick and Hi Jump Kick was 1 HP.
There are a large amount of gamestates which can result in the game force spawning certain Pokemon of your choice, including Mew.
It's possible to walk through walls via a convoluted method involving Poisoning your Pokemon and the Safari Zone.
As for other odd design choices:
Waking from Sleep, and being freed from Bind moves consumes your entire turn.
Despite being Flying types, Gyarados and Dragonite can not learn any Flying-type moves.
There are no Dragon type moves which have STAB, as the only Dragon move in Gen I was Dragon Rage, and that does fixed damage.
Ghost is categorized as a Physical attacking type, despite the only Ghost type Pokemon (the Gastly family) being special attackers.
There's a scary amount of possible ways for one to soft lock themselves inside certain areas of Gen I, primarily due to being able to release your only HM users.
I always glitch myself a Mew as an HM slave when I replay Gen 1. What's interesting is you can also get the Mew to spawn at level 1 and then underflow the EXP to instantly hit level 100. Strongest HM slave.
I wouldn’t say this is poor programming, they had to deal with a lot of limitations on the game boy, and they used a lot of crazy memory management to make these games. I would look at this as a feat of programming, yes, it’s fun to look at the side effects, but don’t discredit the achievement of those programmers.
There is no issue of limitations causing most of these glitches, these are mistakes likely due to a tight production schedule, and poor testing.
I knew a bunch of these but there was a bit of new information. Cool video!
Shout outs to Buck Bumble
3:53 apologies in advance for the "erm, actually" but all the pokémon sprites are already decompressed by the time they're seen by the player. the issue here is that on the status screen, after the sprite is decompressed, each 8x8 tile is flipped horizontally and then the tiles are arranged from right to left so that the pokémon appears facing the right. the enemy pokémon's sprite still has its tiles arranged left to right, and since the tiles themselves are still the horizontally flipped pieces of the pokémon from the status screen, the image appears like it's been chopped up
They're not bugs, they're features
Of course! Because THEY WANTED TO MAKE IT SO YOU CAN TAKE DOWN LANCE'S DRAGONITE WITHOUT TAKING ANY DAMAGE WITH A POISON TYPE
THEY WANTED THE PSYCHIC TYPE TO BE UNBALANCED LIKE THAT
*THEY WANTED MISSINGNO TO EXIST*
There's a glitch where your ghost Pokémon can get stun locked by wrap and bind but still won't take damage. Also if you have an Onix level up in a battle and then use a Pokémon that evolves via stone (Pikachu, Staryu, Eevee, and etc) it will evolve after the battle has ended
New video on a series i know but one of the two gens i dont know so more learning time
man, i remember eating Bosco Sticks in school, Thanks for reminding me that those existed
A B S O L U T E U N I T
celestialPhilosopher ABSLTUNIT*
When *I* think of bugs in Gen 1 Pokemon, I think of the one that made Psychic-type Pokemon immune to Ghost-type moves, but also that it didn't matter very much because the only Ghost-type move affected by this was Lick and all the Ghost Pokemon in Gen 1 were part Poison, anyway. And Psychic-type's only other weakness, Bug, was similarly awful in movepool and Pokemon. Which leads me to the issue that Bug and Ghost just needed an increase in effectiveness instead of there needing to be *two new types* in Gen II.
But we got Umbreon out of it, so I guess that's okay.
I also think about trade cloning, which a friend of mine and I made *heavy* use out of.
1/16 of 100 is not 16
Imagine toxic only needing 4 turns to kill you😂
This really took me back, thank you!!
I liked the games, glitches and all.
Hope you talk about the emerald duplication glitch next!!
toxic glitch made venusaur the best starter
That last glitch definitely explains why some enemy pokemon seemed happy to spam moves that did nothing to hasten my own pokemon's demise.
Mew under the truck was a rumor, not an actual glitch though? The glitch to spawn Mew doesn't even involve it
In the Debug Version of Red/Blue, which skipped the Intro and allowed thing like avoiding wild encounters, the player name was "NINTEN" and the rival name was "SONY"
Aww I want a Heckboof
Even with all the glitches, bugs, oversights and flaws, the old games are still impressive for the time and none of the issues get in the way of a regular play through.
They'll always be flawed gems to me, some of the best games to ever come out on the old gameboy brick and the genesis of something huge that we still enjoy today.
Also the glitch to get level 1 pokémon early game that shot up to 100 after a battle is just awesome and still works on the re-releases, saves you one hell of a grind with the OG 151.
_HeckBoof_ - Greatest name ever.
Or BigFloppy
this is a cool series idea, I would love to see more.
To be honest the glitches make a better game than what was intended. Pokemon's sadly hella tedious, even the modern ones.
I liked Black/White and Black2/White2...
@Lucetube GPlusStillSux Your an idiot. If that were the case superman 64 would be the greatest game ever made! That is a statement no one makes ever, therefore your argument is incorrect!
@@mlpfanboy1701 If you pop a Red or Blue cartridge into a GameBoy and play the game all the way through, you will encounter zero glitches. All of these glitches require you to follow a list of very specific and deliberate steps. You would never accidentally activate these glitches. And games like Superman 64 are hated because of their awful gameplay and many other fundamental reasons - not because there's glitches.
True. The majority of gameplay is spent looking for Pokemon and grinding for levels. Gets very tedious very quickly
Fine Wine Daily you say that like i never played red or blue, i have, it was my FIRST POKÉMON GAME! And i can still see, despite liking it at the time, that by today’s standards THE GAMES ARE CRAP!!
Also you said glitches make a game better then intended, therefore by that logic super man 64 absolutely absurd number of game breaking glitches would make the game so amazing it cancels out the repetitive monotonous game play and further!
It’s funny I played these games probably hundreds of hours growing up and I never encountered any of the bugs or freezing. Idk how because some of those situations seem really easy to make happen.