Out of Bounds Secrets | Classic Zelda Games - Boundary Break

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If you want literally EVERY zelda game out of bounds then...

👇

BoundaryBreak
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To give more info on the story about Chris Houlihan, he did win the contest that was put into Nintendo Power. However, they expected him to put his name in some one of the then-upcoming games that were launching near the end of the NES's lifecycle. Since news about the SNES was coming out, and Chris was a fan of Zelda, he opted to wait until the next Zelda game (being A Link to the Past) for his secret room to be added.

Chris Houlihan himself never appeared again in any public matter. The forum post that was shown was by an imitator hoping to get credit for his name, but Chris remained a part of Zelda legacy.

Alex--Gaming
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That clip showing a forum post of a guy saying “I am Chris Houlihan” was just a prank. He’s never actually been found or come forward.

JJMcCullough
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Fun fact: in LTTP, if you enter a door facing the wrong way (by pressing opposing directions at the same time - requires taking your controller apart or an emulator), you will end up out of bounds. If you do it in the correct room when you first enter the castle at the beginning, you basically can just run straight up a few screens and trigger the end game sequence.

ZiggyTheHamster
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Whoa, 4:38, I reached this area when I was a kid, in like 1987-88, while walking through swamp tile. I didn't know what it was and could never find it again. I could never find any reference to it anywhere, and always wondered what it was. There it is, holy cow.

Thank you for solving a personal childhood mystery.

Chris-lsth
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10:40 In Links awakening the "Unused" map of eagle tower. Is in fact used. This is what the tower looks like before you break the 4 pillars with a giant iron ball and cause the tower to drop by 1 floor merging 2 incomplete floors together. This is how you gain access to the top of the tower. In fact you access this floor to fight the mini boss before you collapse the tower. He's located in the far right lower room.

MrShourin
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0:07 Took me 20 years to notice the River Devil was a spider and not some demon with four spindly arms, two legs and a goofy red grin like I thought this entire time

williamdrum
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The nightmares hidden just off screen in my childhood

dainbramage
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12:32 unused tail sprite shows how much love this game had while developed, so much quality to be found decades in

XENON
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1:44 All dugeons are technicaly on the same map, touching each other (you can find some pictures on google)
My bet is that it's a room from the moon dungeon (2nd), but it is just not loading properly. But this is something to double check

Remiweb
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I used to do the select button glitch on original Link's Awakening all the time to get to out of bounds areas, item duplication (extra seashells and heart pieces) and getting the magic rod at the beginning of the game. It's so easy to break.

jamesgoss
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One boundary break I accidentally discovered in Links Awakening v1 for the original Gameboy when i was a kid, in the first dungeon, when fighting the Nightmare, fall into the pits in the Nightmare room, and start spamming jump with the Roc feather. Youll hear the sound of entering a room, and enter a weird out of bounds area inside a glitched Angeler cave Dungeon. I think if you go straight 4 or 5 screens up, youll eventually find a room with a chest with unlimited power bracelets in a chest (level 1 and 2) and a set of strairs that teleports you to the real Angler Cave dungeon. i still remember trying for hours to figure out where to go because moving Link left and right on the first 4 screens or even moving left or right to change screens caused link to "drown" or be stuck in a "drowning" loop if he went to an incorrect room to the left or right. For some reason staying on far left for 4 screens while movong up was I able to find the room with the chest of infinite bracelets and the stairs in that same room. I remember I was able to get the flippers and beat the level 4 dungeon, way before beating the first dungeon. To this day, i havent seen anyone talk about my particular find. Ive been able to replicate it on original hardware AND emulator, so if someone finds a v1 rom for the original gameboy, have fun with this sequence breaking boundary break glitch.

eddie
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2:40 - the part of the sword intersecting the animated triforce needs to be a sprite in order to display correctly, while the rest of the logo is made of tiles. This is due to a limitation of how graphics work on the NES.
To get a bit more technical: each 16x16 pixel piece of screen (background tile) can have a total of 4 colors in a subpalette picked from the "master palette". Sprites are special, and can be drawn on top of the background tile layer, with their own subpalette of a maximum of 3 colors + transparency. The triforce is animated using a technique known as palette cycling, where the subpalette used to draw the triforce is updated while the actual representation of the graphic remains the same. The sword piece in the middle would exceed the color limitation.

The master palette has a total of 54 colors, and those 54 colors can be dimmed by three levels to create a sort of full-screen fade effect.

peterjohnson
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It feels so good to learn new things about these games even nowadays.
That water setting of the very top of the Mt.Death dephts is more than interesting, since we know even without cheat codes that the lower part is actually walkable, being part of a really infamous glitch (accessing the main Dark World area without even entering the Tower of Hera).

CastChaos
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In Zelda 1, going oob in overworld left or right wraps you around. This is used in speedruns. Also, the dungeons all share the same map, like ALTTP, so the rooms you see are actual rooms, but since you enter from the wrong dungeon, the graphics don't load correctly.

xeridea
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10:39 that entire floor is used in oracle of ages. Its the third floor of jabujabu

CirillaXinXneon
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9:33 Notice Link also moves one row up. Presumably the game stores the map row-wise in memory and moving left or right adds or subtracts one from Link's location.

doublex
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The Zelda 1 dungeons actually all fit together in one solid overworld-sized map, as do the second-quest dungeons. This is just crazy when you consider how the dungeons are not arbitrary shapes, but each one is designed to look like something, and yet they still all fit together perfectly!

marscaleb
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The game over theme to the friendzone caught me off guard, good stuff, sir

chrissaccary
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Fun fact! I've seen the River Devil Field before! But it was part of a randomization mod for the game so I thought it was just the randomizer filling out areas of the map, which itself was completely randomly built by the patcher, with something shocking, like hundreds of River Devils, to tell you that there was no map in that direction to explore. Interesting to see that it exists in the unaltered game, too!

TransientWitch