Anyone here know how this could occur? I promise I'm not crazy, but if there's anyone out there who has experienced this before or knows the explanation to how it happens, please let me know! It's been bugging me for many, many years now!
When a glitch in a cartridge-based game occurs and can't be replicated, there's a good chance it was due to misaligned or dirty contacts. As an example, a year or so ago, my sister acquired an old N64 and a copy of Mario 64. Took a while for us to get them working. After playing for a while, Mario's body suddenly started glitching out in a really disturbing way, shortly followed by a crash. It's not IMPOSSIBLE that your glitch was caused by some form of ACE, but it's highly unlikely if it happened to you multiple times and no one else has discovered it.
Tilt the cartridge while playing to replicate the glitch. Me and my brother used to do that all the time, there is a risk of losing your save data though.
This seems the most likely answer. In extreme cases it can even happen for disk games. I remember watching a video a while ago about speedrunners gunking up their disks for a Spongebob game because it was discovered that it makes a really hard clip out of bounds glitch more consistent after one speedrunner got really good at it and later mentioned that he believed licking your disk was the best way to clean it. Cartridge games are definitely more susceptible to these kinds of problems, however. Tons of old games have speedrunning strategies that require tilting the cart so it makes poor contact.
Thank you for mentioning this! As a kid, this happened to me in the room with the Hazy Maze Cave entrance pool, I had been playing for a few hours and left Mario standing near the door for a bit while I went to get a snack. I came back and something suddenly hit Mario and squashed him (I think it looked like a Snufit ball). Because the camera was facing the door, I couldn't see where the projectile came from and Mario didn't unsquish. I tried everything to open the door, jump, etc but Mario was just stuck squished and I had to reset the game. I was never able to replicate this and I haven't heard of anything remotely similar until you mentioned Mario's body glitching.
THIS HAPPENED TO ME ONCE I had to walk the entire empty hallway before the dedede fight cuz the star dropped me at the very beginning of the map!! I was young and thought it was kind of creepy to have a loooong empty hallway
This happened to me at least twice on the star road level. Both times it was because my snes was overheated, and i spammed buttons because i was inpatient.
This furthers the theory that it might be input overload, since your snes may have been behind, and had to rapidly calculate all your inputs in a short amount of time
@@firen0136 uhhh.. calculate? you mean read the two button registers and maybe shuffle them between some RAM addresses? i dont think the flags affect input reading
@@randomnerd4600 lag from an overheating system can cause issues with reading inputs. keep in mind this is super old hardware. those two registers were a lot back then.
@@GamerShyUncut as for lag and overheat, not sure if SNES controllers still shift bits or just directly forward XORed input, but in both cases the worst would be just incorrect inputs, which you would totally notice
@@neilthellama6363 there are adapters that can be used to play a tas on real hardware. It’s actually regularly used to verify that a tas works on an actual console
@@neilthellama6363 I'd argue it's still worth testing. The reason being that even if it could be inaccurate, it could still have this result. If it does, it's the most prominent lead to investigate and attempt on hardware just to confirm beyond reasonable doubt. If not, then it's still no lose outside of time spend.
It’s possible this could have been caused by a small corruption caused by a slight cartridge misalignment. I think this explanation is unlikely since you mentioned the same glitch has happened multiple times, but it could explain why it’s difficult to replicate.
I actually know of a glitch in The Amazing Mirror that I don't think anyone has documented (and I don't blame them). My memory might be off, but I specifically remember using the throw ability at the exact frame I got hit. For some reason, I still grabbed the enemy while I didn't have the throw ability. It said I still had throw at the bottom corner, but Kirby had no blue headband on. I quickly threw the enemy and inhaled the throw ability star, but I spit it back out. Once I paused and exited, Kirby was in a weird state. His inhale was colored blue instead of gray for some reason, and I couldn't swallow anything, only spit them back out. Once I went back to the central hub everything returned to normal. I've never been able to replicate it, nor have I seen anyone talk about it.
I think it was indeed because of that. Kirby was concidered having the ability, yet had lost it. His sprite was default, but the pallette was still Throw. I assume the headband's blue color is grey on the default sprite's pallette. I'm not sure, but it's the only meaning i can get out of that.
@@abc_4226 it might make sense that the normal color of the headband is grey instead of blue because fighter Kirby also uses the same headband sprite colored red.
Oh man, I remember this game so vividly. I’m sure I had glitches happen as a kid but I don’t think I ever registered that *I* could have caused it. Usually just took a cartridge out, blow on it, reinserted and went on.
You mentioned leaving the system on for long periods of time to recreate levels in RPG Maker. Maybe that was it? It''s possible that the console or cart started behaving weirdly due to overheating, and this sort of glitch isn't unheard of (I remember hearing about the Dragon Quest III speedrun community overheating their consoles on purpose to get certain glitches to work more consistantly). It'd be even easier I think for a game like Kirby Super Star to malfunction from this, since besides the game's ROM and save data, the cart also has a special chip to help with maths.
Either overheating or the some counter going over the integer limit and flipping to the negatives that is crucial to the warp star calculation. Such bugs aren't uncommon, especially if the counter gets updated every frame. For example (not a gaming example, but relevant) the original build of Windows 95 crashed after several days, because the time counter flipped. There's even a stream of some guy recreating that issue on actual Win95 PC.
I'd like to mention the mt. Dedede one has happened to me a couple of times. At first I didn't know it was a glitch until I realised there was a wall and then restarted the level
This is why I love the video game community so much. Even after so many years, they always uncover and unearth something new about video games of yesteryears - move over Hercules Poirot and Sherlock Holmes, they're the real detectives and deserve to be lauded as such 😄
Spamming of inputs doesn't cause ACE by itself. Most games only capture a snapshot of the current button state (or a small buffer of button states), which it can then look at to determine what behaviors to trigger. ACE setups take advantage of bugs in those behaviors so that the button state can be written into other areas of memory, giving the player arbitrary control of the game. It sounds like the star's movement is affected somewhat by RNG, and that under certain rare circumstances those values could cause the star to accidentally run into collision that causes it to end prematurely, resulting in the glitch you described. That's just a hypothesis though. A game hypothesis. Thanks for reading!
While this is true for most games, there are games (mainly on the NES) where a large number of carefully calculated inputs in a short timespan can cause ACE. Mario 3's game end glitch is a good example of this. Obviously a SNES game shouldn't have these issues, but it is worth mentioning. Personally I think this glitch is probly a cartridge tilt/dirty contacts issue.
@@generallyunimportant SNES games don't have ACE from mashing, which was my point. The input overflow issue is a NES hardware bug. You need to corrupt data in a different way. I'm well aware ACE is possible in SNES games through corruption via RAM manipulation and such.
Reminds me of my own undocumented glitch, but for DK64. See, the 8th boss is the only one to spawn enemies during the fight. I beat the boss, but then died while collecting the key. Because of this, I respawned in the room before the boss arena, and the door displaying which character I needed to bring instead had a usually unused checkmark on it. Thankfully, this didn't hurt my ability to progress at all, as I was able to go on with the game by just leaving the level and using the key.
Speaking of controllers affecting consoles. It does happen. I bought a mad catz controller one time for my GameCube because they ran out of Nintendo ones at game stop. Well my GameCube kept shutting off for no reason halfway through a game so like the kid I was assumed my GameCube was faulty. ( Because it was used from GameStop under warranty still). I exchanged it a total of three times before my dad asked me if it had to do with the new controller I was using. So I booted up my game and used my Nintendo controller and I like magic no more shutting my console off for no reason. Needless to say I returned that controller to GameStop as soon as I could. And never used madcatz products again. This was 12 years ago but I still remember it since it was a frustrating experience.
Speaking of glitches, I encountered one a few months back. So I was playing Kirby's Anniversary Collection for the Wii and that was playing Kirby's Adventure. I was playing one the levels when when I paused and the sprites on screen were still visible and I could still move Kirby around on the pause menu. So yeah. I never encountered this glitch again.
@@0fuxTaken I was little so my memories could be really messed up but I remember it letting me continue, letting me literally walk through the wall, but wouldn't let me back into the empty room, like a one-way door. Pretty sure this didn't happen but I'm almost certain that I did end up in the Mt. Dedede room.
@@SonicMaster519 I was young at the time as well. I kinda remember exploring the empty room, but you made me doubt if I was actually trapped. It could be a one way wall and maybe I am mixing memories with trying to get out another way.
There's definitely some TAS tricks out there for Kirby Super Star that take advantage of controller glitches to warp to the ending, in that case I think it involves trying to climb a ladder up and down at the same time, which of course is not possible on a standard first party Control Pad, eventually overflowing things and stuffing input values where they don't belong. That definitely implies there could be other glitches one could trigger from weird controller setups and inputs, especially if you had anything specifically focused on mashing the control pad to charge up Plasma. 🤔
The glitch that happened to me that I haven't seen elsewhere is from Final Fantasy vii. I played the whole game until the final dungeon, and then all of a sudden Yuffie was sent back to level 1 with just around 100 HP. No idea how this happened.
Sounds possibly like an EXP overflow error to me. Many old games had issues with large numbers where getting to high would cause it to revert to the lowest possible value. A well-known example of this in other games is with Ghandi in the Civilization series, who goes from being the most pacifist leader to the most aggressive after a certain era tries to make him even more peaceful but overflows and flips the variable to the lowest value where he becomes the most violent leader on the planet.
I think there is a *special* animation on those levels. I haven't played the game myself much, but if the example you showed is accurate of all levels, then there might be an associated animation with those instances. Perhaps the developers forgot to lock Kirby's movement, and it keeps teleporting you back to the star to let the animation play out. Maybe different developers were responsible for the different animations, and a similar, although different concept can be used to manipulate Kirby out. Because so many inputs come in at one time, Kirby's movement might get multiplied and cause a collision. A collision would likely interrupt Kirby's current animation and instead play a knockback, after which you could not go back. Again, this is just speculation, but I think it is likely.
Hopefully this can get re-discovered or whatever the term is. Depending on if this kind of glitch would be able to be achieve every time and wouldn't need much setup, it sounds like it would benefit speedruns.
@@funtimemety5179 I meant it isn't uncommon that such things are able to hide for so long in Kirby games. I remember another cheat from Kirby 64 taking a long time to be found.
I have a similar story: I actually got furnace skip on my original playthrough of Banjo Kazooie but didn't mention it because I thought no one would care. As for your glitch my original guess was that maybe spamming buttons was causing the game to create more sprites than were intended in the intro sequence, causing the star to bug out, but it's basically impossible to know without the glitch being able to be replicated.
those were the days, if you experienced a weird glitch, it was your own personal thing.. nobody could back you up on it, no internet or at least not much in the way of thorough guides.
I actually have a story very similar to this. It was a plug-n-play galaga game, but in the main menu when the game was in demo mode, I would flood the game with input presses as fast as I could (except for start, of course). slowly over the course of 5-10 minutes, the program would corrupt and I would eventually be able to control the little ship even when the game hadn’t begun, or was still in demo mode.
It’s also possible that it may have been as a result of cartridge tilting, misalignment of pins, or simple wear and tear from frequent use causing the game to mess up
I had discovered a glitch in Yugioh: eternal duelist soul that let you get two triggers off of Sangan and Witch of the black forest, then I would purposely use the glitch to win with Exodia more easily. Also, I was the first to document it in the yugioh wiki cheats and glitches section for the game.
This might not be a Kirby glitch, but it is still a glitch that I experienced in my childhood that, to this day, I have never been able to replicate nor have I heard of anyone else who experienced it: The game the glitch occurred in was Megaman Battle Network 3: Blue on the GBA. In that game, you fight using things called 'Battle Chips', and if you defeat an enemy encounter fast enough, there's a chance you may get a Battle Chip as a drop reward. Enemy NetNavis (the Battle Network version of the Robot Masters) have multiple versions of their chips, starting at the base version, then going to the stronger V2 and V3 variants. In Battle Network 3, there was a secret 'V4' variant, however there were specific requirements that needed to be met in order for it to even have a chance to drop. The Navi you fought had to be the strongest variant (in this game, the Beta variant), you had to defeat them in 20 seconds or less, and you had to have a certain Style (basically a special alternate form for Megaman) equipped- the Team Style (whose only purpose was to let you use more Navi chips than you normally could, as well as allow you to obtain the V4 Chips). Now, as a kid, I played through Battle Network 3: Blue, and eventually I got the Bug Style, obtained by fighting enough battles under the effect of bugs (done by deliberately using a certain in-game mechanic in a way that will inflict negative effects on you in battles). This Style was fun because it gave you all kinds of cool random effects each battle, and I ended up getting really good at defeating enemies with it. So good, as far as I knew at the time, that I was able to get those V4 Chips- despite the fact that I didn't have the Style needed for them to even show up in the drop lists. Yet I was still getting them, and getting them reliably. I have no idea what was causing them to drop for me despite the fact they weren't supposed to, but they did. Eventually it caught up to me though- at one point during a battle, my game froze. The music was playing as normal, but the screen was frozen and the game wasn't accepting inputs. Upon turning the GBA off and on again, when I got to the game's title screen, I discovered that my save file was gone. This was pretty upsetting for young me, especially since I had cleared a pretty good portion of the post-game by that point. I even stopped playing the game for awhile because of that. However, I did eventually start playing it again. By that point, I had learned about how one was supposed to acquire V4 Chips, and, knowing that wasn't how I got them before, tried to replicate it all. I got Bug Style again, and kept defeating a particularly easy to beat Navi within the 20 second time requirement to see if I could get their V4 Chip to drop like before... but no dice. I couldn't get it to happen again, which only left me even more confused.
I encountered a weird softlock in Majora's Mask about a year or so ago when I played through the game on the N64 version, and I have not seen it documented anywhere. It was the nearing the night of the final day, and I was in the Great Bay Marine Research Lab feeding the fish for the heart piece. (My mind is a bit fuzzy on this part but bear with me) I think I dumped another fish into the tank or I Z-targeted the fish inside the tank the frame the night alert with the words "Night of the Final Day -12 Hours Remain-" displayed on screen. After it went away, I see Link (No transformation mask) staring at the fish tank as If I checked it with Tatl, stuck in place (softlocked). My only guess is that two cutscenes overlapped each other and the game didn't know how to handle it. I had no choice but to reset and lose all those side quest rewards and overall main story progress go away (I was going for 100% completion). I managed to beat the game 100% (amazing game as we all know), and long after the credits were over, I thought about that softlock for a bit, then brushed it aside. Seeing this video made me remember that time again. EDIT: Softlocking in Majora's Mask is actually pretty common, and really easy to do. After seeing just a few videos I can safely diagnose that the softlock was caused by two cutscenes playing at once.
I remember years ago that I encountered a glitch in this game that scared the absolute crap out of me. The first time I played Kirby Superstar was on the ZSNES emulator, but it functioned pretty well. I didn’t encounter too many glitches with the exception of one. I was playing through The Great Cave Offensive. I think Bonkers was my partner and I had the Mirror ability. I was carrying on as normal when the background glitched out and the music cut out. Much to my confusion, Marx appeared and a glitched version of his boss fight began. Scared the crap out of me! I knew Marx was the final boss of Milky Way Wishes, so seeing him basically glitch himself into existence during my GCO play through was quite startling. I’m pretty sure I beat him, though so that was pretty neat. It’s a fairly well known glitch, but it took me so off guard during my playthrough that it’s just stuck with me ever since.
That's a well-known emulation bug; I remember when people tried thier best to recreate that on console with no luck. Apparently, there's a similar glitch that happens with the Kracko fight, but less documented
@@JinjoJinjoJinjo I'm assuming he's referring to the one outside the castle, you can dive into a certain tree, and iirc, i think if you hit the very bottom a certain way, you will be able to slide down through the ground, and swim into the cannon, assuming the moat isn't drained. i think *technically* you can do it with everyone, but in my experience and to my knowledge, it was much easier with Luigi.
This actually happened to me a couple of times when I used to play this on my DS. It always occurred on Mt. Dedede, so I didn't even know that it could happen anywhere else.
I have played this game a TON and have never experienced this. But I’ve played almost exclusively on emulator, so that might reinforce what people are saying about cartridge contacts.
This reminds me of when i played kirby’s adventure as a kid with my cousin and i died to the nightmare wizard and somehow the game bugged out and spawned me in the battlefield with no boss and no music, even more odd was we could go above into the sky a short distance despite that not being able to be done normally. Ultimately had to reset the game to fix it and it never happened again, but it always stuck out to me to this day
I love Kirby games so much just like the Mario, Luigi, Mario & Luigi, Sonic, and so much, much more! I also got this glitch too when I played the game!
I'm no expert on Kirby, but it could be an unfortunate case where it ONLY happened on that specific cartridge. I have a giltch I can do on my hard copy of Mega Man Battle Network 2, where after a specific set of events in a battle, some enemies just die for no reason, but I can't get it to happen on Emulator yet. I think mine is also due to some kind of overload, since it happens when there are lots of extra sprites on the screen, and only works in certain areas. But, my copy of the game is 20 years old, has been well-played, and ended up going through a laundry cycle at least once, and has had other glitches. Too many variables to know for sure.
Back in '98 I had a weird glitch while playing Ocarina of Time where I was in a graveyard of sorts and played the ocarina, but after link played it he immediately died and I was utterly baffled. Spent ages trying to recreate it but never could. Guess it was just one of those one off quirks.
I had a really bizarre glitch on OOT when I moved the console during the menu, and Link’s body spazzed out all around the horse.. looked insane and possessed, then crashed
Sounds like a cartridge misalignment based glitch. A lot of bugs like that on old game cartridges have to do with the cartridge having a dirty or off centered connector.
I remember one time, i was playing the game mode that one with the teasures , i was traveling between the cloud world and out of nowhere Marx fight started, but was not Marx, was like a single eye creature with red sprites, like kracko but red with some enemys sprites for his wings, also background with some King ddd , it was scared but i started fighting the beast, after some time i did beat it, the cutscene started and them my game just crashed. Seems like a creepypasta fuel, yeah ik. I was young i remember a little more of the battle agaisnt the Monster.
in kirby super star there's actually a glitch where using a certain ability has a chance to warp you to a super bugged out Marx fight! Thats probably it
Thank you for sharing this video, I found it very interesting. I also played Kirby Superstar many, many times throughout childhood. I've seen many glitches in games, but don't recall anything like this in Kirby. If this helps, I've experienced this exact type of glitch in Yoshi's Island on Super Nintendo. Just as you did, I was trapped in a room and had to reset the game. Glitches happen everywhere, usually when you least expect them!
I have an extremely distant memory of walking down a hallway with nothing in it specifically in Kirby. I don’t know exactly if it was the same, but I know it looked similar to the scene in the castle area in Mt. Dedede. Whatever it was, it wasn’t enough to impact me too much.
@@theoriginalhamborgor6930 KSS losing its save data was an extremely common occurrence. Has happened with the multiple cartridges I have owned, as well as countless stories online detailing the same.
I have a similar glitchy story. In Donut Secret 2 of Super Mario World, I managed to get a key to spawn in the first ? block. Normally, it spawns one of those coin trail builders. Back in the 90s, I managed to get that key to spawn consistantly, making me think there might've been some secret exit hidden somewhere in that level. Now I realize that I found a glitch, but it's been so long, I can't remember how I did it.
While I never saw this glitch, there is a glitch I remember encountering while playing Sonic Adventure DX as a kid that I have never heard brought up. After playing the game so much, one of the things I liked to do for extra fun was to get out of bounds in the hubs, with the beginning of the gitch starting with me being out of bounds on the train track in Station Square. Then, when I looked down to the blue void below, I saw a black dot rapidly moving up and down in a small amount of space that I'd never seen before. Since I was playing as Tails, I was able to hover down there for a slow descent to get a better look and found that it was a monochrome version of Sonic (or perhaps Kunkcles? It's been years, and I could only look at it for a second or two before dying, so I couldn't get a good look). I continued this process of jumping down to watch it fall in place until I ran out of lives and got a game over. When I continued and went back to the same spot, it was gone. Since I have no idea what caused the glitch, I could never recreate it. If somebody else has a similar experience or knows anything about the glitch I am talking about, I'd love to hear it!
I've got something similar. When I was a kid we used to play battle mode in Super Mario Kart a lot, and at some point we started to notice pre existing shells around the stage in every stage, I haven't heard anyone talk about that before so maybe our cartridge had something to do with it.
OMG I REMEMBER THAT GLITCH I WAS TRAPPED ON THE OTHER SIDE OF MOUNT DEDEDE that was so long ago…. I remember that it had something to do with 2 players… like it pushes Kirby or something aaaaah I wished I remembered exactly
Dam. I kinda remember getting a similar result on an emulator when entering Mt. Dedede, i was playing randomly trough the game since i had never finished it before, only it's remake. I took the warp and Kirby was on the star, as usual, exept it launched me way further than where it was supposed to, i was eventually stopped by a wall and everything was normal then. I didn't know there could be a reason for it.
I can think of a few explanations for this type of glitch: Input buffer overflow: It's possible that KSS had an input buffer system and overflowing it with the PowerPlug could cause some unintended effects, and in SMB3 (for the NES) a similar glitch can be exploited by a TAS to warp to credits directly from the titlescreen, though this requires an input rate of over 6000Hz. SNES clock miscalculations: The SNES used a ceramic crystal in its sound processing pipeline, far inferior to the standard quartz (or other material), since it led to inconsistencies, such as the starting cutscene in Super Metroid taking very different amounts of time to complete due to the main processor waiting for the sound process to finish before continuing, and the process finishing earlier than intended may account for this. RAM manipulation: It's possible that some earlier sequences that you performed changed some address in RAM relating to the amount of time Kirby should be on the Warp Star for, since it may have been used for other information at the time, and the timer running out early (being set to $80 instead of $FF, for instance) could leave you in an unintended location. Game-time being too long: It's well-documented that even modern computers can't handle very large numbers well (depending on their type) and in games it's not uncommon to have a game-long timer running counting how many tics (or frames, in the case of older games, particularly those that used VBlank and HBlank to calculate graphics), and in some other games this has been known to cause various issues. A related issue is well-documented in Minecraft if the player goes too far out in the world. The player's coordinates lose precision, as could be the case with Warp Star timing here. , though there is another reason this could be the cause: Timer overflow. If the timer gets too large, there may not be a cap on the amount of space it takes up in RAM, and it could unintentionally overwrite a neighboring byte (think of adding 1 to 99, if you allocate 2 digits of space to 99, adding 1 would make it 100, which takes up 3 digits. If there's nothing in place to stop this, the 1 of the 100 could overwrite a number representing something else, such as the Warp Star timer), changing the timing or the dismount flag (depending on how the Warp Star cutscenes are implemented) CRT scanline error: It's possible that your CRT may have been the issue here, as a scanline or frame taking a different amount of time than expected may have impacts on the console, as as mentioned previously it relies on the screen for timing its calculations. PowerPlug DMA: Very unlikelily, the PowerPlug may have intentionally or otherwise gained direct memory access (DMA for short) to the SNES. Using this, the possibilities are not quite endless, but pretty powerful, and changing a timer or flag (most likely a byte or two) would be trivial with this access, and many other things may happen. There are probably many other possibilities that I can't think of right now, and I do not claim to be an expert, but I do have a fair amount of experience with older consoles, the SNES in particular, as well as programming and computer engineering, but these are some I think possible.
A variety of TAS-only glitches can be performed in Kirby Super Star by pressing both up and down on the same frame, which is generally impossible with a regular controller, but since you were using a turbo controller, that one could have done it in theory. Have you tried turboing two opposite DPad buttons at the same time? What about three or four DPad buttons? It sounds weird but that could maybe do it.
Honestly I’m surprised at how many people seem to have their own stories. I guess I’ll tell the people who will read this my own tale of a glitch that happened in Pokémon Heartgold. So I was just playing Pokémon Heartgold, trying to train my Togepi using Metronome. Things seemed normal until something weird happened. One of the opponent’s Pokémon used Encore, while I used Metronome. Metronome gave me Dig. The next turn, instead of coming up from Dig, Togepi just used Metronome again. Underground. I haven’t been able to replicate this mostly because, well, it’s Metronome, and seemingly it isn’t documented anywhere either. The kicker is that when I was a bit younger, I used to record videos of me playing the game. This happened on a recording. That recording is now lost to time. Really wish I kept it so that I could confirm that I’m not going crazy about this one.
I remember triggering a strange glitch in SMB2 for the NES. I was in world 5-1. I used the potion in the middle of the cave, and went through the door. When the timer expired, instead of being forced from subspace, the music continued, and the camera unlocked, allowing me to explore. I eventually died from falling into a pit. I distinctly remembered the music continued, but seemed to loop too early, which I now understand, years later, was because it wasn't coded into the game. I never encountered the glitch again, or any documentation of it, and have only ever found one person online who claims to have encountered it themself, but only after I asked, and he offered no explanation of how it worked, either.
Something happened like this to my brother in kirdy the amazing mirror. He touched the warp star using a specific ability. I think it had something to do with charging powers. I’ll ask him if he remembers.
Don't know why, but the thumbnail reminded me of a glitch I encountered in another game. As a kid, I played the Iron Man 2 video game for the 360 a lot. And while playing one of the levels, Iron Man decided to go full t-pose, and start flying super fast directly towards the camera. Was my first ever jumpscare in a game and I remember it clearly to this day
This reminds me much of a glitch I encountered in Symphony of the Night quite some time ago. The glitch functioned very similarly to the death glitch performed on the PSX version of the game to keep Alucard’s equipment, in where the player forces what I’ve surmised to be an integer overflow of some sort to spawn Alucard on the other side of the room rather than where he was intended, skipping the cutscene in where death steals your equipment. On the PS4 Castlevania Requiem release of the game, I unintentionally performed the same glitch in a different room while practicing some spell inputs and teleported to the next room over! I had it recorded, but I’ve since lost it, much to my own disappointment.
This is very interesting. I personally haven’t played any Kirby games. So I don’t know what happened, but your story is so interesting and fascinating.
I can't remember for certain but this video jogged some indistinct but apparently very present memories of something like this happening at least once, tho in my memory it's connected with having a human-controlled player 2 present, which could actually fit very neatly with a theory about buffer overflow like you've outlined
Sounds like something you did previously left something in the memory that the intros use to call from, causing it to end early. Kind of like how that Super Mario World TAS works to end the game early, or how in Super Mario Kart, if you press a button to interrupt the cutscene when Mario is using a star, and then cancel out of the menu, the intro cutscene replays but with Mario flashing like he used a star.
My Wii used to crash literally EVERY SINGLE TIME I played the game “Island Sports Party: Summer Sports 2”. I never knew, and still don’t know, what caused it to crash my Wii. Nowadays, it’s not that likely to crash the Wii, but it still sometimes does when I’m playing with my younger brother.
Never encountered the glitch myself and never owned that particular peripheral so you might be on to something. I did own a turbo controller but the turbo function was built-in to the controller itself. I'm sure I probably used my SNES Turbo controller at some point as a second controller as I often would take advantage of the two-player mode while playing solo (it isn't easy to do but I enjoyed playing around with it). I guess it depends on the peripheral, as I'm sure some peripherals like that may have had more issues than others (depending upon the setup and other factors such as whether they were licensed third-party peripherals or unlicensed).
That reminds me of how I once booted up Mario World on GBA and saw the entire overworld completed. I didn’t believe my eyes, so I restarted the game and found myself back at the first few levels with that progress lost. I‘m not so certain anymore if this actually happened since I was like 5 back then, but it’s something I still remember.
I experienced it in emulation in Mt DDD with a friend over 15 years ago. We'd play every day to improve our timings, and we'd usually tap to the song on the keys. Since we played on keyboard, we had access to almost all buttons simultaneously, not to count the turbo buttons we set up. Probably that caused a bit of an overflow.
I have more that 2000 hours playing this kirby game when i was younger, 2:56 this glitch has happened to me , i remember being outside of where i was supposed to be in this level but it only happened once or twice
I had a strange glitch happen to me playing Nightmare in Dreamland on my phone emulator. If I lost all my lives on the final boss and retried, Kirby would be a different color during the cutscene of him putting the Star Rod back. Also I’d love to see more Kirby content
@@tailsprower8118 Well, it's definitely possible that's an emulator bug, however they may have patched it already, but I could test it to see if it's still there
I've had two glitches happen to me in Kirby games I haven't seen anyone document. Granted, I've also never replicated or recorded them, so they could've just been 1 time things: 1. In KSSU, during the boss fight with the cannon, I was grabbed as my health reached zero. by the arm thing. This caused Kirby to completely vanish until the arm animation finished and then I died. 2. In KPR, when I got to the third Phase of Clanky Woods 2.0 in the true arena with poison, I managed to finish the phase in one hit by redirecting one of Clanky's green head orbs back to him with the poison waterfall, which shouldn't usually happen.
I don't know if it was a glitch but I was with a friend playing Smash 64 and he wanted to eat so I ran through single player, I remember most of the details of the incident, I played with the P2 controller as Blue Fox on Very Hard with one stock and absolutely destroyed it, no continues, low playtime, after I won I took a victory lap only to be stopped by my friend alerting me of a new character, at first we thought it was Captain Falcon but when loading in I realized it was Falco, I got absolutely hammered by him and lost pretty much 200% to 0%, we've been trying to replicate it for years with no luck.
I bet @SwankyBox was a member of Kirby's Rainbow Resort at one time ;) Anyway, this is a really neat glitch! Pretty sure I remember this happening to me as a kid playing through KSS 🌠 I really hope you make more Kirby videos! Keep up the good work~
I.... Think it happened to me? I'm not really sure because I vaguely remember it too, but I think it happened the same to me when I was playing Super Star in my Wii U, I was kinda little so i don't remember too much about if it was a glitch or it's just me imagining things lol, but I think it was the same of Dedede's castle, sadly I don't have that Wii U due to it having a problem with the disk laser thing, but I'm kinda sure that the glitch happened to me too
Anyone here know how this could occur? I promise I'm not crazy, but if there's anyone out there who has experienced this before or knows the explanation to how it happens, please let me know! It's been bugging me for many, many years now!
First take that Kirby
Awesome Video
Welcome back Swankybox
Ok
I love Kirby games.
When a glitch in a cartridge-based game occurs and can't be replicated, there's a good chance it was due to misaligned or dirty contacts. As an example, a year or so ago, my sister acquired an old N64 and a copy of Mario 64. Took a while for us to get them working. After playing for a while, Mario's body suddenly started glitching out in a really disturbing way, shortly followed by a crash. It's not IMPOSSIBLE that your glitch was caused by some form of ACE, but it's highly unlikely if it happened to you multiple times and no one else has discovered it.
I remember getting the same glitch on SM64 a few years ago, I haven't been able to replicate it though.
Tilt the cartridge while playing to replicate the glitch. Me and my brother used to do that all the time, there is a risk of losing your save data though.
This seems the most likely answer. In extreme cases it can even happen for disk games. I remember watching a video a while ago about speedrunners gunking up their disks for a Spongebob game because it was discovered that it makes a really hard clip out of bounds glitch more consistent after one speedrunner got really good at it and later mentioned that he believed licking your disk was the best way to clean it. Cartridge games are definitely more susceptible to these kinds of problems, however. Tons of old games have speedrunning strategies that require tilting the cart so it makes poor contact.
And then mario started crying hyper realistic blood
Thank you for mentioning this! As a kid, this happened to me in the room with the Hazy Maze Cave entrance pool, I had been playing for a few hours and left Mario standing near the door for a bit while I went to get a snack. I came back and something suddenly hit Mario and squashed him (I think it looked like a Snufit ball). Because the camera was facing the door, I couldn't see where the projectile came from and Mario didn't unsquish. I tried everything to open the door, jump, etc but Mario was just stuck squished and I had to reset the game. I was never able to replicate this and I haven't heard of anything remotely similar until you mentioned Mario's body glitching.
THIS HAPPENED TO ME ONCE I had to walk the entire empty hallway before the dedede fight cuz the star dropped me at the very beginning of the map!!
I was young and thought it was kind of creepy to have a loooong empty hallway
I reset the game and forgot about this until just now wow
thats some sonic.exe type crap there
@@ThePikachu98765 💀💀
Same here dude, I remember this happening to me as well on the same hallway.
YESSSSS I KNOW THAT LONG HALLWAY AND IT HAPPENED THERE TO MEE TOO
This happened to me at least twice on the star road level.
Both times it was because my snes was overheated, and i spammed buttons because i was inpatient.
This furthers the theory that it might be input overload, since your snes may have been behind, and had to rapidly calculate all your inputs in a short amount of time
@@firen0136 uhhh.. calculate? you mean read the two button registers and maybe shuffle them between some RAM addresses? i dont think the flags affect input reading
@@randomnerd4600 lag from an overheating system can cause issues with reading inputs. keep in mind this is super old hardware. those two registers were a lot back then.
@@GamerShyUncut i am literally into 8/16 bit systems, "calculating" input is just.. not the right term for what you do with button states.
@@GamerShyUncut as for lag and overheat, not sure if SNES controllers still shift bits or just directly forward XORed input, but in both cases the worst would be just incorrect inputs, which you would totally notice
To test your theory you can use a TAS so you can have multiple inputs on a single frame while going on the warp star
TAS requires emulation doesn’t it? He does say that emulation can cause it to be innacurate
@@neilthellama6363 there are adapters that can be used to play a tas on real hardware. It’s actually regularly used to verify that a tas works on an actual console
@@command_blockling_400mc9 shure but that stuff aint too cheep if i rember correctly
@@KaziiTheAvali_inactive well hes much more likely to afford it than us
@@neilthellama6363 I'd argue it's still worth testing. The reason being that even if it could be inaccurate, it could still have this result. If it does, it's the most prominent lead to investigate and attempt on hardware just to confirm beyond reasonable doubt. If not, then it's still no lose outside of time spend.
It’s possible this could have been caused by a small corruption caused by a slight cartridge misalignment. I think this explanation is unlikely since you mentioned the same glitch has happened multiple times, but it could explain why it’s difficult to replicate.
I actually know of a glitch in The Amazing Mirror that I don't think anyone has documented (and I don't blame them). My memory might be off, but I specifically remember using the throw ability at the exact frame I got hit. For some reason, I still grabbed the enemy while I didn't have the throw ability. It said I still had throw at the bottom corner, but Kirby had no blue headband on. I quickly threw the enemy and inhaled the throw ability star, but I spit it back out. Once I paused and exited, Kirby was in a weird state. His inhale was colored blue instead of gray for some reason, and I couldn't swallow anything, only spit them back out. Once I went back to the central hub everything returned to normal. I've never been able to replicate it, nor have I seen anyone talk about it.
I think it was indeed because of that. Kirby was concidered having the ability, yet had lost it. His sprite was default, but the pallette was still Throw. I assume the headband's blue color is grey on the default sprite's pallette. I'm not sure, but it's the only meaning i can get out of that.
M
original kirbys dreamland copy ability
@@abc_4226 it might make sense that the normal color of the headband is grey instead of blue because fighter Kirby also uses the same headband sprite colored red.
This might be able to be replicated by TAS, it sounds pretty cool :)
Oh man, I remember this game so vividly. I’m sure I had glitches happen as a kid but I don’t think I ever registered that *I* could have caused it. Usually just took a cartridge out, blow on it, reinserted and went on.
the age old method
man I miss this era of gaming of getting ur game to run. Good times late 90's 2000's. :)
@@CreativeSteve69 now games are just fundamentally broken and there’s nothing you can do about it lol
You mentioned leaving the system on for long periods of time to recreate levels in RPG Maker. Maybe that was it?
It''s possible that the console or cart started behaving weirdly due to overheating, and this sort of glitch isn't unheard of (I remember hearing about the Dragon Quest III speedrun community overheating their consoles on purpose to get certain glitches to work more consistantly).
It'd be even easier I think for a game like Kirby Super Star to malfunction from this, since besides the game's ROM and save data, the cart also has a special chip to help with maths.
(Niko)
Either overheating or the some counter going over the integer limit and flipping to the negatives that is crucial to the warp star calculation. Such bugs aren't uncommon, especially if the counter gets updated every frame.
For example (not a gaming example, but relevant) the original build of Windows 95 crashed after several days, because the time counter flipped. There's even a stream of some guy recreating that issue on actual Win95 PC.
I managed this on the ZSNES Emulator, I got stuck in the same hallway he mentioned; I thought my ROM had an error in their compiler and just shrugged.
he said that he discovered the glitch when he was younger which means it wasn't when he was making the rpg maker levels
@@the3dsaddict99 wait, I just saw it. You right.
I'd like to mention the mt. Dedede one has happened to me a couple of times. At first I didn't know it was a glitch until I realised there was a wall and then restarted the level
This is why I love the video game community so much. Even after so many years, they always uncover and unearth something new about video games of yesteryears - move over Hercules Poirot and Sherlock Holmes, they're the real detectives and deserve to be lauded as such 😄
This is nothing. Look up Cybershell's "The Most Obscure Sprite in Sonic 2" and "How Sonic 2 Made Me Question my Sanity"
But… I like Sherlock Holmes…
Spamming of inputs doesn't cause ACE by itself. Most games only capture a snapshot of the current button state (or a small buffer of button states), which it can then look at to determine what behaviors to trigger. ACE setups take advantage of bugs in those behaviors so that the button state can be written into other areas of memory, giving the player arbitrary control of the game.
It sounds like the star's movement is affected somewhat by RNG, and that under certain rare circumstances those values could cause the star to accidentally run into collision that causes it to end prematurely, resulting in the glitch you described. That's just a hypothesis though. A game hypothesis. Thanks for reading!
Okay, but what if it happened because Kirby is actually a robot? Did you even read the novels?
While this is true for most games, there are games (mainly on the NES) where a large number of carefully calculated inputs in a short timespan can cause ACE. Mario 3's game end glitch is a good example of this. Obviously a SNES game shouldn't have these issues, but it is worth mentioning. Personally I think this glitch is probly a cartridge tilt/dirty contacts issue.
I hate you for the ending
@@Altilt
>Obviously a SNES game shouldn't have these issues
also TASers using ACE in smw to launch smb1...
@@generallyunimportant SNES games don't have ACE from mashing, which was my point. The input overflow issue is a NES hardware bug. You need to corrupt data in a different way. I'm well aware ACE is possible in SNES games through corruption via RAM manipulation and such.
Reminds me of my own undocumented glitch, but for DK64. See, the 8th boss is the only one to spawn enemies during the fight. I beat the boss, but then died while collecting the key. Because of this, I respawned in the room before the boss arena, and the door displaying which character I needed to bring instead had a usually unused checkmark on it. Thankfully, this didn't hurt my ability to progress at all, as I was able to go on with the game by just leaving the level and using the key.
Speaking of controllers affecting consoles. It does happen. I bought a mad catz controller one time for my GameCube because they ran out of Nintendo ones at game stop. Well my GameCube kept shutting off for no reason halfway through a game so like the kid I was assumed my GameCube was faulty. ( Because it was used from GameStop under warranty still). I exchanged it a total of three times before my dad asked me if it had to do with the new controller I was using. So I booted up my game and used my Nintendo controller and I like magic no more shutting my console off for no reason. Needless to say I returned that controller to GameStop as soon as I could. And never used madcatz products again. This was 12 years ago but I still remember it since it was a frustrating experience.
Speaking of glitches, I encountered one a few months back. So I was playing Kirby's Anniversary Collection for the Wii and that was playing Kirby's Adventure. I was playing one the levels when when I paused and the sprites on screen were still visible and I could still move Kirby around on the pause menu. So yeah. I never encountered this glitch again.
And that's why being a master glitch discoverer at 5 years old will always be one of my Pixel Portals.
What's a pixel portal?
I swear I’m not crazy, I remember experiencing the Mt. Dedede one myself!
Me too. I tried to pass through the wall but it didn't work.
@@0fuxTaken I was little so my memories could be really messed up but I remember it letting me continue, letting me literally walk through the wall, but wouldn't let me back into the empty room, like a one-way door. Pretty sure this didn't happen but I'm almost certain that I did end up in the Mt. Dedede room.
so there are other people who have experienced the warp star glitch
@@SonicMaster519 I was young at the time as well. I kinda remember exploring the empty room, but you made me doubt if I was actually trapped. It could be a one way wall and maybe I am mixing memories with trying to get out another way.
im still playing in 2022 and have expirienced that same glitch lol
This glitch's name should very much be: Unintentional Emergency Landing
What the flam
There's definitely some TAS tricks out there for Kirby Super Star that take advantage of controller glitches to warp to the ending, in that case I think it involves trying to climb a ladder up and down at the same time, which of course is not possible on a standard first party Control Pad, eventually overflowing things and stuffing input values where they don't belong. That definitely implies there could be other glitches one could trigger from weird controller setups and inputs, especially if you had anything specifically focused on mashing the control pad to charge up Plasma. 🤔
The glitch that happened to me that I haven't seen elsewhere is from Final Fantasy vii. I played the whole game until the final dungeon, and then all of a sudden Yuffie was sent back to level 1 with just around 100 HP. No idea how this happened.
Sounds possibly like an EXP overflow error to me. Many old games had issues with large numbers where getting to high would cause it to revert to the lowest possible value.
A well-known example of this in other games is with Ghandi in the Civilization series, who goes from being the most pacifist leader to the most aggressive after a certain era tries to make him even more peaceful but overflows and flips the variable to the lowest value where he becomes the most violent leader on the planet.
@@limitedlistener6460 The Ghandi thing is a myth though. It was debunked fairly thoroughly in some recent TH-cam videos.
@@PsychOsmosis do you have a link to those videos?
@@jazzabighits4473 It was noclip's documentary on Civilization iirc.
@@limitedlistener6460 I used it in pokemon yellow to get gengar to level 100
I think there is a *special* animation on those levels. I haven't played the game myself much, but if the example you showed is accurate of all levels, then there might be an associated animation with those instances. Perhaps the developers forgot to lock Kirby's movement, and it keeps teleporting you back to the star to let the animation play out. Maybe different developers were responsible for the different animations, and a similar, although different concept can be used to manipulate Kirby out. Because so many inputs come in at one time, Kirby's movement might get multiplied and cause a collision. A collision would likely interrupt Kirby's current animation and instead play a knockback, after which you could not go back. Again, this is just speculation, but I think it is likely.
Hopefully this can get re-discovered or whatever the term is. Depending on if this kind of glitch would be able to be achieve every time and wouldn't need much setup, it sounds like it would benefit speedruns.
Well sounds like a Kirby glitch
No $h!t Sherlock
@@funtimemety5179 I meant it isn't uncommon that such things are able to hide for so long in Kirby games. I remember another cheat from Kirby 64 taking a long time to be found.
@@younggamer7218 oh ok-
I recall this happening to me once, and I owned no SNES turbo controllers/etc. Played the crap out of this game as a youngin'.
I was legit somewhat scared this would happen with a few warp stars back when I played the game, weird technically having those fears confirmed
It was probably one of those 'the cartridge gets messed up so the games code gets messed up' kind of glitches.
I have a similar story: I actually got furnace skip on my original playthrough of Banjo Kazooie but didn't mention it because I thought no one would care.
As for your glitch my original guess was that maybe spamming buttons was causing the game to create more sprites than were intended in the intro sequence, causing the star to bug out, but it's basically impossible to know without the glitch being able to be replicated.
The introduction really sounds like the start of a creepypasta
those were the days, if you experienced a weird glitch, it was your own personal thing.. nobody could back you up on it, no internet or at least not much in the way of thorough guides.
I was not ready for that extreme dose of RPG Maker nostalgia.
I actually have a story very similar to this. It was a plug-n-play galaga game, but in the main menu when the game was in demo mode, I would flood the game with input presses as fast as I could (except for start, of course). slowly over the course of 5-10 minutes, the program would corrupt and I would eventually be able to control the little ship even when the game hadn’t begun, or was still in demo mode.
Well this is surprising
I think we should call it "The dissapearing star"
It’s also possible that it may have been as a result of cartridge tilting, misalignment of pins, or simple wear and tear from frequent use causing the game to mess up
Might be a memory leak as well from having the game turned on too long.
Next
I found a glitch undocumented in reality
I had discovered a glitch in Yugioh: eternal duelist soul that let you get two triggers off of Sangan and Witch of the black forest, then I would purposely use the glitch to win with Exodia more easily.
Also, I was the first to document it in the yugioh wiki cheats and glitches section for the game.
This might not be a Kirby glitch, but it is still a glitch that I experienced in my childhood that, to this day, I have never been able to replicate nor have I heard of anyone else who experienced it:
The game the glitch occurred in was Megaman Battle Network 3: Blue on the GBA. In that game, you fight using things called 'Battle Chips', and if you defeat an enemy encounter fast enough, there's a chance you may get a Battle Chip as a drop reward. Enemy NetNavis (the Battle Network version of the Robot Masters) have multiple versions of their chips, starting at the base version, then going to the stronger V2 and V3 variants. In Battle Network 3, there was a secret 'V4' variant, however there were specific requirements that needed to be met in order for it to even have a chance to drop. The Navi you fought had to be the strongest variant (in this game, the Beta variant), you had to defeat them in 20 seconds or less, and you had to have a certain Style (basically a special alternate form for Megaman) equipped- the Team Style (whose only purpose was to let you use more Navi chips than you normally could, as well as allow you to obtain the V4 Chips).
Now, as a kid, I played through Battle Network 3: Blue, and eventually I got the Bug Style, obtained by fighting enough battles under the effect of bugs (done by deliberately using a certain in-game mechanic in a way that will inflict negative effects on you in battles). This Style was fun because it gave you all kinds of cool random effects each battle, and I ended up getting really good at defeating enemies with it. So good, as far as I knew at the time, that I was able to get those V4 Chips- despite the fact that I didn't have the Style needed for them to even show up in the drop lists. Yet I was still getting them, and getting them reliably. I have no idea what was causing them to drop for me despite the fact they weren't supposed to, but they did. Eventually it caught up to me though- at one point during a battle, my game froze. The music was playing as normal, but the screen was frozen and the game wasn't accepting inputs. Upon turning the GBA off and on again, when I got to the game's title screen, I discovered that my save file was gone. This was pretty upsetting for young me, especially since I had cleared a pretty good portion of the post-game by that point. I even stopped playing the game for awhile because of that. However, I did eventually start playing it again. By that point, I had learned about how one was supposed to acquire V4 Chips, and, knowing that wasn't how I got them before, tried to replicate it all. I got Bug Style again, and kept defeating a particularly easy to beat Navi within the 20 second time requirement to see if I could get their V4 Chip to drop like before... but no dice. I couldn't get it to happen again, which only left me even more confused.
I encountered a weird softlock in Majora's Mask about a year or so ago when I played through the game on the N64 version, and I have not seen it documented anywhere. It was the nearing the night of the final day, and I was in the Great Bay Marine Research Lab feeding the fish for the heart piece. (My mind is a bit fuzzy on this part but bear with me) I think I dumped another fish into the tank or I Z-targeted the fish inside the tank the frame the night alert with the words "Night of the Final Day -12 Hours Remain-" displayed on screen. After it went away, I see Link (No transformation mask) staring at the fish tank as If I checked it with Tatl, stuck in place (softlocked). My only guess is that two cutscenes overlapped each other and the game didn't know how to handle it. I had no choice but to reset and lose all those side quest rewards and overall main story progress go away (I was going for 100% completion). I managed to beat the game 100% (amazing game as we all know), and long after the credits were over, I thought about that softlock for a bit, then brushed it aside. Seeing this video made me remember that time again.
EDIT: Softlocking in Majora's Mask is actually pretty common, and really easy to do. After seeing just a few videos I can safely diagnose that the softlock was caused by two cutscenes playing at once.
I accidentally discovered a mario odyssey glitch like 3 years ago, haven't seen it documented anywhere
I loved playing Super Star with my best friend Brock in elementary school/middle school. I loved it! They were the best times!
I remember years ago that I encountered a glitch in this game that scared the absolute crap out of me. The first time I played Kirby Superstar was on the ZSNES emulator, but it functioned pretty well. I didn’t encounter too many glitches with the exception of one. I was playing through The Great Cave Offensive. I think Bonkers was my partner and I had the Mirror ability. I was carrying on as normal when the background glitched out and the music cut out. Much to my confusion, Marx appeared and a glitched version of his boss fight began. Scared the crap out of me! I knew Marx was the final boss of Milky Way Wishes, so seeing him basically glitch himself into existence during my GCO play through was quite startling. I’m pretty sure I beat him, though so that was pretty neat. It’s a fairly well known glitch, but it took me so off guard during my playthrough that it’s just stuck with me ever since.
Yeah, I remember (re*27)playing KSS on that emulator. I was in Revenge of Meta Knight and the NOVA boss fight randomly started up.
That's a well-known emulation bug; I remember when people tried thier best to recreate that on console with no luck. Apparently, there's a similar glitch that happens with the Kracko fight, but less documented
Imagine if that happened while playing the game blind...
Reminds me of the early cannon glitch me and my brothers did in Mario 64 ds
Elaborate, please
@@JinjoJinjoJinjo I'm assuming he's referring to the one outside the castle, you can dive into a certain tree, and iirc, i think if you hit the very bottom a certain way, you will be able to slide down through the ground, and swim into the cannon, assuming the moat isn't drained. i think *technically* you can do it with everyone, but in my experience and to my knowledge, it was much easier with Luigi.
@@The_Lightning_Sparks thanks! :)
This actually happened to me a couple of times when I used to play this on my DS. It always occurred on Mt. Dedede, so I didn't even know that it could happen anywhere else.
I was also obsessed with Kirby as a kid and I spent way too much time making Kirby based RPG Maker games! Those were some very nostalgic screenshots!
I have played this game a TON and have never experienced this. But I’ve played almost exclusively on emulator, so that might reinforce what people are saying about cartridge contacts.
This reminds me of when i played kirby’s adventure as a kid with my cousin and i died to the nightmare wizard and somehow the game bugged out and spawned me in the battlefield with no boss and no music, even more odd was we could go above into the sky a short distance despite that not being able to be done normally. Ultimately had to reset the game to fix it and it never happened again, but it always stuck out to me to this day
I love Kirby games so much just like the Mario, Luigi, Mario & Luigi, Sonic, and so much, much more! I also got this glitch too when I played the game!
Just waiting for someone to say it was a "cosmic ray" lmaoo
I'm no expert on Kirby, but it could be an unfortunate case where it ONLY happened on that specific cartridge. I have a giltch I can do on my hard copy of Mega Man Battle Network 2, where after a specific set of events in a battle, some enemies just die for no reason, but I can't get it to happen on Emulator yet. I think mine is also due to some kind of overload, since it happens when there are lots of extra sprites on the screen, and only works in certain areas.
But, my copy of the game is 20 years old, has been well-played, and ended up going through a laundry cycle at least once, and has had other glitches. Too many variables to know for sure.
Back in '98 I had a weird glitch while playing Ocarina of Time where I was in a graveyard of sorts and played the ocarina, but after link played it he immediately died and I was utterly baffled. Spent ages trying to recreate it but never could. Guess it was just one of those one off quirks.
i didn't know you were a huge kirby fan! honestly down to see more kirby content.
...also what the hell is that thumbnail from???
looks like an edited SSBM kirby
1:48 is when he actually talks about it.
I had a really bizarre glitch on OOT when I moved the console during the menu, and Link’s body spazzed out all around the horse.. looked insane and possessed, then crashed
Sounds like a cartridge misalignment based glitch. A lot of bugs like that on old game cartridges have to do with the cartridge having a dirty or off centered connector.
@@load-bearingcoconut5586 exactly, I think that’s definitely what it was.. and it sounds like this video’s glitch was a similar issue
I remember one time, i was playing the game mode that one with the teasures , i was traveling between the cloud world and out of nowhere Marx fight started, but was not Marx, was like a single eye creature with red sprites, like kracko but red with some enemys sprites for his wings, also background with some King ddd , it was scared but i started fighting the beast, after some time i did beat it, the cutscene started and them my game just crashed. Seems like a creepypasta fuel, yeah ik. I was young i remember a little more of the battle agaisnt the Monster.
That one is The Great Cave Offensive
in kirby super star there's actually a glitch where using a certain ability has a chance to warp you to a super bugged out Marx fight! Thats probably it
I remember once i was screwing around with my mario rpg cartridge and i somehow got into a glitchy test room in one of them
Thank you for sharing this video, I found it very interesting. I also played Kirby Superstar many, many times throughout childhood. I've seen many glitches in games, but don't recall anything like this in Kirby. If this helps, I've experienced this exact type of glitch in Yoshi's Island on Super Nintendo. Just as you did, I was trapped in a room and had to reset the game. Glitches happen everywhere, usually when you least expect them!
The Kirby on the thumbnail looks so, weirdly unsetlingly
0:45 Same!!! Had Kirby Super Star on my DS and is was probably my favorite game on it.
this is only really related to the first few parts of the video but that's some sexy RPGMaker mapping you got there :eyes:
I have an extremely distant memory of walking down a hallway with nothing in it specifically in Kirby. I don’t know exactly if it was the same, but I know it looked similar to the scene in the castle area in Mt. Dedede. Whatever it was, it wasn’t enough to impact me too much.
Your basement had Radon contamination. RAM was experiencing random bit flips.
I've had this game crash on me, delete my savedata and glitch out to heck in multiplayer... but I ain't ever seen this before.
Excuse me wtf happened with your copy.
@@theoriginalhamborgor6930 KSS losing its save data was an extremely common occurrence. Has happened with the multiple cartridges I have owned, as well as countless stories online detailing the same.
@@CrAzYpotpie I’m mainly referring to the Glitching out to hell in multiplayer bit.
@@theoriginalhamborgor6930 Then say that in your post. Learn how to communicate properly.
@@CrAzYpotpie I can communicate properly in person but I have trouble when online
I have a similar glitchy story. In Donut Secret 2 of Super Mario World, I managed to get a key to spawn in the first ? block. Normally, it spawns one of those coin trail builders. Back in the 90s, I managed to get that key to spawn consistantly, making me think there might've been some secret exit hidden somewhere in that level. Now I realize that I found a glitch, but it's been so long, I can't remember how I did it.
While I never saw this glitch, there is a glitch I remember encountering while playing Sonic Adventure DX as a kid that I have never heard brought up. After playing the game so much, one of the things I liked to do for extra fun was to get out of bounds in the hubs, with the beginning of the gitch starting with me being out of bounds on the train track in Station Square.
Then, when I looked down to the blue void below, I saw a black dot rapidly moving up and down in a small amount of space that I'd never seen before. Since I was playing as Tails, I was able to hover down there for a slow descent to get a better look and found that it was a monochrome version of Sonic (or perhaps Kunkcles? It's been years, and I could only look at it for a second or two before dying, so I couldn't get a good look). I continued this process of jumping down to watch it fall in place until I ran out of lives and got a game over. When I continued and went back to the same spot, it was gone.
Since I have no idea what caused the glitch, I could never recreate it. If somebody else has a similar experience or knows anything about the glitch I am talking about, I'd love to hear it!
I've got something similar. When I was a kid we used to play battle mode in Super Mario Kart a lot, and at some point we started to notice pre existing shells around the stage in every stage, I haven't heard anyone talk about that before so maybe our cartridge had something to do with it.
OMG I REMEMBER THAT GLITCH I WAS TRAPPED ON THE OTHER SIDE OF MOUNT DEDEDE that was so long ago…. I remember that it had something to do with 2 players… like it pushes Kirby or something aaaaah I wished I remembered exactly
Hmmm... We did usually play with 2 players! I wonder if that's a part of it.
@@SwankyBox I don’t know if it’s possible…but can you summon the second player while on the star.
Dam. I kinda remember getting a similar result on an emulator when entering Mt. Dedede, i was playing randomly trough the game since i had never finished it before, only it's remake. I took the warp and Kirby was on the star, as usual, exept it launched me way further than where it was supposed to, i was eventually stopped by a wall and everything was normal then. I didn't know there could be a reason for it.
I can think of a few explanations for this type of glitch:
Input buffer overflow: It's possible that KSS had an input buffer system and overflowing it with the PowerPlug could cause some unintended effects, and in SMB3 (for the NES) a similar glitch can be exploited by a TAS to warp to credits directly from the titlescreen, though this requires an input rate of over 6000Hz.
SNES clock miscalculations: The SNES used a ceramic crystal in its sound processing pipeline, far inferior to the standard quartz (or other material), since it led to inconsistencies, such as the starting cutscene in Super Metroid taking very different amounts of time to complete due to the main processor waiting for the sound process to finish before continuing, and the process finishing earlier than intended may account for this.
RAM manipulation: It's possible that some earlier sequences that you performed changed some address in RAM relating to the amount of time Kirby should be on the Warp Star for, since it may have been used for other information at the time, and the timer running out early (being set to $80 instead of $FF, for instance) could leave you in an unintended location.
Game-time being too long: It's well-documented that even modern computers can't handle very large numbers well (depending on their type) and in games it's not uncommon to have a game-long timer running counting how many tics (or frames, in the case of older games, particularly those that used VBlank and HBlank to calculate graphics), and in some other games this has been known to cause various issues. A related issue is well-documented in Minecraft if the player goes too far out in the world. The player's coordinates lose precision, as could be the case with Warp Star timing here. , though there is another reason this could be the cause: Timer overflow. If the timer gets too large, there may not be a cap on the amount of space it takes up in RAM, and it could unintentionally overwrite a neighboring byte (think of adding 1 to 99, if you allocate 2 digits of space to 99, adding 1 would make it 100, which takes up 3 digits. If there's nothing in place to stop this, the 1 of the 100 could overwrite a number representing something else, such as the Warp Star timer), changing the timing or the dismount flag (depending on how the Warp Star cutscenes are implemented)
CRT scanline error: It's possible that your CRT may have been the issue here, as a scanline or frame taking a different amount of time than expected may have impacts on the console, as as mentioned previously it relies on the screen for timing its calculations.
PowerPlug DMA: Very unlikelily, the PowerPlug may have intentionally or otherwise gained direct memory access (DMA for short) to the SNES. Using this, the possibilities are not quite endless, but pretty powerful, and changing a timer or flag (most likely a byte or two) would be trivial with this access, and many other things may happen.
There are probably many other possibilities that I can't think of right now, and I do not claim to be an expert, but I do have a fair amount of experience with older consoles, the SNES in particular, as well as programming and computer engineering, but these are some I think possible.
Especially with him saying he used 2 leave it running 4 a long time (in reference 2 theory 4
Nice! You found a Pappy van Poodle!
Good job Swanky this was a good video
Man watched the entire video in 15 seconds
@@hiagogames lol
I remember a glitch in this game that warped me to the final boss, but ever thing looked all glitchy and there was no floor.
Swanky: Youre probably on my channel for Mario or Zelda
Me: Rewatching his Luigi Mansion content for comfort 😂
Great video as always!!
A variety of TAS-only glitches can be performed in Kirby Super Star by pressing both up and down on the same frame, which is generally impossible with a regular controller, but since you were using a turbo controller, that one could have done it in theory.
Have you tried turboing two opposite DPad buttons at the same time? What about three or four DPad buttons? It sounds weird but that could maybe do it.
Honestly I’m surprised at how many people seem to have their own stories. I guess I’ll tell the people who will read this my own tale of a glitch that happened in Pokémon Heartgold.
So I was just playing Pokémon Heartgold, trying to train my Togepi using Metronome. Things seemed normal until something weird happened. One of the opponent’s Pokémon used Encore, while I used Metronome. Metronome gave me Dig. The next turn, instead of coming up from Dig, Togepi just used Metronome again. Underground. I haven’t been able to replicate this mostly because, well, it’s Metronome, and seemingly it isn’t documented anywhere either. The kicker is that when I was a bit younger, I used to record videos of me playing the game. This happened on a recording. That recording is now lost to time. Really wish I kept it so that I could confirm that I’m not going crazy about this one.
I've been having a lovely and nice day so far; hoping for some nightmare fuel out of this glitch.
I remember triggering a strange glitch in SMB2 for the NES. I was in world 5-1. I used the potion in the middle of the cave, and went through the door. When the timer expired, instead of being forced from subspace, the music continued, and the camera unlocked, allowing me to explore. I eventually died from falling into a pit. I distinctly remembered the music continued, but seemed to loop too early, which I now understand, years later, was because it wasn't coded into the game. I never encountered the glitch again, or any documentation of it, and have only ever found one person online who claims to have encountered it themself, but only after I asked, and he offered no explanation of how it worked, either.
Something happened like this to my brother in kirdy the amazing mirror. He touched the warp star using a specific ability. I think it had something to do with charging powers. I’ll ask him if he remembers.
Don't know why, but the thumbnail reminded me of a glitch I encountered in another game. As a kid, I played the Iron Man 2 video game for the 360 a lot. And while playing one of the levels, Iron Man decided to go full t-pose, and start flying super fast directly towards the camera. Was my first ever jumpscare in a game and I remember it clearly to this day
This reminds me much of a glitch I encountered in Symphony of the Night quite some time ago. The glitch functioned very similarly to the death glitch performed on the PSX version of the game to keep Alucard’s equipment, in where the player forces what I’ve surmised to be an integer overflow of some sort to spawn Alucard on the other side of the room rather than where he was intended, skipping the cutscene in where death steals your equipment. On the PS4 Castlevania Requiem release of the game, I unintentionally performed the same glitch in a different room while practicing some spell inputs and teleported to the next room over! I had it recorded, but I’ve since lost it, much to my own disappointment.
This is very interesting. I personally haven’t played any Kirby games. So I don’t know what happened, but your story is so interesting and fascinating.
Solar flare flipped a bit
Plot: Every Kirby game has his own customization
I can't remember for certain but this video jogged some indistinct but apparently very present memories of something like this happening at least once, tho in my memory it's connected with having a human-controlled player 2 present, which could actually fit very neatly with a theory about buffer overflow like you've outlined
Sounds like something you did previously left something in the memory that the intros use to call from, causing it to end early.
Kind of like how that Super Mario World TAS works to end the game early, or how in Super Mario Kart, if you press a button to interrupt the cutscene when Mario is using a star, and then cancel out of the menu, the intro cutscene replays but with Mario flashing like he used a star.
My Wii used to crash literally EVERY SINGLE TIME I played the game “Island Sports Party: Summer Sports 2”. I never knew, and still don’t know, what caused it to crash my Wii. Nowadays, it’s not that likely to crash the Wii, but it still sometimes does when I’m playing with my younger brother.
Never encountered the glitch myself and never owned that particular peripheral so you might be on to something. I did own a turbo controller but the turbo function was built-in to the controller itself. I'm sure I probably used my SNES Turbo controller at some point as a second controller as I often would take advantage of the two-player mode while playing solo (it isn't easy to do but I enjoyed playing around with it). I guess it depends on the peripheral, as I'm sure some peripherals like that may have had more issues than others (depending upon the setup and other factors such as whether they were licensed third-party peripherals or unlicensed).
Everyone here: the engineer
Every Kirby superstar is personalized
That reminds me of how I once booted up Mario World on GBA and saw the entire overworld completed. I didn’t believe my eyes, so I restarted the game and found myself back at the first few levels with that progress lost. I‘m not so certain anymore if this actually happened since I was like 5 back then, but it’s something I still remember.
I experienced it in emulation in Mt DDD with a friend over 15 years ago. We'd play every day to improve our timings, and we'd usually tap to the song on the keys. Since we played on keyboard, we had access to almost all buttons simultaneously, not to count the turbo buttons we set up. Probably that caused a bit of an overflow.
man this is a great video!
I have more that 2000 hours playing this kirby game when i was younger, 2:56 this glitch has happened to me , i remember being outside of where i was supposed to be in this level but it only happened once or twice
I can't wait until this shows up in a Games Done Quick event.
I had a strange glitch happen to me playing Nightmare in Dreamland on my phone emulator. If I lost all my lives on the final boss and retried, Kirby would be a different color during the cutscene of him putting the Star Rod back.
Also I’d love to see more Kirby content
Sounds like an emulator glitch more than a game glitch.
Which emulator was it?
@@ToaderTheToad My Boy! I believe
@@tailsprower8118 Well, it's definitely possible that's an emulator bug, however they may have patched it already, but I could test it to see if it's still there
I've had two glitches happen to me in Kirby games I haven't seen anyone document. Granted, I've also never replicated or recorded them, so they could've just been 1 time things:
1. In KSSU, during the boss fight with the cannon, I was grabbed as my health reached zero. by the arm thing. This caused Kirby to completely vanish until the arm animation finished and then I died.
2. In KPR, when I got to the third Phase of Clanky Woods 2.0 in the true arena with poison, I managed to finish the phase in one hit by redirecting one of Clanky's green head orbs back to him with the poison waterfall, which shouldn't usually happen.
Never played this before. My first kirby game i owned was kirby 64. But this sounds cool too!
I don't know if it was a glitch but I was with a friend playing Smash 64 and he wanted to eat so I ran through single player, I remember most of the details of the incident, I played with the P2 controller as Blue Fox on Very Hard with one stock and absolutely destroyed it, no continues, low playtime, after I won I took a victory lap only to be stopped by my friend alerting me of a new character, at first we thought it was Captain Falcon but when loading in I realized it was Falco, I got absolutely hammered by him and lost pretty much 200% to 0%, we've been trying to replicate it for years with no luck.
I bet @SwankyBox was a member of Kirby's Rainbow Resort at one time ;)
Anyway, this is a really neat glitch! Pretty sure I remember this happening to me as a kid playing through KSS 🌠
I really hope you make more Kirby videos! Keep up the good work~
Okay analysis video! Thanks for uploading!
I.... Think it happened to me? I'm not really sure because I vaguely remember it too, but I think it happened the same to me when I was playing Super Star in my Wii U, I was kinda little so i don't remember too much about if it was a glitch or it's just me imagining things lol, but I think it was the same of Dedede's castle, sadly I don't have that Wii U due to it having a problem with the disk laser thing, but I'm kinda sure that the glitch happened to me too