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when I was a kid I swear I got the trainer next to the seafoam island entrance to turn into professor oak, but i accidentally went into the cave before i could interact with him, do you know if this has happened to anyone else?
David Nunez that seems possible. I remember when I was a kid seeing something similar in fuschia city with a trainer changing sprites but I have no idea how it happened
Also it is not a glitch just hardware limitation. The gameboy is limited how much sound it can make so when you have the low health beep it was made to skip some sounds.
exactly -- the NES did this too. it's due to how many separate audio channels the hardware can produce at any one time -- i believe the NES was limited to five, but i'm not 100% sure about it.
The fun thing about being a kid in the late 90s and early 2000s was the fact that none of these glitches were easily verifiable via TH-cam. I remember seeing some describe the man on Blaine's gym glitch and then I tried it myself to verify. This went on with many many glitches that were fake and a few that were real until 9 year old me finally found the real Mew Trick and tested it together with my best friend. Even 16 years later, I still don't forget how fun it was to discover new glitches.
Hell yeah bro lol. I remember going nuts when I found out how to duplicate. Rare candies for days 😂 gathering up in the lunch room trading,discovering glitches, battling man those were good times
The Red Bar glitch isn't used for attack sounds, it's instead used for cries and level up jingles! Speed runs play with animations turned off but it also skips sounds that that *doesn't* skip :)
The glitch where you keep not picking a starter Pokemon until the game freaks out was acknowledged in Pokemon Go. If you keep walking away from the 3 starter Pokemon options in Go, Pikachu will eventually become an option to start with.
Title: *Pokemon Red and Blue Glitches You've NEVER Heard Of!* Me, who has read hundreds of pages and watched countless videos of Pokémon Gen 1 Glitches for over a decade: *_I am four Parallel Universes ahead of you!_*
@@eriks8382 In order to explain why greenknight9000 is not a dork, we'll first have to discuss parallel universes. Okay, so Red's position is a floating point number. But it's converted to a short when the game uses it to test for collision with ground tiles. In short, Red's position can basically be any decimal number, but it's converted to an integer between 32,767 and -32,768 inclusive. So, any fractional numbers are truncated and any numbers too big or too small are moved into this range using a modular operator. In other words, Red's position is limited to a box within those constraints. But if Red leaves that box, then his actual position and the position used for ground detection will separate since the position used for ground detection will remain in that original box. So now I ask you this: If Red is standing outside of this box, but the position being used to test for collision is in the box and on a valid tile, can Red stand over there? The answer is yes. As far as the game sees it, Red is in fact on a ground tile because there is a ground tile where the numbers are pointing to. So for all intents and purposes, there is essentially land over there. A copy of the original map. And this is what we call a parallel universe. Or a PU. And this applies to every one of these boxes, so there's actually a grid of infinite PU's. Now, PU's aren't as glamorous as you might think. The graphics are only found on the original map, so the PU's are completely invisible. Furthermore, PU's have no sprites like NPC's or Pokemon, no trainers, no items like potions or pokeballs, and not even any walls. So really, it's pretty barren. Furthermore, the Gameboy console will actually crash if you go to a PU and let the camera follow you. But luckily, we can avoid that crash by fixing the camera in place on the original map before leaving it. Though that does make it even harder to tell what's going on in the PU's. So, you can travel to a PU if you have enough speed, but it's not as simple as you might think. If you have just enough speed to reach the PU over, it won't actually work. That's because the game checks for a ground tile at each quarter-step of his movement. In other words, the simplest PU movement has to be at least four PU's away. That way, each quarter-step is on a ground-tile and therefore valid. For simplicity, we call this Quadrupal-PU distance one "QPU". Now, at this point I've been glossing over a very important detail which I now need to clear up. What if I told you that the distance Red moves isn't necessarily equal to his speed? The distance Red travels is only a portion of his actual speed and this portion depends on the type of tile. The higher the friction, the less Red will move. Note that it only depends on the friction. Not whether Red is on a walking, surfing, biking, or even spinning. The distance Red actually moves will be called his "DeFacto Speed." Red could have the same speed but different DeFacto Speed if he's standing on tiles with different frictions. So, when we want to move one QPU, it's not sufficient just to have 1 QPU speed. We need 1 QPU DeFacto Speed, which often means our actual speed will need to be greater than 1 QPU to compensate. So, to reiterate, we need to increase our speed so that our DeFacto Speed synchs up to 1 QPU. The speed needed to do this is called the "Synching Speed". So, when we build up enough speed to match the Synching Speed, the quarter steps of the DeFacto Speed will synch up with PU's, and we can move. Now, if we want to travel 2 QPU, we will need to double this Synching Speed. In other general, any multiple of the lowest Synching Speed is in itself a Synching Speed and we can move multiple QPU at once. So remember, every tile has a different set of Synching Speeds. Because of all of this, we can conclude that greenknight9000 is no dork. Him being four Parallel Universes ahead of you means that he has dedicated a very substantial amount of time to his Pokemon Red and Blue glitching career.
I actually knew the one with the NPC manipulation! I used to do something similar all the time on my blue cartridge. In pallet town, you can manipulate one of either of the walking npcs into the grass that normally oak stops you at, and they will stand there. If you walk into the grass tile next to them, oak will approach to bring you to his lab... but will approach the npc instead. When he leads you, you will be offset one tile to the left or right depending on where the npc was. Your reward for spending 15+ minutes of your time shoving a npc around? You get stuck on an outside wall of the pokemon lab, unable to move or enter the door. Thats a softlock! Whoops!
In order to stop the character from spinning, you might wanna try going on to the spinning tiles again and after you stop on a stop tile it should set the player sprite sheet back to normal.
Redbar's pretty easy to understand how it happened. Normally, the game waits until the current sound effect ends to read the next input. But the redbar sound lasts forever, so if they left that instruction in, the game would hang. So they disabled the "wait for sound effect" flag while that sound plays, which means you can skip over normally mandatory sound cues. Also, the time save isn't mostly in moves with sound effects, since you can skip battle animations in Settings. It's primarily about cries when pokemon enter battle, which can take several seconds per pokemon but can be skipped entirely by mashing A during redbar.
What I really like about the Gen I games are that they remind me of all these rumours for different games you would hear at the playground back in the day, like "if you stand on this spot for exactly x amount of time, and press this button combination, you will unlock hidden features in the game" for example. Except that in Red and Blue, a lot of those rumor-like instructions actually WORKS
You can actually do the NPC manipulation on the girl in Pallet Town, and eventually get her to walk into the grass. If you then walk into the grass next to her, the Professor Oak cutscene triggers. But the girl will block you from following Oak properly, so you get stuck in the wall of Oak's Lab, soflocked. It's a joke speedrun category for Gen 1, "Softlock the Game"
I don't think the sound glitch you mentioned is a glitch. The Game Boy only has 4 channels for sound. The sound indicating low HP has to take up one of those channels in order to get around this limitation, hence parts of the music stopping when HP is low.
@@winnipeginstinct I'm not sure I understand your point. To clarify my point, glitches are an unintended consequence of programming, like MissingNo. The Game Boy having four channels is a design feature. The low HP sound can be exploited for sure, but it is an intended feature functioning as it should. It's all a little semantically, but I hope that clarifies.
Usually, Rage only raises a pokemon's Attack after receiving direct damage from an opposing attack. The exception is Disable, a move that triggers Rage to raise Attack without dealing damage. Even if Disable fails, Attack is raised. I have not found any online footage that displays this glitch, so I guess the glitch is pretty obscure.
I already knew about all of these _except_ for the spin tile glitch with the safari zone. That's a really fun one, and I'm certainly glad to be able to add that to my repertoire of gen 1 glitches! As for the stone evolution glitch, if I recall correctly that glitch works with each of those specific Pokemon because the species index values of those Pokemon are the same as the item index values of the corresponding stones in the game's code.
The way sounds work in Pokémon RBY is this, you have 4 oscillators, basically 4 instruments. 3 that can play analog sounds and one is auxiliary that can play white noise (typically for drums). When your Pokémon reaches low hp and you have the beeping, the reason why the music cuts out is because the game only has four instruments, so one instrument has to go to so it can play the beeping sound. This also happens in Mario, same concept. Next time you play the original Mario brothers, notice what happens to the music whenever you interact with a coin, the sound card has to compromise the music for the fx of the coin being collected. I hope this was helpful 😅
Another youtuber covers this sort of thing. He talked about pokemon cries, too. A lot of the pokemon in original games shared the same cry. Only difference was the speed they played and the pitch.
I'm guessing Misty's gym started as a water area and was reduced to include the statues. The state's tiles weren't checked after adding the statues and then those statues were copy-pasted on every other gym. The Celadon hotel was probably the same-a copy-pasted version of the Pokecenter. They deleted the PC but forgot to delete the script.
I tried the mew glitch, I got mew and then kept doing the same thing only with different trainers and each time a different pokemon showed up on the bridge. One of the battles I lost but a pokemon still appeared on the bridge anyway and I didn't expect that. Scyther, rhyhorn, nidoran, nidoqueen, lapras and gengar all showed up on the bridge one at a time depending on which trainer I battled. The gengar was a total surprise and made me happy.
The spinning glitch is so awesome 😂 I can't believe I'm still learning new things about this game to this day, I played it when it first came out! That's incredible 👏
Great video! When I was a kid, I used to do the perpetual spinning glitch but instead of letting the Safari Zone alert happen while I was spinning, I would let it happen while I was in the middle of a ledge jump. Turns out that doing this glitches your game to make you keep "flying" while a very glitchy shadow (for me it was some numbers and signs that kept changing to other sprites). So it's like an alternative to the Perpetual Spinning glitch. I wonder if there are another places available to find out where to let the Safari Zone time run out to discover new glitches xD
iirc if you do the trainer-escape glitch after the safari zone glitch, and manage to reach the glitch encounter before your timer runs out, you can use Safari Balls against the glitch-encounter mon as if you encounterd it in the safari zone
To this day one of the coolest glitches I remember from red and blue is the starter evolution glitch. Basically you nicknamed your final evo starter a specific name (for example, Rainer for blastoise and charcoal for charizard) and leveled them up. After which, they would start to evolve. I can't remember the entire process since it's been like 25 years, but that one still sticks out to me and I never seem to see anyone mention it in these glitch videos.
The completing the game isn't the glitch. The glitch is getting out of bounds in the menu to access glitched items. Calling it the glitch where we can complete the whole game is more pointing to the result of the item manipulation in glitch menu. The menu is the glitch because completing the game isn't the only result. In fact, by trashing specific amounts of items like you do you are setting up warps in the game to take you to different places. Just saying
When you use a stone outside of battle, it stores the item used on the same place in memory that the species of the active Pokemon would be stored in during battle. It then runs the same "try to evolve Pokemon" subroutine that the game is runs on each Pokemon that leveled at the end of battle. And so after battle, it will try to check to see if you've used a stone, but the ID of the last active Pokémon will come up instead of an actual item used. Also, not any missingno will work as a stand in for a fire stone, it must be one with the correct index number.
I like this video, by now I would have seen so many glitches for the game already. However, I still love seeing these videos to prove me wrong of my knowledge!
I’ve known about the invisible PC for a long time, it was one of the better-known “minor” glitches back in the day; I remember first reading about it on one of those old Pokémon fan sites (Pojo I think?). I didn’t know about any of the other ones here, though! Nice to see a video like this where the title actually isn’t clickbait for once!
The invisible PC is not a glitch. The map is a copy and pasted Pokémon center and they simply forgot to remove the tile where you can interact with a PC in a Pokémon center
i remember the cool thing about the missingno glitch was that it depended on the players name which set of high level pokemon would appear on the coastline at cinnabar. if you named ur player default Red for example on pokemon red, mewtwo would appear. the glitch i wish i knew back then was the one where udd actually could get mew through a series of steps above cerulian city.
i genuinely had to pause the video and walk away and come back because i couldn’t stop laughing at the fact your character just kept spinning- i cannot explain why that’s so funny
I feel so bad I watched this just to see how many of them I didn’t know (I hyperfixated on Pokémon glitches for a long time) but I stayed for the enjoyable video and spinning character lol
I knew about the PC in Celadon and the fishing statue. Everything else, though, was new to me. The funny thing is that the evolution stone glitch explains how a friend of mine years ago (must have been a decade by now) was adamant about his Staryu evolving by level up. I thought he was just misremembering all this time.
5:23 - Those are trees, not boulders. The white section on the underside of the sprite is a trunk, the rest of the 'boulder' shapes are leaves. Kinda changes the outlook of the original Pokemon games being set in some extremely rocky region, but makes a lot more sense thematically. Later games that visit the region (GSC, FR/LG) make it more obvious they are trees.
Yup! You can tell they're trees in Pokémon Yellow as well as on Red/Blue if you're using the Super Gameboy or SGB2 (there are also videos on TH-cam showcasing this)
Not sure why TH-cam recommended a obscure little video covering pokemon glitches,but I'm happy it did. Your video was actually rather pleasant, maybe not as "comical" and "funny" as some other, but as a result it's also not annoying and screamy, so I much prefer this.
I heard about the ghost PC back when Red and Blue were new. Also, I didn't know about the stone evolution glitch, but that does explain why my Pikacho tried to evolve in Lavender Tower that one time. It was on the brick Gameboy so I coudln't see what it was trying to evolve into that clearly, and because of the location I thought it might have been a ghost thing (Pikachu may or may not have fainted during that fight) so I canceled the evolution out of childish fear. (Well, adolescent fear, but you know what I mean.)
Fun fact, if yo manipulate npc movement in pallet town, and get one on route 1 just right, then activate prof oak, the npc blocks the route you take and some funny pathing can happen
At first I thought you were gonna just talk about Glitch City or something when you talked about the Safari Zone part but the perpetual spinning, that I did not see coming
Fun Fact about that second glitch, sometimes if you do it, the sprites with get all glitchy. I believe it only happens if you check your menu every time you go down, though. For the classic statue glitch, an important thing to note is it only works on the bottom tile for some reason, as the top tile remains unaffected.
That spinning character Sprite is amazing Haha! I knew the floating bike owner and the visual effects on the bike path, I heard a rumour when I was younger about the fishing the statues too but I never tried it or believed it
lol wow, that no-stone evolving glitch is pretty neat! Never knew about the spinning glitch either... Trapping NPCs on a door was always entertaining, surfing/fishing on the statues were entertaining,. You can surf into the out of bounds areas in Lances room and make your way back to Agitha... not that it does much, but it's amusing! I can't remember if you can bypass Lance altogether or not though... I knew of the invisible PC as well.
1:53 Usually opening your menu will reveal some glitched tiles (which are also responsible for you being unable to move and the disappearing NPCs). Close your menu again and the glitch is fixed, no need to reload. 2:21 The low HP alarm making things go faster isn't because it interferes with other sounds, it's because the game actually just doesn't wait for sounds to finish when it's playing. (The code for waiting for a sound to finish explicitly checks if the low HP alarm is playing, and returns early if that's the case. This is likely due to how the sound engine works, and if it were not present, it's likely that the game would softlock upon attempting to wait for any sound to finish.) 4:01 It is pretty funny, but have you tried stepping on another one of these tiles? With many bugs like these in not just this game, where you manage to interrupt something and have weird effects everywhere else, doing the interrupted action again can often fix the issues. 5:27 The weirdness of the boulders and water is a bit of a weird one, I've never seen someone mention that before. It's most likely just the border tiles of the maps you're going through, most likely the upper area has the boulders/bush tiles as a border while the lower area has water as its border tile. The game doesn't update the visuals of these tiles live, it just updates tiles as you move. You can also just open your Start menu to see what's *actually* there. These border tiles are out of bounds. Stepping on them, even with walk through walls, will crash the game, as the game has you walk through a map connection to an invalid map that happens to crash the game. 6:27 I've had an NPC in Pallet Town do this completely on its own once, just in the player house's door.
Back when I was 11 playing these games, I noticed the water/rocks thing. Probably because I grew up playing old NES/SNES games that were notorious for have bizarre rendering issues, I didn't think much of it after noticing it. The Man on the roof was another one I caught on back in the day. The PC I heard about much later in life. There rest here are news to me :D
To stop the perpetual spinning, did you ever try going back into Viridian Gym and stepping on the spinning tile again? It's possible that hitting one of the stop tiles would restore your original non-spinning status. Also, I could be remembering things wrong, but I seem to recall that bullying an NPC into a doorway can be used for some glitch related to Cinnabar Gym. If I had to guess, perhaps it's possible to get into the gym early by stepping onto the tile where you're normally turned away from the door, but talking to an NPC on the same frame, canceling the automatic movement and allowing you to step into the door.
I haven't tried going back on a spinning tile. As for the NPC bullying there probably are a few glitches that can be done with it, I just don't know of any others
"Surf like you normally would" *proceeds to spin while surfing* "Okay sort of like you normally would" I'm honestly surprised certain events like walking through doors, surfing, getting on the bike or on the ledge didn't stop the spinning.
Programmer here. I bet they have a flag called "rotate = True" (but in assembly) and it gets set to False when you touch a stopping point. Since you can't save while being forced to move, there's no point in resetting that flag when turning the game off. Or at least they thought
I don’t think the low HP sound overriding other sounds is a glitch - just an inherent limitation of the Game Boy’s sound hardware. The GB couldn’t play more than one sound effect at once; I guess they figured the warning sound should take priority.
The glitch at 1:54 you can bring Oak and yourself back by pressing Start. It results in a lot of A's appearing on screen but after you close the start menu, you and oak come back and the game can be played normally.
Fun fact, the safari zone glitch can be used in another way. Instead of going on the movement pads, run the timer down until you have 1 on the timer. If you were to jump over a fence as the timer hits zero, you will be in a perpetual jumping state. It can be used to bypass walls and scenery like the GameShark.
One relatively obscure fact about the Gen I glitches concerns two of the more well known glitches. Did you know you can combine the Mew and the Lv. 100 Overflow Glitch? If you do it right, you can have a Lv. 100 Mew before Misty, since Cerulean is the earliest point in which you can catch an Abra. It's extremely hard to pull off, because EVERYTHING needs to go right, but it's fun.
One glitch that i discovered back in 1999 is the immortal pokemon glitch. It makes the pokemon immortal forever as long as you never heal it at a pokemon centre or with healing items (which you dont need to do anyway as it can never die). If you have to heal your other pokemon you just put your immortal ones in the pc first then heal at pkmn centre then take your pokemon back out pc and continue on. Iv looked online at lists over the years of all the known/found glitches in the red/blue games to see if anyone else had found it and so far to this date no one has. I got the games again when they released on 3ds and the glitch still worked perfectly. The only downside is if a enemy pokemon does a 1 hit ko move like fissure, guillotine etc. The battle gets stuck in an infinite loop of health trying to go to 0 but never happening altho yhis only wver happened once in a link battle with a friend.
Who would ever try and fish in front of the gym statues? 7 year old me in 1999! This video reminded me that I figured out you could fish in the statues as a kid. My 7 year old brain rationalized it as water somehow being underneath the statues and the little square placque thing being a window to fish inside the statue!
Jeiku Furame nothing wrong with being interested in lesser known glitches. I used to read up on them and watch videos about glitches all the time a few years ago
I knew about all of these, except I didn’t realize the bike owner also got incorrectly placed like the Cinnabar Island glitch. One of my favorite glitches not covered here is the glitch where you can form hybrid Pokemon using a glitch Pokemon called Q (there are also glitch characters around the Q). Using this glitch, you can get a surfing Pikachu in Yellow, no event required, and play the surfing minigame.
I used to manipulate the NPCs movement all the time in the game. Unfortunately they seem to be incapable of leaving the town or route they are in, so I couldn't take them on adventures.
The invisible PC is actually well known. As for the rest, I only knew the Cycling Road block glitch and the "fish in statues" (I didn't know you could surf on them).
I already knew about the Gym Statues and the hotel's invisible PC, the jumping sprites I actually encountered when I did the Prof Oak Challenge series for Blue Version, the most noteable being the Gym Guide in Vermilion (I even reacted to it)! One I'd actually never seen before and is near the end of Part 1 sees NPCs talking to you... but not actually LOOKING AT you! It happens again in the Finale and I saw it with the Dig TM Grunt in Cerulean, but buggered up on recording and lost it... Speaking of jumping sprites, the old man on Cinnabar Gym's roof appears there ONLY if you walk up to the Gym without the Secret Key in your Inventory! Although, if you try the Encounter Glitch, as shown in my three Special episodes, when you step on Nugget Bridge at the end for the Pokémon, that first Bug Catcher shoots off towards the far shore there!
Nice video showing off some of the more obscure Gen 1 glitches. One thing would have made the video much better: do the research of the reasoning behind the glitches and include it in the video. All of these have explanations around the internet and including the explanations would have been better than just saying "for whatever reason".
Vincent Killion I don’t think most people care about the technical reasoning since it’s usually because of an error with where data is stored or called
the reason why pokemon evolve with a switch trade is because the items and pokemon share some common data between their values. without being super technical, by using onix (which shares the same memory value) it tricks the game when leveling up to think you used a water stone, and causes it to evolve like a typical pokemon would.
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maltese 84 that would be funny
when I was a kid I swear I got the trainer next to the seafoam island entrance to turn into professor oak, but i accidentally went into the cave before i could interact with him, do you know if this has happened to anyone else?
David Nunez that seems possible. I remember when I was a kid seeing something similar in fuschia city with a trainer changing sprites but I have no idea how it happened
@@PaPaSea I've always wanted to recreate that and see if you can battle him, seeing that the game has data for his team.
@@PaPaSea ur way of narrating...it's comfusing...y didnt u put like subtitle, a bit of captions etc...
"All you have to do is Surf normally in the water of the Gym like everywhere else"
*proceeds to spin through the water*
The spinning character made the video better 😂😂
Indeed
🤣🤣🤣🤣🤣🤣🤣
Ikr xD
Absolutely
Does it end if you make a new game? Be hilarious if it didnt.
Imagine being cursed to spin in circles for the rest of your life!
It's almost like TPP.
johnny its time for lesson 6
@@219ms How do you function??
"I live in Spain... Without...
The A."
Sounds fun 😂
I laughed so hard at the spining 360 bike jumps, and then again when you kept using the spinning character
Congrats on 69 likes lol
as a kid i always thought the messed up noises from the low HP was just to empathise that the tired pokemon couldn't handle the stress
SAME I always felt bad ;-;
E M P A T H Y
@Tweak Turnup Speak for yourself
Also it is not a glitch just hardware limitation.
The gameboy is limited how much sound it can make so when you have the low health beep it was made to skip some sounds.
exactly -- the NES did this too. it's due to how many separate audio channels the hardware can produce at any one time -- i believe the NES was limited to five, but i'm not 100% sure about it.
The fun thing about being a kid in the late 90s and early 2000s was the fact that none of these glitches were easily verifiable via TH-cam. I remember seeing some describe the man on Blaine's gym glitch and then I tried it myself to verify. This went on with many many glitches that were fake and a few that were real until 9 year old me finally found the real Mew Trick and tested it together with my best friend. Even 16 years later, I still don't forget how fun it was to discover new glitches.
A 9 Old Found The Mew Glitch *applause*
The mew glitch is unforgettable.
I learned the Mew trick when I was like 12 or 13 online, and I thought it was fake so I tried it, then I got a Mew
@@NottJoeyOfficial same, after a while I even figured out how to use the glitch to finish the rest of the pokedex
Hell yeah bro lol. I remember going nuts when I found out how to duplicate. Rare candies for days 😂 gathering up in the lunch room trading,discovering glitches, battling man those were good times
The Red Bar glitch isn't used for attack sounds, it's instead used for cries and level up jingles! Speed runs play with animations turned off but it also skips sounds that that *doesn't* skip :)
The glitch where you keep not picking a starter Pokemon until the game freaks out was acknowledged in Pokemon Go. If you keep walking away from the 3 starter Pokemon options in Go, Pikachu will eventually become an option to start with.
Title: *Pokemon Red and Blue Glitches You've NEVER Heard Of!*
Me, who has read hundreds of pages and watched countless videos of Pokémon Gen 1 Glitches for over a decade: *_I am four Parallel Universes ahead of you!_*
Dork
@@eriks8382 In order to explain why greenknight9000 is not a dork, we'll first have to discuss parallel universes.
Okay, so Red's position is a floating point number. But it's converted to a short when the game uses it to test for collision with ground tiles. In short, Red's position can basically be any decimal number, but it's converted to an integer between 32,767 and -32,768 inclusive. So, any fractional numbers are truncated and any numbers too big or too small are moved into this range using a modular operator. In other words, Red's position is limited to a box within those constraints. But if Red leaves that box, then his actual position and the position used for ground detection will separate since the position used for ground detection will remain in that original box.
So now I ask you this: If Red is standing outside of this box, but the position being used to test for collision is in the box and on a valid tile, can Red stand over there? The answer is yes. As far as the game sees it, Red is in fact on a ground tile because there is a ground tile where the numbers are pointing to. So for all intents and purposes, there is essentially land over there. A copy of the original map. And this is what we call a parallel universe. Or a PU. And this applies to every one of these boxes, so there's actually a grid of infinite PU's.
Now, PU's aren't as glamorous as you might think. The graphics are only found on the original map, so the PU's are completely invisible. Furthermore, PU's have no sprites like NPC's or Pokemon, no trainers, no items like potions or pokeballs, and not even any walls. So really, it's pretty barren. Furthermore, the Gameboy console will actually crash if you go to a PU and let the camera follow you. But luckily, we can avoid that crash by fixing the camera in place on the original map before leaving it. Though that does make it even harder to tell what's going on in the PU's.
So, you can travel to a PU if you have enough speed, but it's not as simple as you might think. If you have just enough speed to reach the PU over, it won't actually work. That's because the game checks for a ground tile at each quarter-step of his movement. In other words, the simplest PU movement has to be at least four PU's away. That way, each quarter-step is on a ground-tile and therefore valid. For simplicity, we call this Quadrupal-PU distance one "QPU".
Now, at this point I've been glossing over a very important detail which I now need to clear up. What if I told you that the distance Red moves isn't necessarily equal to his speed? The distance Red travels is only a portion of his actual speed and this portion depends on the type of tile. The higher the friction, the less Red will move. Note that it only depends on the friction. Not whether Red is on a walking, surfing, biking, or even spinning. The distance Red actually moves will be called his "DeFacto Speed." Red could have the same speed but different DeFacto Speed if he's standing on tiles with different frictions. So, when we want to move one QPU, it's not sufficient just to have 1 QPU speed. We need 1 QPU DeFacto Speed, which often means our actual speed will need to be greater than 1 QPU to compensate.
So, to reiterate, we need to increase our speed so that our DeFacto Speed synchs up to 1 QPU. The speed needed to do this is called the "Synching Speed". So, when we build up enough speed to match the Synching Speed, the quarter steps of the DeFacto Speed will synch up with PU's, and we can move. Now, if we want to travel 2 QPU, we will need to double this Synching Speed. In other general, any multiple of the lowest Synching Speed is in itself a Synching Speed and we can move multiple QPU at once. So remember, every tile has a different set of Synching Speeds.
Because of all of this, we can conclude that greenknight9000 is no dork. Him being four Parallel Universes ahead of you means that he has dedicated a very substantial amount of time to his Pokemon Red and Blue glitching career.
@@aurafox1 dayuuuuuuum, that must have taken forever to write! :3 (and, holy crap, are you a quantum physicist?)
Aura Fox dork
@@thebigbros9794 D:
I actually knew the one with the NPC manipulation! I used to do something similar all the time on my blue cartridge. In pallet town, you can manipulate one of either of the walking npcs into the grass that normally oak stops you at, and they will stand there. If you walk into the grass tile next to them, oak will approach to bring you to his lab... but will approach the npc instead. When he leads you, you will be offset one tile to the left or right depending on where the npc was. Your reward for spending 15+ minutes of your time shoving a npc around? You get stuck on an outside wall of the pokemon lab, unable to move or enter the door. Thats a softlock! Whoops!
ik
That's actually a category in speedrunning, Softlock%.
In order to stop the character from spinning, you might wanna try going on to the spinning tiles again and after you stop on a stop tile it should set the player sprite sheet back to normal.
Exactly what I was thinking. The flag for spinning doesn't get turned off so it keeps going. Just need to turn the flag back to normal.
Redbar's pretty easy to understand how it happened. Normally, the game waits until the current sound effect ends to read the next input. But the redbar sound lasts forever, so if they left that instruction in, the game would hang. So they disabled the "wait for sound effect" flag while that sound plays, which means you can skip over normally mandatory sound cues.
Also, the time save isn't mostly in moves with sound effects, since you can skip battle animations in Settings. It's primarily about cries when pokemon enter battle, which can take several seconds per pokemon but can be skipped entirely by mashing A during redbar.
Also when Pokémon leave battle by fainting
i swear i was laughing my ass off while your character casually spun into cerulean's gym
What I really like about the Gen I games are that they remind me of all these rumours for different games you would hear at the playground back in the day, like "if you stand on this spot for exactly x amount of time, and press this button combination, you will unlock hidden features in the game" for example. Except that in Red and Blue, a lot of those rumor-like instructions actually WORKS
you might fix your spinning state by walking again on spinning tiles
Never thought I'd find a VOCATuber here but aaaaaa I love you
You can actually do the NPC manipulation on the girl in Pallet Town, and eventually get her to walk into the grass. If you then walk into the grass next to her, the Professor Oak cutscene triggers. But the girl will block you from following Oak properly, so you get stuck in the wall of Oak's Lab, soflocked. It's a joke speedrun category for Gen 1, "Softlock the Game"
I don't think the sound glitch you mentioned is a glitch. The Game Boy only has 4 channels for sound. The sound indicating low HP has to take up one of those channels in order to get around this limitation, hence parts of the music stopping when HP is low.
Correctamundo
@@Echidneys And they said watching TH-cam all day wasn't beneficial
its an "exploit" or else speedrunners wouldnt be allowed to use it
@@winnipeginstinct speedrunners use glitches all the time
@@winnipeginstinct I'm not sure I understand your point. To clarify my point, glitches are an unintended consequence of programming, like MissingNo. The Game Boy having four channels is a design feature. The low HP sound can be exploited for sure, but it is an intended feature functioning as it should. It's all a little semantically, but I hope that clarifies.
I don't know why, but the constantly spinning character is making me somewhat happy.
Usually, Rage only raises a pokemon's Attack after receiving direct damage from an opposing attack. The exception is Disable, a move that triggers Rage to raise Attack without dealing damage. Even if Disable fails, Attack is raised.
I have not found any online footage that displays this glitch, so I guess the glitch is pretty obscure.
I can explain the hidden PC in the hotel! Red is using a laptop, and that spot is a hot spot for wifi.
I already knew about all of these _except_ for the spin tile glitch with the safari zone. That's a really fun one, and I'm certainly glad to be able to add that to my repertoire of gen 1 glitches! As for the stone evolution glitch, if I recall correctly that glitch works with each of those specific Pokemon because the species index values of those Pokemon are the same as the item index values of the corresponding stones in the game's code.
Only one I didn't know was the spinning glitch. Damn I feel old now
The way sounds work in Pokémon RBY is this, you have 4 oscillators, basically 4 instruments. 3 that can play analog sounds and one is auxiliary that can play white noise (typically for drums). When your Pokémon reaches low hp and you have the beeping, the reason why the music cuts out is because the game only has four instruments, so one instrument has to go to so it can play the beeping sound. This also happens in Mario, same concept. Next time you play the original Mario brothers, notice what happens to the music whenever you interact with a coin, the sound card has to compromise the music for the fx of the coin being collected. I hope this was helpful 😅
Another youtuber covers this sort of thing. He talked about pokemon cries, too. A lot of the pokemon in original games shared the same cry. Only difference was the speed they played and the pitch.
I'm guessing Misty's gym started as a water area and was reduced to include the statues. The state's tiles weren't checked after adding the statues and then those statues were copy-pasted on every other gym.
The Celadon hotel was probably the same-a copy-pasted version of the Pokecenter. They deleted the PC but forgot to delete the script.
NPCS: I wonder what that trainers listening to?
Trainer: Around the world, Around the world, Around the world, Around the 🌎
Awesome video! My favorite was the spinning glitch. The idea of Red doing bike tricks off a ledge is hilarious.
I tried the mew glitch, I got mew and then kept doing the same thing only with different trainers and each time a different pokemon showed up on the bridge. One of the battles I lost but a pokemon still appeared on the bridge anyway and I didn't expect that. Scyther, rhyhorn, nidoran, nidoqueen, lapras and gengar all showed up on the bridge one at a time depending on which trainer I battled. The gengar was a total surprise and made me happy.
Nice to see some other glitches get some light besides the usual Mew glitch, glitch city, Missingno glitch, etc.
The spinning glitch is so awesome 😂 I can't believe I'm still learning new things about this game to this day, I played it when it first came out! That's incredible 👏
There are useful unknown glitches such as arbitrary code execution
Great video! When I was a kid, I used to do the perpetual spinning glitch but instead of letting the Safari Zone alert happen while I was spinning, I would let it happen while I was in the middle of a ledge jump. Turns out that doing this glitches your game to make you keep "flying" while a very glitchy shadow (for me it was some numbers and signs that kept changing to other sprites). So it's like an alternative to the Perpetual Spinning glitch. I wonder if there are another places available to find out where to let the Safari Zone time run out to discover new glitches xD
How did you even know this as a kid when i played this as a kid i didnt know how to get flash lol
So not gonna get a answer i ask you a question
@@thelegendkillersshittyduff1335 sorry imma cat person lmao
@@cvf4ever dang you just gonna not answer
iirc if you do the trainer-escape glitch after the safari zone glitch, and manage to reach the glitch encounter before your timer runs out, you can use Safari Balls against the glitch-encounter mon as if you encounterd it in the safari zone
the title: you have never heard of these!
the ZZAZZ glitch: are you kidding me? i know every red and blue glitch to ever exist!
Item manipulation(red & green): yeah right
@@thecollectorsinged113 dude you cant read or smthn
@@ОлексійКупранець welp looks like you don't get it, foget about it
@@thecollectorsinged113 jeez frickin idiot i said red and blue and you said red and green how dumb are you
To this day one of the coolest glitches I remember from red and blue is the starter evolution glitch. Basically you nicknamed your final evo starter a specific name (for example, Rainer for blastoise and charcoal for charizard) and leveled them up. After which, they would start to evolve. I can't remember the entire process since it's been like 25 years, but that one still sticks out to me and I never seem to see anyone mention it in these glitch videos.
That kinda sounds like the eevee trick on pokemon go or a nod to it
@@thesye1014 The eevee thing in Go is more coincidence.
The Pokémon Yellow glitch where we can complete the whole game is *AWESOME*!!
The completing the game isn't the glitch. The glitch is getting out of bounds in the menu to access glitched items. Calling it the glitch where we can complete the whole game is more pointing to the result of the item manipulation in glitch menu. The menu is the glitch because completing the game isn't the only result. In fact, by trashing specific amounts of items like you do you are setting up warps in the game to take you to different places. Just saying
When you use a stone outside of battle, it stores the item used on the same place in memory that the species of the active Pokemon would be stored in during battle. It then runs the same "try to evolve Pokemon" subroutine that the game is runs on each Pokemon that leveled at the end of battle. And so after battle, it will try to check to see if you've used a stone, but the ID of the last active Pokémon will come up instead of an actual item used. Also, not any missingno will work as a stand in for a fire stone, it must be one with the correct index number.
I think that’s the first time I’ve seen Onix’s gen 1 backsprite 🤯
3:51 SPEEEEEEN!!
ˢᵖᵉᵉⁿ
SpEeEeN
That's Not My Meme
SPEEEEeeeeeeEEEEEEEeeeeeeEEEEeeeeeEEEEEeeee--
I like this video, by now I would have seen so many glitches for the game already. However, I still love seeing these videos to prove me wrong of my knowledge!
The visual glitch from Cycling Road was actually new to me. I knew the others, but I didn't expect to see a new one. Cool!
I’ve known about the invisible PC for a long time, it was one of the better-known “minor” glitches back in the day; I remember first reading about it on one of those old Pokémon fan sites (Pojo I think?). I didn’t know about any of the other ones here, though! Nice to see a video like this where the title actually isn’t clickbait for once!
The invisible PC is not a glitch. The map is a copy and pasted Pokémon center and they simply forgot to remove the tile where you can interact with a PC in a Pokémon center
i remember the cool thing about the missingno glitch was that it depended on the players name which set of high level pokemon would appear on the coastline at cinnabar. if you named ur player default Red for example on pokemon red, mewtwo would appear. the glitch i wish i knew back then was the one where udd actually could get mew through a series of steps above cerulian city.
You can cancel the spinning by going on the arrow tile that spins you in the first place
i genuinely had to pause the video and walk away and come back because i couldn’t stop laughing at the fact your character just kept spinning- i cannot explain why that’s so funny
You spin me right round round like a record baby right round round round
nice glitches! these games are what got me into glitches and creepypastas and stuff. lots to uncover and very strange discoveries exist :p
I feel so bad I watched this just to see how many of them I didn’t know (I hyperfixated on Pokémon glitches for a long time) but I stayed for the enjoyable video and spinning character lol
I thought people would be annoyed by the character spinning for no reason in a few clips but people loved it
At 8:50 you activate a glitched PC with the words "pkmn league" at the bottom. What does this pc feature do?
It’s like the hall of fame
@@PaPaSea Ah so it just shows your hall of fame pokemon? That's what I figured
Spinning character is cool! But I am wondering... can't you just go on the spinning tile once more to correct it?
I knew about the PC in Celadon and the fishing statue. Everything else, though, was new to me. The funny thing is that the evolution stone glitch explains how a friend of mine years ago (must have been a decade by now) was adamant about his Staryu evolving by level up. I thought he was just misremembering all this time.
5:23 - Those are trees, not boulders. The white section on the underside of the sprite is a trunk, the rest of the 'boulder' shapes are leaves.
Kinda changes the outlook of the original Pokemon games being set in some extremely rocky region, but makes a lot more sense thematically.
Later games that visit the region (GSC, FR/LG) make it more obvious they are trees.
Yup! You can tell they're trees in Pokémon Yellow as well as on Red/Blue if you're using the Super Gameboy or SGB2 (there are also videos on TH-cam showcasing this)
Not sure why TH-cam recommended a obscure little video covering pokemon glitches,but I'm happy it did. Your video was actually rather pleasant, maybe not as "comical" and "funny" as some other, but as a result it's also not annoying and screamy, so I much prefer this.
Thanks, I just don't like forcing excitement or talking to viewers like I'm hosting a show on Nick Jr
Lmao, i love this permaspinner glitch
I heard about the ghost PC back when Red and Blue were new. Also, I didn't know about the stone evolution glitch, but that does explain why my Pikacho tried to evolve in Lavender Tower that one time. It was on the brick Gameboy so I coudln't see what it was trying to evolve into that clearly, and because of the location I thought it might have been a ghost thing (Pikachu may or may not have fainted during that fight) so I canceled the evolution out of childish fear. (Well, adolescent fear, but you know what I mean.)
Fun fact, if yo manipulate npc movement in pallet town, and get one on route 1 just right, then activate prof oak, the npc blocks the route you take and some funny pathing can happen
I remember doing this back in the day on Yellow. What a blast from the past!
At first I thought you were gonna just talk about Glitch City or something when you talked about the Safari Zone part but the perpetual spinning, that I did not see coming
No one:
*Red for half of the video* You spin me right round, baby, right round like a record baby, right round round round.
Fun Fact about that second glitch, sometimes if you do it, the sprites with get all glitchy. I believe it only happens if you check your menu every time you go down, though.
For the classic statue glitch, an important thing to note is it only works on the bottom tile for some reason, as the top tile remains unaffected.
That spinning character Sprite is amazing Haha! I knew the floating bike owner and the visual effects on the bike path, I heard a rumour when I was younger about the fishing the statues too but I never tried it or believed it
For the second one, it looks like your rival is wondering where everyone went.
Neat video! I had only heard of the fishing/surfing statues before.
lol wow, that no-stone evolving glitch is pretty neat! Never knew about the spinning glitch either...
Trapping NPCs on a door was always entertaining, surfing/fishing on the statues were entertaining,. You can surf into the out of bounds areas in Lances room and make your way back to Agitha... not that it does much, but it's amusing! I can't remember if you can bypass Lance altogether or not though...
I knew of the invisible PC as well.
1:53
Usually opening your menu will reveal some glitched tiles (which are also responsible for you being unable to move and the disappearing NPCs). Close your menu again and the glitch is fixed, no need to reload.
2:21
The low HP alarm making things go faster isn't because it interferes with other sounds, it's because the game actually just doesn't wait for sounds to finish when it's playing. (The code for waiting for a sound to finish explicitly checks if the low HP alarm is playing, and returns early if that's the case. This is likely due to how the sound engine works, and if it were not present, it's likely that the game would softlock upon attempting to wait for any sound to finish.)
4:01
It is pretty funny, but have you tried stepping on another one of these tiles? With many bugs like these in not just this game, where you manage to interrupt something and have weird effects everywhere else, doing the interrupted action again can often fix the issues.
5:27
The weirdness of the boulders and water is a bit of a weird one, I've never seen someone mention that before. It's most likely just the border tiles of the maps you're going through, most likely the upper area has the boulders/bush tiles as a border while the lower area has water as its border tile. The game doesn't update the visuals of these tiles live, it just updates tiles as you move. You can also just open your Start menu to see what's *actually* there.
These border tiles are out of bounds. Stepping on them, even with walk through walls, will crash the game, as the game has you walk through a map connection to an invalid map that happens to crash the game.
6:27
I've had an NPC in Pallet Town do this completely on its own once, just in the player house's door.
Back when I was 11 playing these games, I noticed the water/rocks thing. Probably because I grew up playing old NES/SNES games that were notorious for have bizarre rendering issues, I didn't think much of it after noticing it.
The Man on the roof was another one I caught on back in the day.
The PC I heard about much later in life.
There rest here are news to me :D
I remember my sister showing me the man on the cinnabar gym roof glitch and it was one of the first glitches I've ever seen. I was so confused
@@PaPaSea could've mentioned the more destructive glitches as well
To stop the perpetual spinning, did you ever try going back into Viridian Gym and stepping on the spinning tile again? It's possible that hitting one of the stop tiles would restore your original non-spinning status.
Also, I could be remembering things wrong, but I seem to recall that bullying an NPC into a doorway can be used for some glitch related to Cinnabar Gym. If I had to guess, perhaps it's possible to get into the gym early by stepping onto the tile where you're normally turned away from the door, but talking to an NPC on the same frame, canceling the automatic movement and allowing you to step into the door.
I haven't tried going back on a spinning tile. As for the NPC bullying there probably are a few glitches that can be done with it, I just don't know of any others
"Surf like you normally would" *proceeds to spin while surfing*
"Okay sort of like you normally would"
I'm honestly surprised certain events like walking through doors, surfing, getting on the bike or on the ledge didn't stop the spinning.
I was more surprised that resetting the game didn't even fix it
Programmer here. I bet they have a flag called "rotate = True" (but in assembly) and it gets set to False when you touch a stopping point. Since you can't save while being forced to move, there's no point in resetting that flag when turning the game off. Or at least they thought
@@ninjaguyYT I did some programming myself but forget 90% because I preferred the visual end. But yeah that sounds about right.
I don’t think the low HP sound overriding other sounds is a glitch - just an inherent limitation of the Game Boy’s sound hardware. The GB couldn’t play more than one sound effect at once; I guess they figured the warning sound should take priority.
yeah it’s not really a glitch, quite a few people already commented that already
@@PaPaSea You gave a heart to every other comment😂😂
Vasu Mathur yeah I give a heart to comments I don’t have a reply to but sometimes TH-cam glitches and removes the heart
A lesser known glitch video that actually covers lesser known glitches? I actually didn't know a few of these!
The glitch at 1:54 you can bring Oak and yourself back by pressing Start. It results in a lot of A's appearing on screen but after you close the start menu, you and oak come back and the game can be played normally.
Fun fact, the safari zone glitch can be used in another way. Instead of going on the movement pads, run the timer down until you have 1 on the timer. If you were to jump over a fence as the timer hits zero, you will be in a perpetual jumping state. It can be used to bypass walls and scenery like the GameShark.
360 bike jump is the best glitch in the game, I love it. 😂
One relatively obscure fact about the Gen I glitches concerns two of the more well known glitches. Did you know you can combine the Mew and the Lv. 100 Overflow Glitch? If you do it right, you can have a Lv. 100 Mew before Misty, since Cerulean is the earliest point in which you can catch an Abra. It's extremely hard to pull off, because EVERYTHING needs to go right, but it's fun.
I heard about that glitch before and a similar one with getting a level 100 Pokemon in viridian forest
Welp, thanks to ur spinny little guy, I’m now gonna subscribe. Had me laughing so hard 😂😂😂
There are also 'Invisible PCs' in some Safari Zone houses assuming you can go out of bounds though.
Great video, subscribed
The features that you referred to as "boulders" are actually trees.
The fishing/surfing statue and invisible PC I knew about. But my favorite one is catching Pokémon outside of the Safari zone on Seafoam Island.
OMG even the surf was spinning...this is hilarious!
One glitch that i discovered back in 1999 is the immortal pokemon glitch. It makes the pokemon immortal forever as long as you never heal it at a pokemon centre or with healing items (which you dont need to do anyway as it can never die). If you have to heal your other pokemon you just put your immortal ones in the pc first then heal at pkmn centre then take your pokemon back out pc and continue on. Iv looked online at lists over the years of all the known/found glitches in the red/blue games to see if anyone else had found it and so far to this date no one has. I got the games again when they released on 3ds and the glitch still worked perfectly. The only downside is if a enemy pokemon does a 1 hit ko move like fissure, guillotine etc. The battle gets stuck in an infinite loop of health trying to go to 0 but never happening altho yhis only wver happened once in a link battle with a friend.
That was actually a 1080 off that ledge.
Being a veteran of those games for over 20 years, known some myself and done some things with a Gameshark, some of them are indeed interesting.
Who would ever try and fish in front of the gym statues? 7 year old me in 1999! This video reminded me that I figured out you could fish in the statues as a kid.
My 7 year old brain rationalized it as water somehow being underneath the statues and the little square placque thing being a window to fish inside the statue!
I havent heard about most of these. Pretty cool video brother
No one:
Nobody in the entire world:
Not a single trainer in the history of the franchise:
Red: BUT FIRST WE MUST DANCE!
Fun fact the second glitch happens bc of the pathing of the assistant in oaks lab... something to do with too many sprites iirc
The spinning one is weird, I only knew that you can walk through walls using the safari zone PA
I knew of all of these. I'm not sure whether to be happy or disappointed in myself.
Jeiku Furame nothing wrong with being interested in lesser known glitches. I used to read up on them and watch videos about glitches all the time a few years ago
I knew about all of these, except I didn’t realize the bike owner also got incorrectly placed like the Cinnabar Island glitch. One of my favorite glitches not covered here is the glitch where you can form hybrid Pokemon using a glitch Pokemon called Q (there are also glitch characters around the Q). Using this glitch, you can get a surfing Pikachu in Yellow, no event required, and play the surfing minigame.
What!!!!!!?????? Bro, this is crazy. I can't believe more than 20 years later there are still glitches I haven't seen...!
Most of these are rather minor, but I thought the stone evolution one was really cool
@@PaPaSea actually shooketh 🤣
Okay, you got me. I only knew the fishing-in-gym-statues and Glitch City ones, wow. :o
I used to manipulate the NPCs movement all the time in the game. Unfortunately they seem to be incapable of leaving the town or route they are in, so I couldn't take them on adventures.
The invisible PC is actually well known.
As for the rest, I only knew the Cycling Road block glitch and the "fish in statues" (I didn't know you could surf on them).
Thanks love the video keep up the great work
I already knew about the Gym Statues and the hotel's invisible PC, the jumping sprites I actually encountered when I did the Prof Oak Challenge series for Blue Version, the most noteable being the Gym Guide in Vermilion (I even reacted to it)! One I'd actually never seen before and is near the end of Part 1 sees NPCs talking to you... but not actually LOOKING AT you! It happens again in the Finale and I saw it with the Dig TM Grunt in Cerulean, but buggered up on recording and lost it...
Speaking of jumping sprites, the old man on Cinnabar Gym's roof appears there ONLY if you walk up to the Gym without the Secret Key in your Inventory! Although, if you try the Encounter Glitch, as shown in my three Special episodes, when you step on Nugget Bridge at the end for the Pokémon, that first Bug Catcher shoots off towards the far shore there!
Nice video showing off some of the more obscure Gen 1 glitches. One thing would have made the video much better: do the research of the reasoning behind the glitches and include it in the video. All of these have explanations around the internet and including the explanations would have been better than just saying "for whatever reason".
Vincent Killion I don’t think most people care about the technical reasoning since it’s usually because of an error with where data is stored or called
With that many glitches I'm surprised the game even runs and was such a success...
the reason why pokemon evolve with a switch trade is because the items and pokemon share some common data between their values. without being super technical, by using onix (which shares the same memory value) it tricks the game when leveling up to think you used a water stone, and causes it to evolve like a typical pokemon would.
You spin me right round baby right round like a record baby right round round!
I love the fact that you are stuck spinning for the rest of the video after you activated that glitch
Great video, you should make some more!
Thanks! I'm working on a glitch video right now, but for some reason I can't get the glitches to work right