0:26 Frozen level 0:41 Endless level 1:12 Underground version of 3-4 1:44 Underwater version of 1-4 2:13 Underwater version of 3-4 2:42 Corrupted level 2:48 1-2 level 2:57 Outside version of 3-4 3:20 Endless level 3:40 Underwater version of 7-3 4:34 Corrupted level 4:40 Corrupted level 4:59 Corrupted level 5:08 Bonus level 5:21 Underwater version of 4-3 5:57 Corrupted level 6:04 Underwater version of 2-4 6:33 Underwater version of 1-1 7:25 Underwater version of 6-3 8:13 Frozen level 8:24 Underground version of 2-4 8:58 Underwater version of 4-1 9:50 Frozen level 10:08 Underground version of 8-4 10:58 Walked itself level 11:31 Underwater version of 4-4 12:11 Looped level 12:29 Frozen level 12:36 Warp Zone level of 4-2
Marionaire and DekoTheFemaleDragon called the 4:34 glitched world "Hollow World", the 4:40 glitched world "World T-2", the 4:59 glitched world "Big Cross", the 5:57 glitched world "Big Cross", the 9:50 glitched world "Orange Pipes", and the 10:58 glitched world "Sky Corridor".
Edit: I know this is very wrong. What I think happens is that it takes the levels and inverts some part of it. So since in the normal game, most are above, the negative worlds “negate these values” and make it an underwater. I could be wrong.
@@Microcontrollers Minus World is not a negative world. It is a value that has no textures and thus it looks like it is -1 even though there is a value (VALUE-1). It does not reverse the physics. EDIT: According to Minecraft Notch, it is a sky tile.
as for real facts actually warmer water will split with cooler water, and won’t combine together, so water underwater exist as for jokes just imagine it’s spongebob world
4:20 fun fact. It cashes because you ended in a 6 in the timer and in water levels the game softblocks if it needs to play fireworks. You can visit this levels with real hardware and original japanese cartiges. The world record holder for any% in this game kosmic has a video looking around at this worlds, its very interesting
It's actually what happens when you touch flag pole, time goes to zero (in this case the time is already zero), Mario walks right, than he walks into a brick camouflaged in front of the castle, than the level transitions to the next level (which in this case, Minus World's level layout is complicated), if you removed the brick, Mario would walk forever, and die, unless you turn off the timer, where the game gets confused and loads random assets, which results in insane things. That's why if you jump over the flag pole, you start walking walking forever.
Charlie P I don't think you've got that right. What actually seems to be happening is similar to the start of 1-2. Mario slowly walks forward and enters a pipe to go underground. Except in this case there is no pipe.
Awesome video! In the FDS version, more are accessible without the need for hacks, but sadly the NES is stuck to just the one level, so it’s neat to see what happens when you mess around with it ;) Also, I wasn’t aware that my name was featured at the end as a Patreon supporter until now, so that’s a plus! Thanks so much, and keep up your great work :)
If I recall correctly, only with the Famicom version (*not* Famicom Disk System) can you access some of the glitch levels without hacks or cheat codes, and it requires doing a hot swap with Tennis to carry over the RAM values from that game to SMB1, and even then you have no control over which level you're gonna get. This can't be done with the FDS version because of how the hardware works.
@@letcreate123 I forgot about the Tennis trick. I read about it before, but never tried it myself. I've heard that it works on a standard NES too, and the the number of steps you take in Tennis results in what world you get. Again, never tried it, so I can't confirm if that's true or not. However, the Famicom Disk System version is special because not only are the minus worlds completely different, but you can beat levels -1, -2, and -3. -3 is a castle level and so after completion you simply return to the title screen. Interestingly, when you complete that level the game registers you beating the game, so it's an easy way to access the hard mode and world select. As you mentioned though, the Tennis trick probably wouldn't work due to it using disks, but I wouldn't mind seeing a video of someone, *cough* Skelux *cough*, hacking it to see what other hidden minus worlds there are. You can find a video on the FDS minus world levels here: th-cam.com/video/SCi_Y7IiDwk/w-d-xo.html
curiously, when you try to edit the ROM of the original Mario game, there's like 3 invisible objects named "*Crash" that practically are only used to crash the game if one of them appears on screen i guess the minus worlds somehow ended up placing these over them nad that's why they *crash*
I'm really interested how these stages are generated, because I don't think someone actually designed them, but most of them are playable and there are enemies too.
I didnt dig into Mario code too deep yet but here is a generalization of what is "likely" happening because we are talking about ram mixing. Each object in code has a set of pointers, special commands which show game what to load for this case. Judging from results, this point is likely a single big string of symbols and on minus levels it gets kinda of randomized. Game attempts to read this string and load assets it points to. Assets being levels, colors (I would say textures but judging from orange pipes, I assume even colors are coded different) and motion type. Since UI and Mario are separate from world loading script, they are mostly unaffected. So what we get is - random mix of level structure loaded on top with random textures/colors loaded. What I find interesting is that it doesnt seem to load only one skeleton of the level but rather it loads several and put them together. (That's the part where my lack of knowledge of SMB shows, I am sure that this level mixing is explainable with something like slices) Well, that was not too good or even in time answer but it is what keeps me curious too
@@JoelHernandez-tz3vk not entirely arbitrary, it's the games normal logic, just fuzzed up a bit. Imagine trying to read a book where every letter has shifted by one and someone is trying to make you explain it
@@jacobmassengill3360 I imagine this is probably true for most level where the one shifted letter happens to be that one that governs the level's tile set, seeing that most of the levels shown are usually the normally accessible levels but with the tile set changed. The ones labeled "Corrupt" look a LOT more arbitrarily generated however. I can only wonder how arbitrary it is in the "Corrupt" levels. Maybe is also a single letter being changed but that letter was somehow the seed needed for level generation, but here I'm assuming the level is procedurally generated
I have no idea why but some of these are just eerie and creepy. Like 9-1 with the weird colors and black background, then A-1 with the star music and empty level.
When I was a kid I used to do very basic corruptions by jiggling the cartridge and it used to do stuff like swap sprites and tiles and it genuinely freaked me out but I just carried on
It's because these levels are essentially the unborn abominations of the game. They were never meant to see the light of day. The inhabiting enemies don't know what freedom is, or even visitors. Their existence was a mistake. Their God, knowing this, did not kill them, and instead hid them away for the rest of eternity.
Its the fear of the unknown. The hyper star music playing usually means enemies are about to get mowed down yet there is no sign of life to be found. You are in a mysterious and abominable world with different physics that was intended to be beyond the reach of the world you know.
The sound chip canno't handle all the sound at the same time, especially if they're high-pitched, so the sound gets pitched down or removed temporarily for the duration of the sound effect
@@TinNovaKiin no sound is pitched down, it's that the music is made of chords and the higher note may be removed when a sound on the same channel as that note is played
@@aapadd a chord is multiple notes played at the same time; in case of NES one sound might be played on channel 1, and another sound on channel 2, and if a sound effect were to be played that uses channel 1 it would replace it
@@bw-leftturnracing7779 you know, the classic game that lets you make games that let you make levels for a game inside it! It's how they made super mario maker and rpg maker.
I think the reason most of these worlds are underwater is because when the CPU tries to look into memory for the Minus Worlds, it goes below the actual limits of the array, thus accessing memory that contains literally anything else. Due to that, the data it receives is mostly unusable as a level (and I guess mostly as blocks due to the fact that it's attempting to read those values as blocks and/or entities), and within it, the flag for underwater gets set somewhere (haven't looked up at detailed breakdowns of the level's data structure)Either way, I think it's curious to see how the game engine parses the data into a level that looks like stuff thrown out of a toybox
Mostly - there are just a few types of level (normal, underground, castle, water...) but 256 possibile values for the "Level type" field within each level structure. To reduce the chance of crashing, nintendo filled all the "empty" level types with the type associated to the water level (for no particular reason, they could have choosen any level type, they just happened to choose the water one), because if the game tried to access a null value it would have crashed. So, since all array entries have the water type except for a few (the other "ground" level types) there is a very slim chance of minus levels to be anything but water. As far as the level structure is concerned, yes, most of the times it reads out of the level memory and displays garbage, resulting in a crash... But some times it tries to read actual levels, but since the Level metadata for world 36 does not exist and is still random data, when loading the level some basic structures such as the color palette, the terrain and enemy tables will be swapped out, resulting in wrong enemies, shifted colors and wrong tiles... That's how the variants are "created"! Sorry for the looooooooooong replies but i love these kind of things and you see ed interested too 😁 TLDR Yes, the game indeed tries to interpet random data as level layout resulting in levels really close to Mario maker creations
@@alessandroceloria "null" is just a programming language abstraction, there is no such thing at the binary / assembly level. An assembly function can't crash, it will just read whatever you tell it to, even if it's complete junk. The game is just reading random data from memory and interpreting it as if it were a valid level. The game probably uses a single bit that's set to say 1 for water and 0 for normal, and it just so happens that the data past the valid levels has a lot of water bits.
thank you so, so much for no voice commentary. not all videos need it and this is definitely that type of video. this is overall just awesome. ... other than that explosion of noise near the end lol. great work man.
One day - one glorious day - there will be a table or spreadsheet online that lists every secret glitch level in Super Mario Bros. with a description of each level if it doesn't crash. Thank you for your documentation, research, and gaming.
These are actually levels made by a Neural Network AI that Nintendo is secretly working on. If they could do that back then, imagine how advanced that AI is now. Don't be fooled by the dumb goomba AI they use. Soon, Nintendo will controll the entire world with that AI!! But that's just a theory, A GAME THEORY!
I mean, the lost levels *_do_* have worlds 9 - D _but_ the reason for the letters here is because of the _tileset_ The world pointer starts with the "1" and "1" pointer and it goes up, for example, the "ㅤ" pointer is just 34, so, the "M" pointer would be 23 and so on
I tried playing T-1 with two codes that let me walk through walls and that gave me 900 seconds of time. Pretty sure that level is endless, because I was on it for about 15 minutes and I didn't see a single flagpole.
I actually have a pretty old bootleg cartridge (one of those 9999999 in 1 kind of stuff) that has all of those minus world included as separate super mario bros. games that you can choose from menu. I've been messing around with them a lot as a kid but didn't know why they're like this. I even wanted to record it when I got more into secret game stuff and corruptions and shit but I don't really have anything to record that with. The fun thing is, those worlds are kinda different each time you load them, like enemy or other actors spawns. You can even get bowser to get stuck in the floor/ceiling or fire spawn at random places and kill mario as he walks into the cutscene like that goomba, it's really fun to browse through the different results :) Anyways, thanks so much for showing all this, brought up good memories and now I am finally 100% sure and those are actually minus worlds! Great video
*The Minus World.* A gay baby guy, a scuttlebug, a guy with 3 "I"s on his name, a gaming experience in 4 bits, A Twin of Chad, Someone that dislikes Analog Sticks, A Swanky 3d square, Two Asian-Australian bros and an Unique sauce... *The Minus World.*
I had a famiclone as a kid and had most of those levels in the 99999999 menu. It was so wonderful imagining what could have been after those levels that unfortunately couldn't be passed. Also for 9-1 I did manage to beat it on the system and it happened once every blue moon and 9-2 is just one of those underwater boss sections that can't be beaten.
I want someone to compile all the playable/winnable levels into one game tbh. If need-be, take out water in some levels and add more enemies? Super Mario AntiWorld!
Damn, some of these ideas make me want to do a romhack of SMB1 and explore some of these ideas. Underwater levels with overworld enemies, koopas falling when spawned, underwater flagpoles, Bowser as a regular enemy...
I played a lot of those in my childhood. I had a Famiclone with SMB built in, so if I were to twist a cartridge, it would send me to these levels depending on the angle. I remember having hours of fun discovering these.
World T1 has that pipe that obstructs you from going any further. Back in the early 90s, with the help of game genie, I had a six letter code that I discovered that let you pass through all pipes in the game as if they weren’t even there! I don’t remember exactly what is on the other side of that pipe, but I can tell you for a fact I didn’t make it much past it.
If you wanna know why these levels are the way they are, Retro Game Mechanics has done two videos back-to-back on them, going very in-depth on how they are generated
10:47 I know these are all glitch levels, but the timing's so comedic here that it's like it's an actual cutscene programmed instead of just a random glitch lmao!
10:50 Suddenly, you're playing Unfair Mario
Actually, dieing after the axe would still bring Mario to the "next world".
So, nothing unfair here.
This was the exact comment I was looking for. Thanks
I thought it was just cat mario that did this
Or maybe it is what inspired the Mario makers levels
I laughed my head off when the victory theme was interrupted.
Thank you Mario.
But our princess is in another castle.
*dies*
The Goomba was lying in wait for a chance to assassinate the plumber who murdered his family.
*COMMIE MEME INTENSIFIES*
□-1
That happened in 10:50
10:50. Come on, how many of us were lathered with anticipation as that goomba approached!!?!
Me
Common?
Dont you mean rare?
Lol you changed it
@@JustJum it's a come on practice any time an edit button is available ;)
@@lordneeko in your reply is "come on", i think you mean "common"...
r/boneappletea
10:48 You thought I was the princess, but it was me, goomba!
KONO DIO DA....KONO DIO DAAAAAAA
YOU THOUGHT I WAS A GOOMBA. BUT IT IS I! DIO!
IS THAT A JOJO REFERENCE?!?!?!?!?!?!?!?!
NOOOO NOT A JOJO REFERENCE LMFAO
7.8/10 too much water.
Love the reference.
* IGN wants to know your location *
...
Not enough trumpets
7.8/water
10:50 Mario the Goombas coming. Oh my god he has headphones on. He can't hear us, Oh my god
He has Airpods on
I am literally shaking
I shidded and farded and shit my pants
@@cow4025 Ben Shapiro wants to: know your location
@@Prodawg
I swear, im a conservative!
As if the water theme wasn't as repetitive already...
Mariocaleb10 first comment *awesome*
Jackson505 Gt Lol I forgot about that XD
what. it's not repetitive
Didn't expect to see you here@@GhostlyDash
0:26 Frozen level
0:41 Endless level
1:12 Underground version of 3-4
1:44 Underwater version of 1-4
2:13 Underwater version of 3-4
2:42 Corrupted level
2:48 1-2 level
2:57 Outside version of 3-4
3:20 Endless level
3:40 Underwater version of 7-3
4:34 Corrupted level
4:40 Corrupted level
4:59 Corrupted level
5:08 Bonus level
5:21 Underwater version of 4-3
5:57 Corrupted level
6:04 Underwater version of 2-4
6:33 Underwater version of 1-1
7:25 Underwater version of 6-3
8:13 Frozen level
8:24 Underground version of 2-4
8:58 Underwater version of 4-1
9:50 Frozen level
10:08 Underground version of 8-4
10:58 Walked itself level
11:31 Underwater version of 4-4
12:11 Looped level
12:29 Frozen level
12:36 Warp Zone level of 4-2
World x-1
Marionaire and DekoTheFemaleDragon called the 4:34 glitched world "Hollow World", the 4:40 glitched world "World T-2", the 4:59 glitched world "Big Cross", the 5:57 glitched world "Big Cross", the 9:50 glitched world "Orange Pipes", and the 10:58 glitched world "Sky Corridor".
World ☁️-1
World 🟦-1
@@AlbertTheGamer-gk7sn You said "Big Cross" twice
I wonder why most of them are in underwater...?
I think that it uses all textures and mechanisms in other levels and brings them into one level
Loskythecopydog77 same here
Edit: I know this is very wrong.
What I think happens is that it takes the levels and inverts some part of it. So since in the normal game, most are above, the negative worlds “negate these values” and make it an underwater. I could be wrong.
probably because that one of the most used script but the levels didn't work so they changed it out of water
@@Microcontrollers Minus World is not a negative world. It is a value that has no textures and thus it looks like it is -1 even though there is a value (VALUE-1). It does not reverse the physics.
EDIT: According to Minecraft Notch, it is a sky tile.
you know things start getting wrong when the world number is a block
Ranco - Nintendo broken the character limit.
b l o c k
E-1
■-1
▫️-2
I thought the minus worlds were glitches, not Mario Maker levels.
Some of these are actually better than a quarter of Mario Maker levels.
Same
ikr
@@atomidragon ikr
Yeah
Finally somebody covered this properly. For years there was nobody who truly took the time to do this on TH-cam.
My favourite world is Cracked-Ice-Block-1; it's a real classic.
Yep
**walks down road cheerfully**
I'm more partial to Chain-1 myself.
I like blue-square-behind-white-square-1.
I like white-square-with-one-black-side-1
12:23 Headphone Warning, for real.
My ears felt like they were hearing what a neutron star collapsing sounds like
Yeah, it was kinda shitty
Thanks bro you literally saved me!
Oh, now I see why I left dislike here
@TotallyHorsed Neutron stats do not collapse, they are the remnants of a red giant...
@@mettatonfanboysounds like a skill issue to me
4:40 bad mario maker levels in a nutshell
Anime/music inspired levels for sure.
No, it's good because someone was able to upload an unbeatable level.
So true
ikr
J Gamer Xone there used to be a glitch called the double entity that lets do do stuff like solid clouds
It was patched out
Damn you shitendo
Crashes aside, I kind of love these? It's pretty awesome seeing the different styles and tilesets used in different ways
Water underwater? I’m pretty sure that doesn’t work.
Yeah it's called water
It does work. There are brine lakes at the sea floor in many locations.
Jon Gandee Underwater lakes exist.
It's a joke, guys... 😑
as for real facts actually warmer water will split with cooler water, and won’t combine together, so water underwater exist
as for jokes just imagine it’s spongebob world
4:20 fun fact. It cashes because you ended in a 6 in the timer and in water levels the game softblocks if it needs to play fireworks.
You can visit this levels with real hardware and original japanese cartiges. The world record holder for any% in this game kosmic has a video looking around at this worlds, its very interesting
4:20 couldn't get lit you mean?! Hell naw!!!
11:11 having a casual walk
AnotsogoodFoxx/Shay the wolf yee
@Vsus Here "If only I knew how to jump"
It's actually what happens when you touch flag pole, time goes to zero (in this case the time is already zero), Mario walks right, than he walks into a brick camouflaged in front of the castle, than the level transitions to the next level (which in this case, Minus World's level layout is complicated), if you removed the brick, Mario would walk forever, and die, unless you turn off the timer, where the game gets confused and loads random assets, which results in insane things. That's why if you jump over the flag pole, you start walking walking forever.
Charlie P I don't think you've got that right.
What actually seems to be happening is similar to the start of 1-2. Mario slowly walks forward and enters a pipe to go underground. Except in this case there is no pipe.
Here's the 99 likes for u. Press the button
4:25 Mario found Atlantis.
Nice One!
@@charlyb5235 Ha, I can hardly remember writing this. Made myself smile.
@@artey6671 😂
Level ■-1 is my favorite at 12:10
The dramatic zoom in on the third warp got me good lol
Roger Cameron same
Me too
🆎-1 Is my favorite at 12:27
My favorite was World Cannon Piece-1 at 12:28
I'm kinda scared of these levels, because I know they're corrupted and I never know what's gonna happen
Ikr if it crash my game I’ll be terrified because it’s a old console
In the context Mario is a real person this is terrible
12:17 when bites the dust activates
I DID IT! I-IT ACTIVATED!
Jotaro:Star platinum za warudo.....ORA ORA ORA ORA ORA ORA ORA...
Kira:dies
DAISAN NO BAKUDAN BITES ZA DUSTI
.25 SPEEEED OOH
Awesome video! In the FDS version, more are accessible without the need for hacks, but sadly the NES is stuck to just the one level, so it’s neat to see what happens when you mess around with it ;) Also, I wasn’t aware that my name was featured at the end as a Patreon supporter until now, so that’s a plus! Thanks so much, and keep up your great work :)
If I recall correctly, only with the Famicom version (*not* Famicom Disk System) can you access some of the glitch levels without hacks or cheat codes, and it requires doing a hot swap with Tennis to carry over the RAM values from that game to SMB1, and even then you have no control over which level you're gonna get. This can't be done with the FDS version because of how the hardware works.
@@letcreate123 I forgot about the Tennis trick. I read about it before, but never tried it myself. I've heard that it works on a standard NES too, and the the number of steps you take in Tennis results in what world you get. Again, never tried it, so I can't confirm if that's true or not. However, the Famicom Disk System version is special because not only are the minus worlds completely different, but you can beat levels -1, -2, and -3. -3 is a castle level and so after completion you simply return to the title screen. Interestingly, when you complete that level the game registers you beating the game, so it's an easy way to access the hard mode and world select. As you mentioned though, the Tennis trick probably wouldn't work due to it using disks, but I wouldn't mind seeing a video of someone, *cough* Skelux *cough*, hacking it to see what other hidden minus worlds there are. You can find a video on the FDS minus world levels here: th-cam.com/video/SCi_Y7IiDwk/w-d-xo.html
Super Mario Maker in a nutshell
Lol
lmao
Lol
Nah. Not enough monster overloads.
so ttue
curiously, when you try to edit the ROM of the original Mario game, there's like 3 invisible objects named "*Crash" that practically are only used to crash the game if one of them appears on screen
i guess the minus worlds somehow ended up placing these over them nad that's why they *crash*
I wonder what would happen if you remove them. Also hi you make cool RS videos
5:34 dry Bowser? More like WET BOWSER
*this image has been removed for violating one or more community guidelines*
Your profile pic makes that so much better
We all know what Bowser does to Peach before Mario gets there.
@@samuelthecamel Pool party!!! No?
He fell into the water in Mario Kart.
11:00
Anyone else think the blue ground and blocks of the underground look really nice in the day of the overworld?
Me.
4:33 me trying to get far in life
What about 12:13?
@@jackm8878 yeah that too, it happens sometimes
What about 10:50?
@@headphones_guy777 ooof can relate too that one
At that I laughed so hard 😆 😂
I'm really interested how these stages are generated, because I don't think someone actually designed them, but most of them are playable and there are enemies too.
i would say by code, but i’m far off from that lmao
I didnt dig into Mario code too deep yet but here is a generalization of what is "likely" happening because we are talking about ram mixing.
Each object in code has a set of pointers, special commands which show game what to load for this case. Judging from results, this point is likely a single big string of symbols and on minus levels it gets kinda of randomized. Game attempts to read this string and load assets it points to. Assets being levels, colors (I would say textures but judging from orange pipes, I assume even colors are coded different) and motion type. Since UI and Mario are separate from world loading script, they are mostly unaffected.
So what we get is - random mix of level structure loaded on top with random textures/colors loaded. What I find interesting is that it doesnt seem to load only one skeleton of the level but rather it loads several and put them together. (That's the part where my lack of knowledge of SMB shows, I am sure that this level mixing is explainable with something like slices)
Well, that was not too good or even in time answer but it is what keeps me curious too
Play at 144p to get that authentic 2009 feeling.
2009?
Danver yes, 2009x
Ok, 2009. You mean like how Steve jobs died in 1863 as the CEO of google?
Well, I'm on a mobile. It can't run any higher anyway.
WimpyWater _ yes
Boss: OK, we have to somehow make our game to be 16kb or less
Employee: *_ni🅱🅱a let's put 248 levels that we won't use_* 👌👌👌
they're not really levels though
just a bug that allows access to "levels" that read in data from unrelated parts of the code
@@LilacMonarch So are these levels generated from arbitrary code?
@@JoelHernandez-tz3vk not entirely arbitrary, it's the games normal logic, just fuzzed up a bit. Imagine trying to read a book where every letter has shifted by one and someone is trying to make you explain it
@@jacobmassengill3360 I imagine this is probably true for most level where the one shifted letter happens to be that one that governs the level's tile set, seeing that most of the levels shown are usually the normally accessible levels but with the tile set changed.
The ones labeled "Corrupt" look a LOT more arbitrarily generated however. I can only wonder how arbitrary it is in the "Corrupt" levels. Maybe is also a single letter being changed but that letter was somehow the seed needed for level generation, but here I'm assuming the level is procedurally generated
Joel Hernández the corrupt part means the stage is unbeatable
I have no idea why but some of these are just eerie and creepy. Like 9-1 with the weird colors and black background, then A-1 with the star music and empty level.
I think it’s because it’s extremely off and gives an uncanny valley type feel. It looks normal but it’s still off.
When I was a kid I used to do very basic corruptions by jiggling the cartridge and it used to do stuff like swap sprites and tiles and it genuinely freaked me out but I just carried on
Like walking trough the broken remains of a destroyed world.
It's because these levels are essentially the unborn abominations of the game. They were never meant to see the light of day. The inhabiting enemies don't know what freedom is, or even visitors. Their existence was a mistake. Their God, knowing this, did not kill them, and instead hid them away for the rest of eternity.
Its the fear of the unknown. The hyper star music playing usually means enemies are about to get mowed down yet there is no sign of life to be found. You are in a mysterious and abominable world with different physics that was intended to be beyond the reach of the world you know.
12:29 is actually Underwater 8-3, I just tested it. After the underwater 8-3 is a really, interesting level.
What is after it?
@@rexany3225 i forgot
10:58 I was once walking like you
11:28 but I took a brick block to the knee
It’s seems every time you picked up coins, the main melody of the background music was removed temporarily.
The sound chip canno't handle all the sound at the same time, especially if they're high-pitched, so the sound gets pitched down or removed temporarily for the duration of the sound effect
@@TinNovaKiin no sound is pitched down, it's that the music is made of chords and the higher note may be removed when a sound on the same channel as that note is played
@@groszak1 Oh yeah my mistake
@@groszak1 what does that have to do with chords
@@aapadd a chord is multiple notes played at the same time; in case of NES one sound might be played on channel 1, and another sound on channel 2, and if a sound effect were to be played that uses channel 1 it would replace it
"Dry Bowser's early cameo" but hes in the water, silly
Actually that's Gray Bowser the third Bowser brother :v
Super Bowser Bros
Fine, it's Damp Bowser. Dank Bowser?
@@standard_wl5466 So long, Gray Bowser
Minus world logic, big brain
With the level numbers:
Notice how at first it's letters but when it reaches X the names start getting corrupted
I don't think it was the letter "X" it looked like the multiplication sign, like up the top when it shows your coins.
so this is where maker maker level makers get their designs from
M a k e r m a k e r
@@bw-leftturnracing7779 you know, the classic game that lets you make games that let you make levels for a game inside it! It's how they made super mario maker and rpg maker.
Maker maker maker level maker makers
“Hey I heard ya’ like makers”
Your profile pic is funny !
10:42 This goomba comes back for revenge.
Es otro
I think the reason most of these worlds are underwater is because when the CPU tries to look into memory for the Minus Worlds, it goes below the actual limits of the array, thus accessing memory that contains literally anything else. Due to that, the data it receives is mostly unusable as a level (and I guess mostly as blocks due to the fact that it's attempting to read those values as blocks and/or entities), and within it, the flag for underwater gets set somewhere (haven't looked up at detailed breakdowns of the level's data structure)Either way, I think it's curious to see how the game engine parses the data into a level that looks like stuff thrown out of a toybox
Mostly - there are just a few types of level (normal, underground, castle, water...) but 256 possibile values for the "Level type" field within each level structure. To reduce the chance of crashing, nintendo filled all the "empty" level types with the type associated to the water level (for no particular reason, they could have choosen any level type, they just happened to choose the water one), because if the game tried to access a null value it would have crashed. So, since all array entries have the water type except for a few (the other "ground" level types) there is a very slim chance of minus levels to be anything but water. As far as the level structure is concerned, yes, most of the times it reads out of the level memory and displays garbage, resulting in a crash... But some times it tries to read actual levels, but since the Level metadata for world 36 does not exist and is still random data, when loading the level some basic structures such as the color palette, the terrain and enemy tables will be swapped out, resulting in wrong enemies, shifted colors and wrong tiles... That's how the variants are "created"!
Sorry for the looooooooooong replies but i love these kind of things and you see ed interested too 😁
TLDR Yes, the game indeed tries to interpet random data as level layout resulting in levels really close to Mario maker creations
@@alessandroceloria "null" is just a programming language abstraction, there is no such thing at the binary / assembly level. An assembly function can't crash, it will just read whatever you tell it to, even if it's complete junk.
The game is just reading random data from memory and interpreting it as if it were a valid level. The game probably uses a single bit that's set to say 1 for water and 0 for normal, and it just so happens that the data past the valid levels has a lot of water bits.
i wonder if there are more reasons
@@alessandroceloria Gosh! This is so interesting, thank you for the whole explanation
it's because these levels belong in the Primordial Sea, of course.
thank you so, so much for no voice commentary. not all videos need it and this is definitely that type of video. this is overall just awesome. ... other than that explosion of noise near the end lol. great work man.
today I learned that Mario can fly and he can't breath the air on his planet.
11:07 gotta love that Mario paint remix
One day - one glorious day - there will be a table or spreadsheet online that lists every secret glitch level in Super Mario Bros. with a description of each level if it doesn't crash. Thank you for your documentation, research, and gaming.
Um
Someone literally already did a playlist with all glitch worlds (including the ones not included in this video) like 9 years before this
@@letcreate123 pass a link over? First time hearing about that.
@@letcreate123hand it over!
@@Alexander-yp5mwIt’s on Kosmic’s channel. Sorry for being 2 months late.
Worlds 1-8 these Shrooms are working, Minus Worlds then the Mescaline takes hold.
who liked this comment, and why?
These are actually levels made by a Neural Network AI that Nintendo is secretly working on. If they could do that back then, imagine how advanced that AI is now. Don't be fooled by the dumb goomba AI they use. Soon, Nintendo will controll the entire world with that AI!!
But that's just a theory,
A GAME THEORY!
this theory is 100% true
@@jamesgoode1528 more research put into that comment than game theory though.
This is a joke right?
@@KAngel32 What do you think?
I think its just facebook
11:34 water underwater.
Xd wtf
Hola
SpongeBob be like:
Lol
Literally Super Mario Maker.
Literally glitched levels in Super Mario Bros.
I k r
Owner Of Nintendo: Alright, How Many World's Do You Want?
Miyamoto: *y e s*
water under water
HMMMM
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media.tumblr.com/05b044e2b9438fd68940a5f64904b7ea/tumblr_inline_mwmrsvil2h1s6gli3.jpg
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@@moosenger LOL indeed
SPONGEBOB WANTS TO KNOW YOUR LOCATION
If you want to know...
Toronto, Ontario, Canada
Hmm yes, the water is made of water.
10:50 Ah-yup, lmfao
I couldn't help but laugh at that. Like it was *_I N T E N T I O N A L L Y_* programmed to be a troll...
You think they intentionally made these levels? Well, no
This is really interesting, I wonder if the existence of all these glitched worlds is what inspired Nintendo to create worlds 9 to F in the sequel
9 to D*
I mean, the lost levels *_do_* have worlds 9 - D _but_ the reason for the letters here is because of the _tileset_
The world pointer starts with the "1" and "1" pointer and it goes up, for example, the "ㅤ" pointer is just 34, so, the "M" pointer would be 23 and so on
10:53 *when the princess is in another castle.*
The ones labeled "Corrupt", why not use Game Genie to jump forever, and pass through walls?
Maybe they simply crash past a certain point ?
he was too lazy
Laziness.
I tried playing T-1 with two codes that let me walk through walls and that gave me 900 seconds of time. Pretty sure that level is endless, because I was on it for about 15 minutes and I didn't see a single flagpole.
@@gassug2 Try that with "Broken Ice Block-1" please
I actually have a pretty old bootleg cartridge (one of those 9999999 in 1 kind of stuff) that has all of those minus world included as separate super mario bros. games that you can choose from menu. I've been messing around with them a lot as a kid but didn't know why they're like this. I even wanted to record it when I got more into secret game stuff and corruptions and shit but I don't really have anything to record that with. The fun thing is, those worlds are kinda different each time you load them, like enemy or other actors spawns. You can even get bowser to get stuck in the floor/ceiling or fire spawn at random places and kill mario as he walks into the cutscene like that goomba, it's really fun to browse through the different results :)
Anyways, thanks so much for showing all this, brought up good memories and now I am finally 100% sure and those are actually minus worlds! Great video
WTF? 12:20
1:21. “All around me are familiar faces, worn out places, worn out faces.”
Thank you Skelux, very epic!
Thank you Justin Y., nobody cares!
It sure is when you see a dry bowser
Why do people hate on commenters like this just because they comment often, I don't get the hate
Timothy Ross because they get likes for pointless comments, for example Justin Y. got 1K+ likes for commenting “lol”
@@tev5040 Are you jealous of Justin getting likes?
This is actually very interesting. Thanks for the vid man
*water theme intensifies*
Rhys 'Yeast' Ross lol reminds me of Sonic
Lol
It would be interesting to see all those corrupt and crashing worlds fixed, to maybe get a better look at them.
10:50 you won!
10:53 lol no
3:26 I love how trippy the music sounds when you are grabbing a coin.
*The Minus World.*
A gay baby guy, a scuttlebug, a guy with 3 "I"s on his name, a gaming experience in 4 bits, A Twin of Chad, Someone that dislikes Analog Sticks, A Swanky 3d square, Two Asian-Australian bros and an Unique sauce...
*The Minus World.*
AKA simple flips, Nathaniel bandy Chariii5, tetrabit gaming, nintendrew, Dpad gamer, swankybox, hobo bros and nicobbq
Aaron_Al916 / UFereSanyo
That totally made my day
Thanks
5:21 Game: I think we've gone too far, player...
Player: What world is that? There are so many secrets in this game
It's interesting to see what things look like in a different... format.
Normal players only get to experience 32 levels while the game is hiding 248 for itself, wow
More that that, he said somewhere in the comments there's more than 62,000 actual levels
6:03 World 💙-1
That's a flower flag.
That's a part of weights.
Mary pls look HARDER
U came here with undertale :I
@SamsterBirdies ASMR ADDICT are u real
I had a famiclone as a kid and had most of those levels in the 99999999 menu. It was so wonderful imagining what could have been after those levels that unfortunately couldn't be passed.
Also for 9-1 I did manage to beat it on the system and it happened once every blue moon and 9-2 is just one of those underwater boss sections that can't be beaten.
My favorite world brick-1
Which brick-1?
Red or blue
Toe Bro blue
Being 7:24 and 8:11 respectively
Well, Super Mario 3D World had some emoji/picture-named worlds, I wouldn't be surprised to see a World Brick
SKELUX: 7-3 Variant
Me, an antiwarp : iM pReTtY sUrE u MeAn 2-3
I want someone to compile all the playable/winnable levels into one game tbh.
If need-be, take out water in some levels and add more enemies?
Super Mario AntiWorld!
TheBetterGamer How do you mean, 'take out water'? Just revert them to the original levels?...
@@607 no, "take out water" means "take out water". aka, mario moves like he does in overworld and not swimming.
TheBetterGamer Ah, okay. So underwater tileset and music with normal physics. Could be interesting, I guess.
There's a fanmade Mario editor called SMBX. We could use that?
1:42 is the green text a coincidence or is that koopa really talking to maro
I think not
That’s actually Toad speaking, but due to the world being a glitch, he doesn’t actually appear.
@@odogs4093 Why is that?
Maro
some of these are actually well crafted...
Damn, some of these ideas make me want to do a romhack of SMB1 and explore some of these ideas. Underwater levels with overworld enemies, koopas falling when spawned, underwater flagpoles, Bowser as a regular enemy...
I think DekoTheDragon had an entire playlist on this a few months ago
The aesthetic is really nice
Jeez. How many times did you swap Tennis and Mario?
ALL THE TIMES!
Was the music at 11:15 added by you?
It was.
It sounds like it
Yeah Search [Mario paint] Creative exercise.
Yes
Obvio yes
11:00 Let’s-a take a nice stroll.
11:28 oof
Game to Mario: 🖕
Block:I'm gonna ruin this whole man's walk
KNEECAPS
I played a lot of those in my childhood. I had a Famiclone with SMB built in, so if I were to twist a cartridge, it would send me to these levels depending on the angle. I remember having hours of fun discovering these.
It would be cool if someone made a rom with all of these in it
ProSkilz327
It’s in the base game
Nativ Safra yeah, but they are hard to access
But still on the rom nonetheless
Yeah, and its called Super Mario Maker
Something weird about World. S-2 is Mario literally dies before the timer even gets a chance to show the number.
What about on the famicom
version? Aren't the levels different?
Super Mario Bros. - Minus World - Famicom Disk System Style
type or copy and paste that into the youtube search
10:14 he accidentally activated a vine, you can hear the sound effect
He opened an invisible vine that was in an invisible block, but because the vine invisible, the block didn't see it, so it didn't become visible
@carminepoli2045 I wonder to where that vine leads to
How do we access these worlds?
Well moding (hacking) the game
Sorin96 2nd ok 👍
Grind your super mario bros cartridge into a fine powder and use it as a substitute for sugar when baking a cake
Jacob Rendall it worked! Thank you.
Crouch and jump backward on the top of the last pipe in 1-2(The pipe before warp zone)
World T1 has that pipe that obstructs you from going any further. Back in the early 90s, with the help of game genie, I had a six letter code that I discovered that let you pass through all pipes in the game as if they weren’t even there! I don’t remember exactly what is on the other side of that pipe, but I can tell you for a fact I didn’t make it much past it.
I bet someone is going to recreate some of these in Super Mario Maker
Wait.... i thought these ARE mario maker levels....
Isnt the title "top mario maker levels that are atleast of reasonable quality"
*they already did a long time ago*
i was gonna do that
I laughed my head off when the victory theme was interrupted at 10:52.
1:47 “There’s water at the bottom of the ocean... under the water, carry the water” - Talking Heads
Spongebob confirmed
@@AliciaRodriguez-ip3yn is the first castle but edited by a little and underwater
very interesting, I'm glad you made the video, I wish more games had glitches like these
Honestly, most of these look like something you'd find in Level UP's blooper videos or the Super Random Bros series
Not going to lie, the ruined underwater castle is cool. I also like how there's somehow more water under the water.
Theory: mushroom kingdom got flooded and thats why there is so many water levels
If you wanna know why these levels are the way they are, Retro Game Mechanics has done two videos back-to-back on them, going very in-depth on how they are generated
1:35 did mario saved a parakoopa? Epic
Lol
10:47 I know these are all glitch levels, but the timing's so comedic here that it's like it's an actual cutscene programmed instead of just a random glitch lmao!
10:50 Top 10 Photos before Disasters
Thank you! This was very informative and helpful (saves me from playing a lot of copy levels)