asumsaus is the kind of guy on the school playground that unprompted walks up to you and says "want to see a magic trick?" and then points out a crack in the cement that he uses to clip through the school geometry and enter 5th period early
Man the last time I did that I spent a while in a strange non-euclidian dimension (remember the backrooms fad? It was like a distorted version, like, glitch^2), I don't recommend doing that.
I had a brother who used to do that. He disappeared like 4 years ago during training and someone found his helmet covered in tally marks on a whole ‘nother planet 2 weeks ago
Asum: "why does this glitch happen?" Sakurai: "I don't fucking know kid, I was drunk while we were programming, now let me go back to work or I'll add tripping to Ultimate"
Occording to ssbwiki: The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air.
It's a good theory but I don't see how this explains why the glitch only happens rarely. This would indicate every time Whispy blinks it would mess up the attack animations, but as Asum said, that doesn't happen. I tried checking the wiki for the source, but there wasn't one listed, sadly. Edit immediately after posting: I checked the wiki page's revision history. It says the text was added by a user named "PKFreeZZy" on April 5, 2022, but I couldn't find any info on who this is.
@@jubeat4451 I've seen enough glitches in games that yea, something other than a routine check would most likely be responsible. My first thought would be if a specific set of actions by one or more players overflowed junk data into this check to cause it, because otherwise it would be more common to see occurring.
Well, he brought the glitch to light, discussed possible reasons for its occurrence, and researched, tested, and ultimately disproved the one accepted hypothesis tied to the glitch. In the end he was unable to find out why the glitch actually does happen, but the video was interesting.
From what I understand as a programmer, what could happen is that when the tree is about to blink the code that injects the animation speed and hitbox data shares a memory address with some attack animations either by oversight or to save memory space. My guess is that certain factors can cause the animation timing data from the blinking tree to corrupt Marth's animations as they both end up calling from that memory address at the exact same time. What makes it so hard to replicate, is that the data is loaded and unloaded from memory so quickly that getting the character animations to call from that memory address during the exact same CPU cycle is nearly impossible to do on purpose as the CPU would have to have already processed the player input and check the attack animation data at the exact moment that the memory is temporarily overwritten by the blinking animation data. The glitch seems to change speed of the animation and remove the hitbox. Obviously the tree has no hitboxes tied to it's animations so when a character uses that data nothing happens, that leaves just the speed of the animation that gets changed. The animation itself doesn't seem to be affected, just the speed at which it plays, and if that animation has a hitbox. By my calculations, assuming that this theory could be correct, that leaves a very small chance of getting the glitch to work. This theory explains why the devs would have been able to fix this. As they would have just used a different memory address to store the blinking animation data instead of one used for character animations. They probably counted the tree has a "character" in the code as it is an animated model so it's not unreasonable that they could have shared memory with playable characters assuming that they the two animations would never try to play at the same time, or at least not often enough to make a difference in gameplay.
A chance that low would be so improbable it's functionally impossible, which doesn't explain why it happened in two separate official competitive matches (which don't happen every day). I think your calculations might be off or the theory might be wrong altogether, but I definitely think you're on to something with the blinking animation and attack data being in similar or the same memory addresses.
@@noahthompson95 I can't know for certain unless I studied the code. It depends on the cycle rate of the GameCube CPU and how long it takes to execute instructions.
This is so niche and its reasons for happening so arcane and inscrutable that I would be willing to bet money that the PAL version 'fixed' it by complete accident as a byproduct of some other random tweak
I am loving his type of content. I love the compilations as well but the glitches and what not have been amazing also the narration is great. Another video idea is doing set break downs. Like looking at sets that changed melee history or covering the weirdest set in melee history or whatever. I'd be down to watch a 30 minute video like that.
This. Please. I'm just a spectator so the nuances and the lore behind the culture are all new to me and fascinating. I think there are a lot of us between the people who saw the documentary then started watching and the Ultimate players who find this game and respect its depth.
@@HighDeafRadio Definitely. I went on a rant yesterday to a co-worker about how melees history and the drama is the best in video game history. I recently bought a copy of "The Book of Melee" and it covers a lot of stuff but there's a lot missing and I don't care how many times I hear the story of Armada coming to the US or When Ken showed up and destroyed everyone or when the US went to japan. I love it each time.
@@NeviTheLettyFan Without a doubt my guy. The "My B" Saga is well known throughout the FGC. I don't know for sure if it's Melee's most famous moment, Wombo Combo or did-he-just-walk-up-slowly-and-up-smash might beat it but Chillendude got his ass kicked in a universally entertaining way. The disrepesect in that set doesn't need much prior knowledge and I feel like the dirty disrespectful moments are the best at hooking new fans quick.
For anyone still wondering, this is the most current explanation, but there are no citations for this on the wiki so I'm not sure if it is true: "The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air. "
So how come the "specific conditions" are only met during their jab, tilts, dash attack, and standing grab?? Shouldn't smash attacks and running grabs be fucked as well since they're also grounded attacks? And why the neutral air landing animation? There's still more questions than answers... 🤔
Dancing blade has variable animation playback speeds depending on how fast you time the B presses. Maybe this is related and only works if you have the uncharged side b glitch active (use side b in the air and land with a normal attack.)
@@StarEclipse506 It's a bug I'm sure. In other smash games they fixed it. Side b works a couple times in the air and then loses its momentum over time. This momentum is refreshed when you land, but the game only counts it as "landing" when you enter certain landing animations (neutral landing, air dodge landing). They forgot to make certain landing animations (like landing from normal attacks or hitting the ground being spiked) trigger the refresh.
Video: *plays Audrey’s Dance* Me: jeez this video knows my interests Video: *plays Jazz Soul arrangement of Rise from the Ashes credits* Me: okay COME ON
They changed a lot of stuff. They'd have to go through every line of code in both versions; then when they had all the ones that were changed, they'd need to manually alter and test each line of code individually. It's nowhere near impossible, but it'd be way too time-consuming; and honestly, it's probably not worth the effort.
You have two identical stacks of hay. Close your eyes. Ask your friend to remove a single straw from one of the stacks. Now open your eyes and try and find the difference between the two stacks. See my point?
I like the use of Ace Attorney and Twin Peaks music in the video. It really fit well since the entire video's about this strange mystery glitch. Keep up the good work!
I genuinely laughed when you said "Do you like your videogames with lots of glitches? Well, you must, because you're watching a video on Melee!" The reason is because I like glitchy games, like FNAF SB, Poppy playtime chapter 2, and(believe it or not) Super Mario Bros. 3
In brawl this is done with a feature called frame speed multiplier. This feature is also used in normal matches to make moves with long animations appear shorter to align with the frame data they need.
Wouldn't the glitch happens because at this exact moment the game has too much object/animation/sprites/... (basically, anything) to load at the same time ? Considering Marth and Roy's swords as object that need to be loaded during those attacks, the game could pretty well just abort the loading of this object and its hitbox to avoid lags or crash. It may, to a certain degree, also explain why the endlag of those moves when this happens is longer because the game tries to unload the object that does not exist falling into an exception/failsafe being pretty laggy for the character. This can also explain why you never acheive to do this while being alone or with a immobile opponent. You can also see at 0:54 that the sword does not have its trail, which may also be because of this. Can't and don't really know to check this, but from my perspective, it looks like a good explanation
Doubt it. If this were the case the glitch would be incredibly easy to make happen with 4 people, and this explanation still doesn't explain why other sword characters, like Link or Young Link, wouldn't trigger it.
On top of all the good content, I can't tell you how refreshing it is to have a video actually fade to black and not be jarred during that with "and dunb forgy to liek and subsrib."
My friend sent me one of your videos and I’ve been binging them so hard for like 2 days. How are you so good at TH-cam? The editing, the pacing, deliver, content all on point. How do you make stuff that’s this good.
It looks to me like a hardware rendering issue, since all testing was made within Dolphin...which I feel would use the Wii's hardware specs. No kind of expert here, but try the glitch using a natural gamecube that's seen a couple matches before the test sequence.
i unno; I'm not a Melee competitive enthusiast, I just like looking at silly glitches. I mean they _could_ be using a Wii in the case that someone didn't have a Gamecube on hand but that's all I'd know.
Perhaps it has something to do with the timer values (although I would think people would have noticed that), the RNG values (no clue how it would impact the move tho), or a texture/model shared by Marth and Roy. It’s probably reading garbage data that’s not supposed to be there if I had to guess.
I can imagine some developer in Nintendo was having WAY too much fun and just spent like a month adding the WEIRDEST glitches he could find. Like he was like hmm, wonder what would happen if I made Marth glitch out on frame 2 of whispy woods blinking...
I've been a Marth main for 5 years and have seen this glitch about a dozen times. I only recall ever experiencing this glitch on CRT, and never on dolphin, could this be the secret?
@1998SIMOMEGA Sorry, I was at work so I couldn't search anything up. There are only 5 versions and the KOR version is identical to NTSC 1.2, so in practice there are only 4 versions. Overall the biggest differences exist between PAL and NTSC.
Hey I know it's been a super long time but I've just watched this video and am super interested in this type of stuff (am a dev). I really want to look into it further, but only if I can confirm if its ever happened on Dolphin. Do you have any knowledge since your original comment on if this has ever occurred on an emulator?
@@yScribblezHD should occur on emulator as long as the version is right. Playing on emulator vs console makes no difference, otherwise players wouldn’t practice using emulator. Tournaments only require GameCube usage because it’s much harder to cheat on a GameCube then an emulator
Y'know what? These are the kind of videos. Idk what about but this is the one. It might just be me personally but this video brings together some of the things I love about TH-cam. Analysis, Video Essay, Smash, Research, idk this video just struck a really nice chord with me.
I love how that since Marty and Roy have the same blinking textures as wispy, you can just tell Marth mains that they’re character “blinks like a tree”
interesting. I will try it and investigate. At 0:59 I can't replicate that kind of grab in vanilla melee 1.0. Marth looks like he is actionable in your video, but when I do the bug he is actually in the middle of grabbing someone. I have not gotten this bug to work outside of version 1.0. And I can only get it to work when whisply blinks right after he blew air. Any other blinks I have not gotten it to work. @ 0:42 the hitboxes will not disappear, they will stay attached to Marth's arm and sword but since he isn't swinging, the hitbox will not move as usual.
I like to imagine that if there was a smash anime there would be an entire episode about marths attacks being wierd and they just go on a quest to find and beat the shit out of whispy so it'd stop happening
I would've guessed that the reason Whispy blinking breaks Marth's attacks had something to do with an address being set that gets read as a flag to end the attack.
i know the real reason of why this "glitch" happen the reality is that this glitch is not a glitch and is a feature of the game whispy is a magical tree with eyes and mouth correct? to noble nights like roy and marth, this would look like godly features, so when a god watch them fight, when they see him blink they slow down a bit to be sure whispy doesn't miss their cool attacks because they want to be noticed by god. To answer potential questions: "oh yeah?! then why doesn't it happen on green greens?!" : because green greens isn't a legal stage in competition and whispy doesn't care about some filthy casuals so he's not actally watching the match, therefore marth and roy don't have to slow down during the match "ok, why doesn't it happen in other games with dream land huh?!" : because after melee kirby told roy and marth that whispy wasn't a god, feeling betrayed marth went into depression (just like every virgins pretty boys do) and became worse and worse in each smash games after that, roy on the other hand used the anger of feeling betrayed to his advantage (just like every chad cool boys do) and became better and better in each new smash games he was in, while marth stayed in every smash game to try to cop out of depression by being with his friends (spoiler: it didn't work) roy skiped brawl because he trained to become even more of a chad (and also he knew the game was trash anyway) "cool theory but, why doesn't it happen with link and young link then? they're knights too, sorta, and they know a tree with eyes too!" : because link is stupid, he thinks deku tree is superior to whispy woods when even their names show who's superior deku tree have the name of some virgins from mha and only have "tree" as a last name while whispy have "woods" and entire forrest of being cool compared to some lame tree
The best theory I can come up with is this. Its possible that the file containing wispy's blinking animations and the file for those attacks for marth and Roy have similar ID numbers, so when they are used at the same time the game only properly checks one to see if it was loaded properly. It would do that simply due to optimization, hardware limitations forcing it to do that. The reason it only messes up the characters and not the stage is because the stage would have higher priority so it would always be checked, while the characters would have equal priority thus they would both be checked. The reason this is so rare would be that it would only happen when the system is decently stressed, and it would normally be properly loaded anyway. The reason the pal release fixed it would be they simply changed some file names. It's a weak theory I will admit, but it's the best I can think of, and I did take some classes on programming so that's why I feel at least a bit confident in this.
In my humble opinion, I think people who write "first" in the comment section is a glitch because obviously any people with brain cells would not comment that without a glitch in their brain
Fun fact: Whispy is one of the few non-playable characters which has been in every Smash Bros to date. He's been there all this time, *watching*
He's the one pulling the strings
killerinstinct59 that’s quite Taboo, don’t ya think?
That pun doesn’t even work i’m so angry
He's waiting to strike.
Marth mains be warned.
Groovy. Wait, does that mean technically there is actually original 13??
asumsaus is the kind of guy on the school playground that unprompted walks up to you and says "want to see a magic trick?" and then points out a crack in the cement that he uses to clip through the school geometry and enter 5th period early
Oh dude! I had a friend like that. He was really cool, but he got permabanned after he glitched himself out of school early :(
my friend accidentally fell through the map trying to preform the exploit. He is still falling to this day
Happened to my buddy eric
Man the last time I did that I spent a while in a strange non-euclidian dimension (remember the backrooms fad? It was like a distorted version, like, glitch^2), I don't recommend doing that.
I had a brother who used to do that. He disappeared like 4 years ago during training and someone found his helmet covered in tally marks on a whole ‘nother planet 2 weeks ago
If a tree blinks in a forest and there's no one there to see it, do Marth players know?
It depends if they were attacking at the time. If they missed, yes.
Everyone
It messes with marths attacks lets make a funny joke
Nobidy loves Roy
@@ast8177
A skilled Roy main can beat any tree blinking
If a tree is blinking in a forest, I'd argue you have bigger problems on your hands.
I can feel it in my bones
i kinda expected him to go on about how he booked a flight to japan to find an answer
im waiting for a video titled:
Interviewing よしみ たかはし to find out why the "whispy glitch" happens.
Asum: "why does this glitch happen?"
Sakurai: "I don't fucking know kid, I was drunk while we were programming, now let me go back to work or I'll add tripping to Ultimate"
@@papersonic9941 Oh, so that's why Ult has random tripping
"i thought i had reached a dead end, so to find out why this glitch happens, i booked a flight to japan"
eraykaan super monkey ball time
So *that's* why Dream Land is Marth's worst stage...
And Roy is not our boy on this stage :(
Oh hey, almost the same pfp.
Dire, Dire, Docs I like the name
I mean aside from the raised platforms making it near impossible to attack people from the ground who are on them yeah.
Demolitionboy 64 Wrong. Roy is always our boy.
2:18 Missed a golden opportunity to say "More to this glitch than meets the eye"
I need to know that you understand that Whispy has a couple of eyeholes
@@dubiouslittlecreature908 more than meets the holes
@@dubiouslittlecreature908So many holes, So many Possibilities.
@@Minhaz25 😐
@@Minhaz25 🤨📸
Occording to ssbwiki:
The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air.
that's hilarious
and enlightening, thanks
It's a good theory but I don't see how this explains why the glitch only happens rarely. This would indicate every time Whispy blinks it would mess up the attack animations, but as Asum said, that doesn't happen. I tried checking the wiki for the source, but there wasn't one listed, sadly.
Edit immediately after posting: I checked the wiki page's revision history. It says the text was added by a user named "PKFreeZZy" on April 5, 2022, but I couldn't find any info on who this is.
@@jubeat4451 I've seen enough glitches in games that yea, something other than a routine check would most likely be responsible.
My first thought would be if a specific set of actions by one or more players overflowed junk data into this check to cause it, because otherwise it would be more common to see occurring.
thank you
Every time a Marth loses a set, a tree somewhere has finished blinking.
Edd Harr I see what you did there
Everybody gangsta till the tree starts blinkin
Melee is my favorite Vietnam War simulator
Federico Porcel marth was in the vietnam war, can confirm
Marth and Roy Also
LMFAO
Update 8/26/2022: an explanation for the glitch is currently on SmashWiki. Give it a look if you're interested!
www.ssbwiki.com/Whispy_blink_glitch
Who are you?
@@swisscheeese Who are you?
@@gwroliver3540 who are you?
@@barbaricwarrior964 Who are you?
@@heroponriki518 Who are you?
you'd think this game was made in 13 months or something
What did you say about the best smash game you unsalted cur?
Matthew Morrison worst*
@@sun332s7 found the N64 player
*Ba dum tiss*
The joke is that the game was actually made in 13 months
The whole video led up to "idk lol" :'D
¯\_(ツ)_/¯
Yes. But he didn’t claim to have an answer in title of video.
Well, he brought the glitch to light, discussed possible reasons for its occurrence, and researched, tested, and ultimately disproved the one accepted hypothesis tied to the glitch. In the end he was unable to find out why the glitch actually does happen, but the video was interesting.
If every mystery video had to have an answer there would be a lot more clickbait
I'm the 1000 like. Life goals achieved
Whispy is a real life Melee creepypasta
^-^
LMFAO we need a melee creepypasta on the whispy glitch
@@xhdudjrujrjrhrhr7700 whispy blinked and started blowing faster and faster without an and and then he started crying ultra realistic blood
Wtf creepy pasta watches saus?
Writing it right now
You've got it set to M for Marth when it should be set to W for Whispy!
Ahh you’re a genius! Lmao
From what I understand as a programmer, what could happen is that when the tree is about to blink the code that injects the animation speed and hitbox data shares a memory address with some attack animations either by oversight or to save memory space. My guess is that certain factors can cause the animation timing data from the blinking tree to corrupt Marth's animations as they both end up calling from that memory address at the exact same time. What makes it so hard to replicate, is that the data is loaded and unloaded from memory so quickly that getting the character animations to call from that memory address during the exact same CPU cycle is nearly impossible to do on purpose as the CPU would have to have already processed the player input and check the attack animation data at the exact moment that the memory is temporarily overwritten by the blinking animation data. The glitch seems to change speed of the animation and remove the hitbox. Obviously the tree has no hitboxes tied to it's animations so when a character uses that data nothing happens, that leaves just the speed of the animation that gets changed. The animation itself doesn't seem to be affected, just the speed at which it plays, and if that animation has a hitbox. By my calculations, assuming that this theory could be correct, that leaves a very small chance of getting the glitch to work. This theory explains why the devs would have been able to fix this. As they would have just used a different memory address to store the blinking animation data instead of one used for character animations. They probably counted the tree has a "character" in the code as it is an animated model so it's not unreasonable that they could have shared memory with playable characters assuming that they the two animations would never try to play at the same time, or at least not often enough to make a difference in gameplay.
A chance that low would be so improbable it's functionally impossible, which doesn't explain why it happened in two separate official competitive matches (which don't happen every day). I think your calculations might be off or the theory might be wrong altogether, but I definitely think you're on to something with the blinking animation and attack data being in similar or the same memory addresses.
@@noahthompson95 I can't know for certain unless I studied the code. It depends on the cycle rate of the GameCube CPU and how long it takes to execute instructions.
As a programmer this seems highly plausible
Noah Thompson sounds like the Gambler's Fallacy to me. Wikipedia.org/wiki/law_of_averages
intellect 100
This is so niche and its reasons for happening so arcane and inscrutable that I would be willing to bet money that the PAL version 'fixed' it by complete accident as a byproduct of some other random tweak
I am loving his type of content. I love the compilations as well but the glitches and what not have been amazing also the narration is great. Another video idea is doing set break downs. Like looking at sets that changed melee history or covering the weirdest set in melee history or whatever. I'd be down to watch a 30 minute video like that.
This. Please. I'm just a spectator so the nuances and the lore behind the culture are all new to me and fascinating. I think there are a lot of us between the people who saw the documentary then started watching and the Ultimate players who find this game and respect its depth.
@@HighDeafRadio Definitely. I went on a rant yesterday to a co-worker about how melees history and the drama is the best in video game history. I recently bought a copy of "The Book of Melee" and it covers a lot of stuff but there's a lot missing and I don't care how many times I hear the story of Armada coming to the US or When Ken showed up and destroyed everyone or when the US went to japan. I love it each time.
''melees history and the drama is the best in video game history''
You're telling me Chillindude made history by getting 5-0'd?
@@NeviTheLettyFan lol "My B" definitely made history.
@@NeviTheLettyFan Without a doubt my guy. The "My B" Saga is well known throughout the FGC. I don't know for sure if it's Melee's most famous moment, Wombo Combo or did-he-just-walk-up-slowly-and-up-smash might beat it but Chillendude got his ass kicked in a universally entertaining way. The disrepesect in that set doesn't need much prior knowledge and I feel like the dirty disrespectful moments are the best at hooking new fans quick.
Fox: SS
Whispy Tree: SS+
Top tier
I always knew Whispy Woods would be Melee's secret best character
Love the twin peaks song.
Oh, Diane, I almost forgot. I have to find out what kind of trees these are. They're really something.
For anyone still wondering, this is the most current explanation, but there are no citations for this on the wiki so I'm not sure if it is true: "The actual reason why the Whispy Blink Glitch occurs is because of how dynamic model parts react to the windbox created by Whispy disappearing. In this case, Marth and Roy's cape is made up of a set of 'dynamic bones' which means it sways during movement or as a result of interaction with wind effects. When Whispy's wind effect is recalled (i.e. when he blinks), the game runs a check to see if the character whose dynamic bones are being updated is Marth or Roy; if true, it runs a subsequent function which, if a series of conditions is met, tries to reload their current animation with 40 interpolation frames in an attempt to create a smooth transition between the previous and the upcoming animation. However, this operation fails to achieve its intended purpose, as the animation request reads invalid leftover data from previous calculations, making it instead apply the landing animation of Neutral Air. "
So how come the "specific conditions" are only met during their jab, tilts, dash attack, and standing grab?? Shouldn't smash attacks and running grabs be fucked as well since they're also grounded attacks? And why the neutral air landing animation? There's still more questions than answers... 🤔
I said “Hey Blinkin”, not “Abe Lincoln”!
Great movie!
I'm sure Marth wears tight tights.
A Jew? Here?!
BLESS YOU!!!
Ahchoo is black?!
LMAO the twin peaks music in the background around 0:30 is a great touch
Teenage girls: I think he winked at me
Whispy: 🙇🏻♂️
Marth: 😩
that song at 0:16 is very mysterious. it definitely peaks my curiosity
*piques
@@syweb2 no but the joke tho
@@SimnaibnSind What joke?
@@syweb2 The joke about where that song is from.
@@SimnaibnSind Where's the song from?
This has happened to me once, ever, and it was in tournament of course.
F
Dancing blade has variable animation playback speeds depending on how fast you time the B presses. Maybe this is related and only works if you have the uncharged side b glitch active (use side b in the air and land with a normal attack.)
Isn't that intentional? But I wouldn't be surprised if it's a bug.
@@StarEclipse506 It's a bug I'm sure. In other smash games they fixed it. Side b works a couple times in the air and then loses its momentum over time. This momentum is refreshed when you land, but the game only counts it as "landing" when you enter certain landing animations (neutral landing, air dodge landing). They forgot to make certain landing animations (like landing from normal attacks or hitting the ground being spiked) trigger the refresh.
These videos are fantastic. I'd love to see more going over other very uncommon and not widely know tech in melee that Evsen mentioned!
GRsmash - Top 20 Whispy Shenanigans #2
Emm Bee Sea I swear I see you in every melee comments section
GRSmash (Whispy Woods Glitches and 5 ads in a 11 minute video)
Super entertaining dude! Some of the best melee content being made rn. Keep it up!
Has anyone ever checked the differences between pal Marth and Dreamland and ntsc Marth and Dreamland to check what they changed
That would actually give an answer so no, nobody is going to do it
Video: *plays Audrey’s Dance*
Me: jeez this video knows my interests
Video: *plays Jazz Soul arrangement of Rise from the Ashes credits*
Me: okay COME ON
Wait, if it was fixed in the PAL release, what’s stopping people from comparing it to the PAL release and seeing what might cause it.
Huh
Probably because a bunch of other stuff was also changed and distinguishing which change fixes the wispy glitch would be really hard.
They changed a lot of stuff. They'd have to go through every line of code in both versions; then when they had all the ones that were changed, they'd need to manually alter and test each line of code individually. It's nowhere near impossible, but it'd be way too time-consuming; and honestly, it's probably not worth the effort.
You have two identical stacks of hay. Close your eyes. Ask your friend to remove a single straw from one of the stacks. Now open your eyes and try and find the difference between the two stacks.
See my point?
I wish you could’ve seen my smile when the twin peaks soundtrack turned on
I like the use of Ace Attorney and Twin Peaks music in the video. It really fit well since the entire video's about this strange mystery glitch. Keep up the good work!
0:05
This is the part where we throw our heads back and laugh
This was a surprisingly nice video to watch before bed. Thanks for taking the time to make this.
Omg Audrey's Dance - Instumental. Love smash and Twin Peaks
1:10 Because wispy has had enough of your stuff and has decided to take revenge.
I think Marths grab range is really just a glitch in disguise
Yeah, I thought it's about Marth's grab too.
Love the use of " Audrey's Dance" from twin peaks 0:17. Phenomenal.
2:36 that flat kirby glitch seems hilarious
I genuinely laughed when you said "Do you like your videogames with lots of glitches? Well, you must, because you're watching a video on Melee!" The reason is because I like glitchy games, like FNAF SB, Poppy playtime chapter 2, and(believe it or not) Super Mario Bros. 3
You think you sly with the twin peaks soundtrack. I hear ya
I love the direction this channel is heading
Maybe investigate how the game’s Slowmo special mode works. See what tells the game to slow down a char animation.
In brawl this is done with a feature called frame speed multiplier. This feature is also used in normal matches to make moves with long animations appear shorter to align with the frame data they need.
The second that Twin Peaks song hit you've won me over. This is a fantastic channel.
Heyyy you used my clip at 1:02. scared the fuck out of me when it happened. Love the vids dude, keep it up
What version of melee was that played on?
@@equinox3861 this was almost 2 years ago so I could be wrong, but I believe it was NTSC 1.02 Dolphin FM 5.9
@@DatGuydARK That's a bummer I was hoping it wasn't 1.02 like the others were saying.
AsumSaus, your commitment to using music from experimental 90s TV like Eva and Twin Peaks is admirable
Wouldn't the glitch happens because at this exact moment the game has too much object/animation/sprites/... (basically, anything) to load at the same time ? Considering Marth and Roy's swords as object that need to be loaded during those attacks, the game could pretty well just abort the loading of this object and its hitbox to avoid lags or crash. It may, to a certain degree, also explain why the endlag of those moves when this happens is longer because the game tries to unload the object that does not exist falling into an exception/failsafe being pretty laggy for the character. This can also explain why you never acheive to do this while being alone or with a immobile opponent.
You can also see at 0:54 that the sword does not have its trail, which may also be because of this.
Can't and don't really know to check this, but from my perspective, it looks like a good explanation
Doubt it. If this were the case the glitch would be incredibly easy to make happen with 4 people, and this explanation still doesn't explain why other sword characters, like Link or Young Link, wouldn't trigger it.
I'm still betting Sakurai just hates Marth mains and he made sure that the game could detect a tournament and just randomly fuck with Marth.
Seeing an upload from you genuinely gets me so excited like I get all situated and grab some food and everything just to enjoy it
On top of all the good content, I can't tell you how refreshing it is to have a video actually fade to black and not be jarred during that with "and dunb forgy to liek and subsrib."
That's actually crazy as I've personally encountered that glitch a couple dozen times, enough to expect it once every couple hundred games
Marth: *attacks*
Wispy: no
My friend sent me one of your videos and I’ve been binging them so hard for like 2 days. How are you so good at TH-cam? The editing, the pacing, deliver, content all on point. How do you make stuff that’s this good.
It looks to me like a hardware rendering issue, since all testing was made within Dolphin...which I feel would use the Wii's hardware specs.
No kind of expert here, but try the glitch using a natural gamecube that's seen a couple matches before the test sequence.
Competitive Melee uses actual GameCubes though, right?
As close as they can get it, I assume.
Poofle McGreen What is that supposed to mean? They use GameCubes lol
i unno; I'm not a Melee competitive enthusiast, I just like looking at silly glitches. I mean they _could_ be using a Wii in the case that someone didn't have a Gamecube on hand but that's all I'd know.
They use whatever they have although I think wii is the standard at this point since slippi doesn't run on gamecubes
What the hell, I was expecting like, another 15 minutes of video, where you go into the rabbit hole and go insane trying to figure it out.
Perhaps it has something to do with the timer values (although I would think people would have noticed that), the RNG values (no clue how it would impact the move tho), or a texture/model shared by Marth and Roy. It’s probably reading garbage data that’s not supposed to be there if I had to guess.
I can imagine some developer in Nintendo was having WAY too much fun and just spent like a month adding the WEIRDEST glitches he could find.
Like he was like hmm, wonder what would happen if I made Marth glitch out on frame 2 of whispy woods blinking...
Blinky is Marth's true love and he is weak to his charms and wiles, this is the true canon reason
0:16 gotta love that Twin Peaks music
I assume that the wind hitbox is told to be removed when Whispy blinks, so maybe there is shared code between tippers and windboxes.
Your content has come a long way. I love it!
I've been a Marth main for 5 years and have seen this glitch about a dozen times. I only recall ever experiencing this glitch on CRT, and never on dolphin, could this be the secret?
According to other comments it only happens in NTSC version 1.0. Maybe your rom is 1.1 or 1.2?
@1998SIMOMEGA There are 5 or 6! The difference between the three NTSC versions is very subtle, however.
@1998SIMOMEGA Sorry, I was at work so I couldn't search anything up. There are only 5 versions and the KOR version is identical to NTSC 1.2, so in practice there are only 4 versions.
Overall the biggest differences exist between PAL and NTSC.
Hey I know it's been a super long time but I've just watched this video and am super interested in this type of stuff (am a dev). I really want to look into it further, but only if I can confirm if its ever happened on Dolphin. Do you have any knowledge since your original comment on if this has ever occurred on an emulator?
@@yScribblezHD should occur on emulator as long as the version is right. Playing on emulator vs console makes no difference, otherwise players wouldn’t practice using emulator. Tournaments only require GameCube usage because it’s much harder to cheat on a GameCube then an emulator
Whispy: Oh, I'm sorry, Marth. Did I blow your concentration?!?
Love the twin peaks song 💜
Y'know what? These are the kind of videos. Idk what about but this is the one. It might just be me personally but this video brings together some of the things I love about TH-cam. Analysis, Video Essay, Smash, Research, idk this video just struck a really nice chord with me.
Good comment.
I love how that since Marty and Roy have the same blinking textures as wispy, you can just tell Marth mains that they’re character “blinks like a tree”
My headphones are shorting out, so once the laughter sign lit up, my phone kicked me off the video
4:22 when you thinkin 🤔
R
🤔
interesting. I will try it and investigate. At 0:59 I can't replicate that kind of grab in vanilla melee 1.0. Marth looks like he is actionable in your video, but when I do the bug he is actually in the middle of grabbing someone.
I have not gotten this bug to work outside of version 1.0. And I can only get it to work when whisply blinks right after he blew air. Any other blinks I have not gotten it to work.
@ 0:42 the hitboxes will not disappear, they will stay attached to Marth's arm and sword but since he isn't swinging, the hitbox will not move as usual.
Marth’s grab range is practically a glitch.
i apologize for existing while having a puff pfp, i have hardly played melee. i was just making a joke.
says the dude with a jiggs pic
Shut up and neutral b off stage puff
Drunken Mage haha no.
#notallpuffs
Mr Frog bih
The real mystery is how they managed to fix this glitch but somehow never got around to fixing any of the missing hitboxes.
Does Wispy’s blowing Wind at marth affect this glitch?
Oh my god, twin peaks and then turnabout Jazz soul? Fantastic music taste, my friend
Explain the black hole glitch!
Marth: WHAT HAVE YOU DONE TO ME YOU MONSTER
Whispy: 🌳
The whispy glitch only occurs on version of 1.0 of melee. I assume that’s the reason why you didn’t recreate the glitch in hours of practice
Also that’s why it’s patched in pal
Thank you so much for playing that Katamari on the Rhodes... I felt that
It's such a good song
0:58 falcon wants to get inside of Marth ;)
These narration style videos are amazing
I like to imagine that if there was a smash anime there would be an entire episode about marths attacks being wierd and they just go on a quest to find and beat the shit out of whispy so it'd stop happening
I love your video essays so much. I wish I could write like this in school
Is AsumSaus literally just Emplemon, cuz bruh they literally sound the same.
AsumSaus sounds like EmpLemon after chugging a mason jar of non-newtonian fluid
I would've guessed that the reason Whispy blinking breaks Marth's attacks had something to do with an address being set that gets read as a flag to end the attack.
Do we know why this happens yet?
the fact it's still unknown to this day tells me that melee is still interesting
i know the real reason of why this "glitch" happen
the reality is that this glitch is not a glitch and is a feature of the game
whispy is a magical tree with eyes and mouth correct?
to noble nights like roy and marth, this would look like godly features, so when a god watch them fight, when they see him blink they slow down a bit to be sure whispy doesn't miss their cool attacks because they want to be noticed by god.
To answer potential questions:
"oh yeah?! then why doesn't it happen on green greens?!" : because green greens isn't a legal stage in competition and whispy doesn't care about some filthy casuals so he's not actally watching the match, therefore marth and roy don't have to slow down during the match
"ok, why doesn't it happen in other games with dream land huh?!" : because after melee kirby told roy and marth that whispy wasn't a god, feeling betrayed marth went into depression (just like every virgins pretty boys do) and became worse and worse in each smash games after that, roy on the other hand used the anger of feeling betrayed to his advantage (just like every chad cool boys do) and became better and better in each new smash games he was in, while marth stayed in every smash game to try to cop out of depression by being with his friends (spoiler: it didn't work) roy skiped brawl because he trained to become even more of a chad (and also he knew the game was trash anyway)
"cool theory but, why doesn't it happen with link and young link then? they're knights too, sorta, and they know a tree with eyes too!" : because link is stupid, he thinks deku tree is superior to whispy woods when even their names show who's superior deku tree have the name of some virgins from mha and only have "tree" as a last name while whispy have "woods" and entire forrest of being cool compared to some lame tree
The best theory I can come up with is this.
Its possible that the file containing wispy's blinking animations and the file for those attacks for marth and Roy have similar ID numbers, so when they are used at the same time the game only properly checks one to see if it was loaded properly. It would do that simply due to optimization, hardware limitations forcing it to do that. The reason it only messes up the characters and not the stage is because the stage would have higher priority so it would always be checked, while the characters would have equal priority thus they would both be checked. The reason this is so rare would be that it would only happen when the system is decently stressed, and it would normally be properly loaded anyway. The reason the pal release fixed it would be they simply changed some file names. It's a weak theory I will admit, but it's the best I can think of, and I did take some classes on programming so that's why I feel at least a bit confident in this.
In my humble opinion, I think people who write "first" in the comment section is a glitch because obviously any people with brain cells would not comment that without a glitch in their brain
Félix Martel first
@Jay Gryska Bad comment.
Game developers should do a "Melee challenge" where they try to develop a sequel to one of their IPs in 13 months
I got uptilt glitch and a phantom hit in the same game one time😂
your editing is top tier.
Marth’s Grab basically a glitch lol
Wispy is alive and *insert SSBB character reveal theme* 'Wispy is ready to leaf the battle!' Is the only explanation I am willing to accept.
Glitch? I think you meant """"tech""""
Whispy tree: haha no hitbox
Roy: oh bother...
Marth: *Is Sad*
Me: *Good*
Whispy is out here vibe checking Marth and he keeps failing them
I'm still mad
Haha.
Been loving the content lately, keep it up!