Level -0.1: NEGATORY!
Sometimes the best level is one the designers never made. Minus Worlds are areas of the game a player can reach only by glitching
. These secret areas do not typically correspond to valid, intentional level data at all - it is only by dint of the game's programming that these 'junk data' manifest as a mostly playable level.
With the advent of modern 3D games, this has mostly fallen by the wayside, as random data would never create anything remotely close to a functioning 3D mesh. However, the collision detection in some 3D games is suspect; in some of them, you can actually leave the game world and explore a weird wasteland of partly implemented scenery and flickering polygons. In that case, the level is still there; the player has simply found a way to be where the game doesn't expect the player to be.
Compare and contrast with Dummied Out
, which corresponds to content (and by extension, levels) that was
designed to be played, but was intentionally made unaccessible in commercial releases.
Related to Kill Screen
. If a sprite appears in the game that was made out of similar 'junk data', see The Missingno.
. If a Minus World is used for Sequence Breaking
, see Not the Intended Use
. Not related to webcomic minus.
Video Game Examples:
- The Kennel World from The Legend of Zelda: Link's Awakening.
- A similar area beneath all the dungeons is also found in The Legend of Zelda: A Link to the Past.
- Some of the rooms in the map are glitched duplicates of normal game rooms.
- Zelda II: The Adventure of Link has a sort of minus world. There is a glitch where in some palaces, you can jump through the ceiling and end up in a version of Parapa Palace (Level One) in the same color scheme as the palace you just left. Exiting just cause you to appear on the map where Parapa Palace is. Another is the glitch town you land in if you jump offscreen in Darunia and use the Fairy spell. Leaving town results in Link being stuck in the middle of the ocean.
- Twilight Princess also has a glitch underworld.
- The Harry Potter PC games were a gold mine of these, all of which were accessible with cheats of one form or another.
- Aiming the super-jump cheat correctly or using the teleport cheat in Philosopher's Stone can get you into areas behind the scenery or that are only used in cutscenes. These have the usual compliment of invisible walls, floating objects, misplaced textures and enemies, dead-end doorways and things that are spaced oddly so as to create gaps.
- Chamber of Secrets takes this further, with a "ghost mode" cheat that allowed these kinds of areas and more to be more readily accessed via a combination of free-moving camera and teleportation to the viewed location. As in the previous game, several maps have cutscene-exclusive areas, but these are generally either duplicates of areas used for gameplay or sectioned-off areas containing NPC's that aren't currently active. Such areas my be far away in the void or just walled off. Highlights include a duplicate of the area around the Whomping Willow that is used in cutscenes, but activating an object or Event Flag in one area also activates its counterpart in the other. The cutscene-exclusive maps are also quite minus-y and can be accessed by changing the GSTATE setting (which denotes progress through the game) and selecting the respective map. The most notable of these is the "transition.unr" map, which is used for Time Skips and contains a very mashed-up version of Hogwarts Castle. There are also a few Dummied Out maps that one might enjoy. Finally, much like in the Unreal example below, objects placed in skyboxes appear gigantic in the sky. The only things you can do this with are Harry and/or Goyle (when you play as him) and some things you can throw, though.
- The Guardian Legend has the vast "Lost Frontier" - a region outside the playable bounds of the game, which is accessible by putting in certain passwords. It's a glitchy region where new rooms are randomly generated and should be traversed with caution as it is entirely possible for a new room to generate without an exit.
- By exploiting the 1.5X running speed glitch in Resident Evil 4 and dropping down the ladder in the save room near where you battle El Gigante (With the merchant in it), you'll enter a weird wasteland that's stuffed to the gills with ammo, curative items, and even a few weapons to pick up (Which, other than the shotgun, doesn't even happen in normal gameplay). The room has been theorized to be everything from a Dummied Out ammo cache to an intentional Easter Egg for gamers to find.
- There are many interesting experiences and fights to be had if you manage to traverse beyond the boundaries of the map and can get beyond the walls of the Dimension of Death in King's Quest: Mask of Eternity. You can go all sorts of otherwise inaccessible places in many other worlds too using cheats to teleport.
- In Sherlock, the followup to Melbourne House's already infamously-buggy Hobbit, By repeatedly giving instructions to the NPCs it is possible to coax a hansom cab driver out of their cab and onto a train, which then departs. Having done that, returning to the abandoned hansom cab will have you driven to a bizarre location where you can pick up objects such as "innocent, guilty, an opium den, and a Russian agent".
- Using the drive on water and speed mods for Midtown Madness 2, once can explore areas beyond the roads of London and San Francisco. Because these areas were never meant to be explored, there are holes in the terrain, flat areas hidden from view during normal gameplay by buildings, and in the San Francisco map, part of Alcatraz and Marin can be visited using the drive on water hack.
- The city of Newcastle-upon-Tyne in Driver is shown during the credits, unfinished in many places, and can only be accessed in-game by hacking. It was apparently meant to be a playable level, but Dummied Out due to time constraints.
- Falling into the skybox in the sequel normally registers as a Bottomless Pit death, but with a certain glitch, you can survive the fall and drive around in the void.
- The "underworld" in San Francisco Rush and its sequels, which you can fall into by glitching off the track.
- The void outside the track in Big Rigs: Over the Road Racing. That is, assuming that the entire game doesn't qualify.
- Go far enough off the track area in Trackmania and you'll encounter in order: the background scenery with simple graphics; the edge where the skybox meets the ground; a black void beyond the skybox, or in the stadium environment you can fall off the edge of the map and land on the bottom of the spherical skybox. Going beyond the skybox will show the sun/moon as a sprite in the distance and a field of 3D clouds stretching to infinity. Interestingly, the sides and bottom of the stadium map terrain are actually modelled and textured just to ensure you wouldn't see any graphical glitches while falling off the world and hitting the bottom of the sky below. The outside of the skybox is even textured. With the right tricks using a third party replacement for the track editor, you can build tracks in this twilight zone.
- In Vette, you could sometimes glitch through the walls and drive outside the game world, although an Invisible Wall beyond that prevents you from going into infinity like Big Rigs: Over the Road Racing. Also, since the game uses Dynamic Loading, you can outrun the load with the faster cars and end up in a glitch world.
- In Gran Turismo 3, you can break out of the track on some courses and drive around in the scenery (which of course, is not solid). If you have a fully-powered and properly-tuned Escudo you can cause the speedometer to overflow to 2147483647 mph (the highest 32-bit signed integer), crashing the game. GT 2 also had a couple Dummied Out courses that could be found with a Gameshark.
- Gran Turismo 2 has a drag strip inside Laguna Seca; likely a leftover from the Dummied Out drag racing mode. However, if you reach the end of it, your car will jump out of the limbo, returning to the track in the Corkscrew corner.
- In Mario Kart 64, there are many "out of bounds" areas that can be reached by exploiting the in-game physics (such as using mushroom turbo boosts to bounce off of shells/other players/etc., repeatedly hopping to climb up hillsides, collisions with 2-dimensional objects at strange intersections, and so on. Usually the player will just tumble into a void beneath the course, landing in some invisible water far below it, but other times there is some sort of floor tthat can be driven on. On hillsides, it's possible in some courses (e.g. Choco Mountain) to reach "undrivable" upper areas that cause the player to tumble automatically. This mechanism is supposed to force players back down the hillside to the racetrack again, but in certain places they're flat, so if you can get up on top of them, your character is stuck tumbling forever, unable to land or fall back down.
- In the Netherrealm area of Mortal Kombat: Shaolin Monks, on or around the initial stairway, it is possible to fall under the landscape while engaging in aerial maneuvers. The camera will zoom into or slightly past the ground and your character(s) will be completely hidden from view. The only indication of where you are will be a peculiar blue triangle which apparently marks your position. While sometimes it is possible to bumble your way out of this literal minus world, most of the time the only course of action is to reset.
- In Star Wars: Battlefront, one could use the invincibility cheat to run outside of the battlefield and explore the mostly featureless landscape. Staying here for too long basically results in being told to Continue Your Mission, Dammit!.
- Jurassic Park: Trespasser had a debug level accessible by a cheat. It contained a bunch of items, one enemy and all the weapons in the game. The in-game levels also had several blocked-off areas which contained extensive scenery, including the basics of an entire extra level; the game had been rushed to completion, and the extra level had been scrapped before completion.
- The monsters in Quake are not spawned to order as you progress through a level, but teleported into position from an ordinarily unreachable room that's chock full of baddies. You can fly to the room with a noclip cheat and provoke them into massacring each other for kicks.
- Doom does the same, and some of the largest levels have enormous rooms filled with hundreds of monsters to teleport around. Occasionally the script that moves them into the teleporters glitches out, leaving a couple monsters unteleported, simply sitting there; in those instances, noclipping inside the rooms is the only way to get 100% kills.
- Speaking of Doom, in it and other 2.5D shooters noclipping out of the map will cause the Hall of Mirrors effect where everything repeats.
- In the Unreal games you can find each level's skybox by using a noclip cheat. If you then use the spawn cheat to put monsters into these rooms and return to the regular level the spawned beasts will appear huge, filling the sky! However, since you and the monster are further away than it seems, you cannot affect each other. Phew.
- The above can be done about the same in all games made in the Source Engine, and can be helpful for ragdoll posing in Garry's Mod.
- In Turok: Dinosaur Hunter there's a pit in the "beginner" area where you can squeeze into one of the corners when you fall in and get stuck. If you keep looking up and down repeatedly it will somehow propel you up above the clouds.
- There was a bizarre room in Jedi Knight which was accessed by flying through the rafters in Morgan Katarn's house.
- There are many weird normally-inaccessible areas of Halo levels that can nevertheless be accessed by grenade jumping, hijacking a Banshee, or other glitches, eg "Assault on the Control Room", "Outskirts", and "Metropolis" (where you can find a giant soccer ball, etc.). On "Assault on the Control Room", you can also glitch your way into one of the pulse generator rooms from "Two Betrayals"; however, the only way out is suicide.
- In the "Delta Halo" level of Halo 2, it is also possible to drive a vehicle up a particular slope to gain access to the surrounding terrain and the lakebed, while falling into the lake normally results in death.
- Deus Ex: Invisible War has an out-of-world example in Kairo. When searching for the hellfire boltthrower, the player has to reach a roof and then go in to find the item. If the player now instead goes further, there comes a point where the player can stand on top of the highest roof, look into a purple void and see all the interiors from outside. While it is impossible to go into them, one can jump on them and run around in what would logically be a wall. The music is out in this region as well. The only solution to leave this space once entered is suicide by jumping to death or not jumping from the roof at all.
- This is also similarily possible in Lower Seattle near the lofts. When jumping on the dumpster after throwing stuff on it, it should be possible to reach the roof, and look into a purple void. Unlike Kairo, there are no interiors, and jumping to death is not necessary.
- In Borderlands it is possible to park vehicles very close to certain cliffs, exit the vehicle and pass through the cliff, allowing the player to run around on the expansive but fairly featureless 'background' landscape. Until finding the actual edge of the world and falling for a long, long, long time to your death.
- The buggy Medal of Honor (2010) has a huge glitch that can turn an entire level into Minus World (the floors disappear), allowing you to fall into the skybox (which is a Bottomless Pit).
- Allied Assault has an empty level labeled "void", which is what its name suggests. The game autosaves here when you access the Bazooka-Med bonus mission, and when you reload, it skips to the King Tiger level.
- Jumping off the edge of the world in one particular level in Darkest of Days treats you to the true nature of the level's skybox: specifically, that it's actually a picture of a stormy Midwest plain. The sedan the photographer drove to get there is plainly visible.
- Sniper Path Of Vengeance allows you to fly out of the map by exploiting a glitch in the jumping function. You never fall into the skybox, though - you just keep walking on the same (invisible) plane that the map was laid out on. Especially funny on the level with the helicopter.
- BioShock Infinite. Shortly after you arrive at Columbia, near the location where the four barbershop quartet members are singing, it's possible to jump off Columbia. Normally when you do this you end up back where you jumped from, but if you follow the procedure in this video you can do it. You will fall a long distance, with Columbia shrinking in the distance above you, until you eventually hit the ground. You can't do anything when there except pause and re-boot the game.
- In PlanetSide 2, its possible to glitch trough the floor in VR training and fall into the a glitched version of the map. If you are currently a Light Assault, you can survive the fall to freely walk around and there are even vehicles that spawn, allowing you to fly/drive around as well.
- As a consequence of being notoriously buggy and incomplete, Action 52 has several Minus Worlds that are encountered during normal gameplay, in many cases unavoidably.
- If you fall down a hole in Level 5 of Cheetahmen, you end up in Level 9, which is a room with a 1-Up. When you exit the room, you go to Level 10, which is a garbled mess where you fall to your death.
- In the second level of Thrusters, the screen starts blinking, and you can't progress any further. If you crash here, your ship scatters into a glitchy mess that can still move around. It can be avoided only with a right emulator and rom.
- The "lost levels" of Cheetahmen 2, which are Remixed Levels from Cheetahmen 1 where the music is all glitched, and your Cheetahman is invincible for some reason. Once you play through here, the game locks up, just like at the end of Level 4.
- The third level of Lollipops, with its musical mind rape, that results from the game interpreting other game data as music.
- The last level of Ninja Assault is populated by Missingnos, and you're stuck in limbo at the end.
- Level 8 of Beeps n Blips, where the background is garbled and the level can't be completed because both the player and enemies are invincible.
- Dance Dance Revolution Extreme has several messed-up or Dummied Out Challenge step charts that can be found with the "Oni glitch". Here's how it works: every "Oni" course features a list of songs which are each designated a difficulty level (which determines which step-chart is played). By choosing a course right after switching from one to another, you end up with the songs from one course but the difficulty levels of the other, leading to some song\difficulty combinations that normally can't be chosen.
- In Winx Club, it's possible to go through a rock in the first level and walk onto the sky; if you walk far enough into the skybox, you disappear. You can get into a (small) normally-inaccessible area as well.
- It's also possible to jump into the air and land on it as though it was solid in one section.
- Exploting a certain glitch Sandcastle Builder is necessary to reach the otherwise-inaccessible Minus versions of every "NewPix", and thus to find half the Discoveries. The descriptions and images of these are intentionally drawn flipped. When the player first exploits this glitch, the badge "Minus Worlds" is awarded.
- In Robot Arena 2, Some walls in the tabletop maps has no collision detection and since there is nothing stopping you from keeping on driving even after you win, its possible to drive through these into a black, seemingly never-ending void.
- Older Than the NES: A game for the Amstrad CPC called Fantastic Voyage (named after the film and book of the same name, has two endings. The correct way to finish the game is to get in your submersible and fly out of the brain, along the optic nerve, and out of the eye via the tear duct. The *incorrect* end is achieved by taking your submersible back through the body to your starting point in the mouth, and out through the equally small gap between the teeth. This leads to a horribly garbled minus world in which you quickly become trapped between solid walls that aren't there and invisible walls that are.
- The Arachnos Lab maps in City of Villains is a 3D example of this. Though most of the holes have been closed up by now, it was possible to drop through the metal mesh surfaces and explore the pipe dream like areas that extended quite far beyond the parts of the map you are normally confined within. This was an annoyance too as often NPC foes would sometimes fall through these holes, making a "defeat all" mission impossible to complete.
- There was an Explorer badge in City of Heroes which was difficult to reach through normal means, and the preferred method of picking it up was finding a particular spot in a hillside where you could manage to slip through the mesh, then fly under the world through grey mist and weird planes to the badge's approximate location.
- There were various locations scattered all throughout the game where a player could clip through the wall, and with Flight, they could then explore the 'underside' of those regions. (This had the side effect of glitching out the mobs that they passed by.) A common parlor trick was to find the locale in Atlas Park, and then fly to the plaza to show off one's head sticking through the ground.
- World of Warcraft has some unfinished zones as well as places where it's possible to fall outside the game world. Most of such places have been made inaccessible though. Examples include a village of dancing trolls (near Darkshore, if memory serves), Mount Hyjal, the Ironforge Airfield (you actually fly above it if you take the gryphon from anywhere within southern Eastern Kingdoms to the northern Eastern Kingdoms, but actually having time to see what's going on is more fun. Hint: Dwarves killing ice trolls. Fun!), and an area under Stormwind that was basically just unfinished texture patches. You'll usually get teleported out of these areas by a GM and sanctioned for entering them, which has led many players to question Blizzard's decision to still leave areas such as the dancing troll village 'accessible' (to be fair, Mount Hyjal shouldn't have been accessible without using exploits or wall climbing).
- The Cataclysm expansion finally made accessible all of the formerly closed zones in the old world, including Hyjal, the Dancing Troll Village, and the Ironforge Airfield.
- Other notable areas include a prototype of Outland, the Emerald Dream, Karazhan catacombs, fake Zul'Gurub, an untextured prototype of Zin-Azshari, fake Northrend, sealed-off pieces of Silvermoon, GM Island and Developers' Island. Most of those can only be accessed via third-party tools.
- There are also myriad ways to "fall through the world." placing you in a bizarre freefall where you can run around under the continent, but not cast anything or recall back to the real world. Sometimes the game will detect this glitch and drop you to a set area that seems to be the official graveyard for Minus World (For the alliance this is westfall's deadmines graveyard).
- One of the weirdest was the "Dwarf Farm Tunnel" in Wetlands. Originally, there was a Dwarf farm on the northern face of the mountain containing Ironforge. Up the road from it was a tunnel entrance that, when entered, would cause you to fall through the world and into an area of blank sky. It was the same as falling off of Outland. You would fall until you eventually died. If you were stupid enough to fall in as a ghost, your only hope was to pray that the weird circular movement you moved in would somehow launch you back up onto land. Some people were able to jump through this tunnel and fall through the blank sky without dying. When this happened you would see nothing but blank sky, yet the radar would show you traveling South (the direction that the end of the tunnel was facing.) You could not control your movement, and if you passed "under" terrain that you had not yet explored, you would be awarded with the experience points of having "discovered" the land. Once you passed "under" water, you would stop moving and you would hear the sound of yourself swimming without the risk of drowning (though if out in the ocean one could get fatigued, which was the only way to end this perpetual underworld traveling.) Swimming under lakes would allow you to change directions until you were no longer "under" the water, at which point you would resume traveling in whichever direction you were moving without being able to alter direction or speed. Of course it was a little difficult to get to this tunnel, and as of Cataclysm, it's sealed off.
- And now with the launch of Cataclysm allowing flight in old world, if you do manage to glitch beneath the terrain you can fly around safely down there. Dangers abound, however. Flying into a "No flight allowed" region will dismount you to your death, and water seems to extend infinitely down.
- Currently, the old Pre-Cataclysm version of Eastern Kingdoms is accessible as a minus world via Naxxramas. This also has a small "minus sub-zone" in the undeveloped original planned entrance to Naxxramas (had the entrance to Naxxramas been the raid portal at the back of Stratholme.)
- The MMO Asheron's Call takes place on an island surrounded by impassible water. The walls in some places would come together at the angles, allowing you to pass between them and explore the normally inaccessible area of the game world.
- In Guild Wars, mainly in the first campaign, there are areas of the map which can be accessed to due gaps in the geography allowing "impassable" hills to be scaled or by circumventing an event. These areas were carefully documented by gamers as they allow players to gain extra points on their Cartographer titles.
- In the first mission of Prophecies managing to avoid the Charr when they exit their camp and then going inside reveals the area is poorly textured and mapped, having a pitch black floor broken mainly by bonfires.
- In the southern Shiverpeaks there is a hill which can be climbed to exit the area map, even allowing enterprising players to find the edge of the world map.
- Guild Wars 2 has a map glitch near Ministers' Waypoint in Divinity's Reach making it possible to reach the roof of the palace, offering a panoramic view of the city. However, no game play is available other than waypointing out or leaping to your death.
- The original minus world from Super Mario Bros. is the Trope Namer. The player can reach it by entering a pipe in the first Warp Zone after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the Water Level 2-2 repeating over and over. The glitch causes the game to think the player is in the world 4 warp zone, which has only one pipe instead of three; the other two destinations are set to world 36, as tile #36 is a blank space (so nothing would appear over the blank spaces where the other two pipes would be). On the HUD, this shows up as "World [blank space]-1", hence the name "world -1".
- There are also many, many Game Genie codes for Super Mario Bros. that can allow you to play seemingly random levels taken from other data in the ROM (though many of these aren't actually playable, and several more still aren't beatable). The Super Mario Bros level format is such that nearly any random string of bytes can form a valid (but likely Unwinnable) level of some sort, so a huge number of "levels" can be played by making the game load other random data from the ROM as level data.
- The Updated Re-release for the Famicom Disk System (never released outside of Japan) replaced the Minus World with a different series of levels. World -1 uses the design of 1-3 with underwater tiles and different enemies, world -2 is identical to 7-3, and world -3 is 4-4 with underground tiles and underwater enemies. There is no world -4.
- Super Mario Bros. 3 also contained several unfinished Dummied Out levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a The Missingno. enemy. There's also World 0, which is complete garbage.
- Several people have done romhacks to place a flag and castle at the end of 8-4, right before the Bowser fight. The result is even worse than the minus worlds.
- Super Mario World has numerous iterations (about 150 or so) of a "TEST" level embedded in the ROM data, with a sprite not seen elsewhere in the game.
- World 9 in The Lost Levels is one big reference to the FDS minus world, and it also loops endlessly.
- Mario Forever, a PC remake, starts up with a world similar to 1-2 with save states. If you go through that and right, it allows you to pick a mushroom, flower, beetroot, or the green bouncy thing right off the bat (at cost of 1 and 2 lives respectively), and if you go even further, you can find a pipe that leads to the world named "Human Labratory World" with enemies taking a strangely human shape.
- Go ever further, you can find the lost map of Mario Forever (very big, I say) and a world named "Funny Tanks"!
- Super Mario Land 2: 6 Golden Coins has a Minus World of its own which can be accessed by exploiting the "pipe glitch" or the "wall slide glitch". This is a random area made of every block loaded into the game's RAM that are needed for the current stage. Some of the blocks can have data re-written to them which can even access the ending and credits early.
- Super Paper Mario references this by giving one way of calling the Underwhere (the game's name for Hell) "World -1". (Actually, it's World 7-1 in this game)
- The Metroid games have this: the original Metroid, its Game Boy sequel, and the Prime games, where they are generally called "secret worlds". In the NES Metroid, the secret worlds could accessed by getting yourself stuck in doors, were many times larger than 'real' map, and inspired vast inflorescences of conspiracy theory before it was proven they were caused by the game reading its own code as level data. They are also abused for Speed Runs.
- In Sonic 3 & Knuckles, you can glitch your way into Knuckles' part of Lava Reef as Hyper Sonic, where you can trigger further glitches, such as ending up back in Act 1 with Act 2's palette (like SMB's minus world, there's no escape other than resetting), and turning Sonic into Blue Knuckles. These glitches can also be performed in other acts with certain cheat codes enabled.
- Sonic Adventure 2 Battle had a gap in the invisible wall in the Chao Garden, where, by somersaulting or bouncing, you could leave the garden area and enter a big black void where the Chao Garden itself appears as a blue cylinder. Getting back inside may or may not be possible, but you can still exit the garden from the pause screen.
- Again in Sonic Adventure 2, by performing glitches in the Crazy Gadget and White Jungle levels relating to the Chao Key, it is possible for Sonic/Shadow to access the Test Level. The HD Re-release does not fix the glitch, and in fact makes it even easier to perform, to the extent where Eggman can access the test level by simply collecting a Chao key in his final stage.
- In Mega Man 2, it was possible to trick the boss door for Air Man's stage by standing on a rising Item 1 placed next to it while fighting the boss. The boss door would open from the inside and the screen would scroll over beyond the boss—to the second level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.
- This can also be done in Heat Man's stage, which takes you to the first level of Wily's fortress with the Heatman's stage tileset.Same with Wood Man's stage.
- The ROM hack Rockman Exhaust has an invisible boss gate inside the final boss room. Naturally, entering it causes the graphics to mess up and beating the boss in this state nets you a glitched non-ending.
- Castlevania series examples: Symphony of the Night, Aria of Sorrow and Dawn of Sorrow have their own Minus Areas outside of the Chaotic Realm:
- Symphony lets Alucard abuse his familiar spells to warp through walls into areas outside the normal castle map. As the game covers two different castles, the max percentage of map coverage should be 200%, but glitch abuse has managed to more than double this amount.
- Aria allowed Soma to use the Devil and Kali souls to clip through certain low-hanging platforms to reach areas of the castle out of bounds, which would cause him to warp repeatedly if he did it correctly, until the game "clips" him into a stable place.
- If you do this trick right, you could do this to clip into the Chaotic Realm and beat the game as soon as you get the "walk under water" soul.
- Fun Fact: Doing this correctly in a New Game+ with the map fully explored increases the map reveal to up to 100.3%.
- Dawn featured the Succubus glitch, which could also put dummy and glitched items into Soma's pockets, besides the out-of-bounds travelling it allowed.
- The staircase glitch in Castlevania III: Dracula's Curse's Clock Tower. A similar glitch can be performed in the Swamp area.
- Press "0" on the starting screen of Syobon Action, I dare you!
- It is wholly possible to beat the Syobon action in this mode, in two ways. You can either beat every randomized level like normal or successfully pick up the sword item that normally only appears in the castle without dying to get the ending credits to show up. Syobon Action 2, on the other hand, does not seem possible to beat without the sword in this mode.
- Indie platformer Eversion is the absolute epitome of this trope with TEN minus worlds. The normally accessible levels are worlds 1 through 8. World 9 is a black world where the enemies look like you and everything else except you is invisible. And then there are worlds 0 and -1, which are completely unplayable (The computer usually freezes if you try to load them) and consist of two different sets of glitched graphics. 0 has a black background and -1 has a purple background. Worlds -2 through -8 are versions of worlds 7 though 1 where everything is invisible except you and there are no enemies or gems.
- Super Mario 64 has the Black Room of Death, a small-but-nonetheless-too-large-to-exist-where-it-does room inside the front wall of the castle. It's actually the darkness behind the castle door, where the game transitions to the next area. Via a glitch, you can fall into the black space, and when you go through the door, you end up in the other black void behind the door inside the castle. From this side, you can actually glitch through the section of wall next to the door and end up back in the castle.
- The first part of the original Duke Nukem for DOS (again, not the 3D versions) had a glitchy area that you fell into if you were missing some file(s) containing the later level data.
- In the NES
game piece of unlicensed garbage Silent Assault, if you jump off the top of the screen in Level 2, you end up in Level 3.
- Older Than the NES: Mountain King for the Atari 2600 has a glitch world that can be accessed by a very precise jump at the top of the level. Toggling the console switches will mess things up even further.
- Super Meat Boy had these implemented in the game intentionally - you could get to a glitched screen and an extra level in each chapter, for seven in total, by rescuing Bandage Girl when she randomly had graphic glitches and weird beeping. Once you made it to each chapter's minus world, you could go back by moving to the left of each chapter's first level in the light world.
- It appears the Glitch Gremlin made a deal with the developers of the Mega Man Shoddy Knockoff Product Rocman X (aka Thunder Blaster Man), as some of the levels can get totally messed up (eg scrambled graphics and walking on Bottomless Pits) and nearly unplayable.
- Parodied in Stinkoman 20X6. "Level -0" (which the title character gets to by blowing a hole in the middle of a normally impassable wall) features a random assortment of enemies and platforms, many of which don't behave quite normally.
- In Bugdom, if you jumped against a wall at the right angle, you'd end up in a landscape similar to the one you'd just left, but totally empty of enemies and items. If you kept walking, the landscaping would eventually give way to a white void.
- In the DOS version of Prince of Persia, one can access one with the help of cheat codes.note The prince must die and be resurrected right next to a wall on the right side. A good place to try this on is the right edge of the 3rd level. Just climb up, go right until you see the wall and jump down, then press "R" to resurrect.
- The first three Commander Keen games have many of these. If you use the no clipping cheat in the world map, wander off the edge of the screen and continually hit the key for entering normal levels, you will sometimes enter a minus level. These include the levels shown on the title screen, which don't actually correspond to any actually in the game, and levels composed of random gibberish.
- Iji has two peculiar intentional examples, overlapping (slightly) with The Missingno.: First, if you use the Null Driver, a very well-hidden weapon, the game begins to glitch severely: you wind up with full stats, and various pieces of the scenery 'glitch up'. Repeated use will eventually 'glitch' the levels to a point where you can no longer progress through the game. If you use it against the final boss, however... he mentions that it will drive you insane... and you find yourself in a variant of Sector 1 with no enemies, no items beyond a devquote list, and no exit.
- Mega Pony intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's reality warping.
- The fan game Abducted Toad has the Glitch Data Area level as an intentional example that introduces an enemy called the Glitchler, which has the ability to transform into a different enemy every second or two.
- Kero Blaster contains yet another intentional example in the secret areas of Omake mode.
- In Citadel on the BBC Micro, the title screen is in fact one of the game's rooms. It's possible to reach this extra 'room' by putting a trampoline in the rightmost room and jumping into the room above.
- Portal: the final cutscene takes the camera through a system of pipes leading to a room with the cake and the Companion Cube. The level geometry for this is part of the final level, and it's possible, without noclipping, to reach this room AND return to the main level area with the cube, by way of a glitch where firing both portals at some surfaces would cause the second portal to bounce around to the other side of the wall, letting you glitch through the wall and out of the map. Along with the bizarre fact that all of the external walls of the map appear to conduct portals, this lets you reach the room and carry your beloved Companion Cube all the way as far as the grille just before the final boss.
- In fact, using similar methods to glitch an extra substitute cube from Test Chamber 16 into Test Chamber 17, you can use it in place of the Companion Cube and incinerate it instead. Furthermore, you can save the Companion Cube by using the same methods with the substitute cube and carry it with you throughout the whole game. No noclipping or console or sv_cheats needed. The demo video is right here.
- Portal: The Flash Version: using the console cheat "gotolevel X" where X is any number but 1-42 (here level 41 is cake and 42 is the credits), weird things happen. Level 0, marked with a "?" mark, is a level that is nothing but surfaces, with the wall in the background saying "zomg owned!", and any other level makes you go through the level in which you typed in the command over and over and over again.
- Tales of Maj'Eyal had a glitch with the farportal in Yiilkgur when it was first added, which transports you to a randomly generated dungeon; there would be an up-stairway on the first level, which would lead you to level 0. You could continue ascending into the negatives if you liked; enemies generated in these levels would be extremely weak. In an unrelated glitch in the same version, dying in certain areas and then resurrecting could cause the game to crash at best; the rest of the time it would corrupt the graphics and make the game Unwinnable by Mistake. This included one arena containing a Hopeless Boss Fight that must be fought to progress. Oops.
Shoot Em Ups
- Dot Hack GU has a glitch in one of Mac Anu's walls which allows Haseo to ride his Steam Bike through the wall and exploring the lake area around Mac Anu.
- In Red/Blue/Yellow, Glitch City is the Fan Nickname for any of several areas consisting of a jumbled assortment of tiles with highly glitchy behavior, where some very unusual wild Pokémon can be encountered. Getting to Glitch City requires using a save trick to walk out of Safari Zone (impossible in later generations) and traveling to another area (preferably the Cinnabar Island coast) before reaching the limit of 500 steps.
- The "Mystery Zone" is another example, which occurs when one walks into an inaccessible area through the "Tweaking Glitch" or cheating in Diamond/Pearl.
- Fallout 2 You can access the unimplemented Den area by pressing 3 when choosing your destination on the town map. You can whack Anna's double, get a Shovel from Smitty's evil twin's shack, and in case you're wondering, if you kill everyone here no one in the "real" Den will care. It's important to note that this does not occur on either the Restoration project or the Mega Mod, as they use the unused map for the Den residential area.
- Better (or worse?) yet, there is an unfinished interior area for the Hubologists' faulty spacecraft, missing textures and likewise accessible from the San Francisco town map.
- Fallout 3: Residents of Megaton would periodically disappear to an exterior cell that wasn't connected to the rest of the overland world, but could be reached through console codes. It was also possible to port into the in-game location where the opening cinematic was shot, proving that it was done purely in-engine; this was also disconnected from the rest of the city.
- Megaton also has an untextured alternate version of My Megaton House.
- Vault 87 has a "Requires Key" door for which the key is non-existent, but which can be opened with console codes in the PC version. This leads to the main entrance hall, and the characteristic gear-shaped entry door leads to a blank brown void. This is actually the door the Enclave enters through when they capture you; you can only guess how they got through the lethal radiation.
- Vault 92 also has an area inaccessible outside of hacking, consisting of a room blocked off by a jammed door containing some minor loot, and the tunnel from the Overseer's Office, but which can't be opened from that side either. You can also glitch into this area from the Overseer side, but if that happens in the console version your game will be rendered unwinnable.
- More unused locales in the game include Potomac Steamworks; a demo version of Vault 101 containing the missing 25th copy of Tales of a Junktown Jerky Vendornote ; and various template or "kit" cells, presumably used for testing or quickly duplicating commonly-used architectural elements.
- In Fallout: New Vegas, if you forgive Benny in the Presidential Suite of the Tops Casino, he escapes through a locked elevator behind his room. If you kill him before he escapes, a programming oversight causes the elevator to remain unlocked, allowing you to enter the sub-basement of the casino and an otherwise inaccessable area of Vault 21, which contains locked doors leading to nothingness, similar to Vault 87.
- In both games, the borders of the world map are defined by invisible walls, but there are a few gaps where you can get out into the endless outer wastes.
- New Vegas also has a Dummied Out alternate version of Freeside which has the Old Mormom Fort in the same map space, but no working exits in or out. Sometimes NPCs will end up here, which lets you access the area by console command.
- Similarly, after completing the quest "Volare!", the Nellis Hangar will be replaced with a new version of the cell containing the B-29, and sometimes Loyal will end up trapped in the old cell, causing Raul's companion quest to be inaccessible outside of console commands.
- There is no "death" in Ultima VII. Creatures were removed from the game field proper and replace with a corpse/container item. The "dead" creature was taken to an area known as the land of the dead. Legitimately, it was not possible to visit there, but hex hacking of the save game could temporarily take the Avatar there.
- There is also Alagnar's other house, which could be seen through his crystal ball when viewing his death at the hands of Elizabeth and Abraham. It is hidden in a mountain to the far southeast.
- Likewise, Ultima VII part two has numerous secret areas hidden under mountains, including cut scenes, another Land Of The Dead, and a copy of the starting area with a staircase to a mountaintop.
- On older computers (like, C64 old), Ultima IV came on four floppy disks which had to be swapped during gameplay to access different parts of the world. By placing the wrong disk in the drive, for example inserting the dungeon disk when the game called for the city disk, the PC would end up in a glitchy-but-navigable world devoid of foes but fairly laden with treasure chests.
- As mentioned on the Dummied Out page, the original Breath of Fire has several Minus World-type or unfinished areas that can be accessed with the Dr. Warp developers tool, obtained by hacking the ROM.
- The super loot bags in Wasteland (themselves a Good Bad Bug) can cause weird map errors. Exits may deposit you in the wrong area: for instance, leaving Fat Freddy's once led into Base Cochise. Another time, all the slot machines one at a time turned into cheap doctor's offices. There seems to be no pattern to these bugs and some leave the game unplayable. Mess around at your own risk.
- In The Elder Scrolls IV: Oblivion, there are some mountains separating Cyrodiil from Morrowind, but by riding a horse up the mountain near Hero Hill and following a 'path' of sorts, it is possible to reach the top and go down the other side. What awaits you on the other side? Not Morrowind (although mods can allow you to go from Oblivion to Morrowind), but a massive randomly generated landscape. What lies beyond the mountain will always be different for everybody. The map will eventually end and dropping off the edge of the map will take you to even more landscape to explore.
- Both Oblivion and Morrowind had Dummied Out "test" cells that can be accessed by using the command console in the PC version (accessed using the tilde or ~ key). For example, in Oblivion if you enter the command: coc"Hawkhaven" (with quotes), you get taken to a test "town" of sorts, with a vendor that has 65536 gold, among other odd things.
- If you have the Wizard's Tower DLC, you can access some of these test cells by exploiting a glitch: if you save a game while inside the Frostcrag Spire, uninstall the DLC and then load that save, you will find yourself in one of the three test areas depending on which room of the tower you were in.
- Skyrim got in on it too: "coc qasmoke". It's also possible to leave Whiterun without activating a cell transition by glitching through the city walls, with precisely the results you'd expect.
- The original Fable (i.e. before The Lost Chapters fixed it) had a glitch involving the shovel item that allowed you to reverse through walls and the like. Using the glitch to go off the edge of the map in certain areas (e.g. through the back of the tent in the trader camp before Oakvale) allowed access to incomplete map areas never utilised in-game. These areas actually look more like real landscape than the utilised game areas do due to the lack of artificial boundaries, but since they were never meant to be navigated, one has to get through them by very glitchy movement.
- Two Worlds 2 has an entire large island that's supposed to be inaccessible, but there is one spot in the cliffs and invisible walls where it's possible to slip through and explore the mostly barren landscape, including doing some Sequence Breaking in areas you're only supposed to travel to later in the game.
- Panzer Dragoon Saga has a few but one notable one is in the town of Zoah. Near Paet's machine there is a house with a Coolia in front of it. If the player walks onto the roof and into the wall they will fall below the town. Walking in most directions results in the usual leaving town option to appear but if the player walks towards the Holy District they can keep running for a long time and eventually encounter a random placing of floor textures.
- In Fallout 4, with some tricky Roof Hopping or a Jet Pack, you can get up onto the outer superstructure of Diamond City/Fenway Park, where there is a secret room with a "Welcome" mat at its entrance that houses a bed, a couple bags of fertilizer, a Power Armor workstation, and a mini-nuke. Further hopping from here leads you to the top of the Wall. Looking into the space where the interior would be reveals nothing but a dirt pit, though if you jump in, you end up in the real interior, much like with Goodneighbor. Strangely, there's a few loot containers up here, along with a skeleton holding a teddy bear next to a bottle of booze, and you can open and close the city gate.
- Maps used for cutscenes and some boss fights in the Kingdom Hearts series are often this when accessed with a room mod, often lacking solid surfaces where solid objects should be.
- Area 0 in Zanac, which has a featureless gray background, uses Area 12's music, loops indefinitely, and lacks any weapon powerups.
- R-Type: If you get killed just as your shot kills the first boss, when you respawn, the "stage clear" music will play and your ship will be on auto-pilot, causing you to be killed again. Then on your next life, although you're still in Stage 1, the game will switch to Stage 2's graphics!
- In the secret options menu of Cho Ren Sha 68k, setting the stage flag to '0' and then selecting "Continue" from the menu triggers "Stage 0"...but rather than the actual Stage 0 which is part of normal play, it's a completely empty stage that plays "Cookin' in the Hell" (the Final Boss theme) and scrolls endlessly. Since there's no "exit to main menu" option or anything, the only thing you can do is exit the game. However, if you use this stage flag with the Boss Rush flag set to on, you'll instead immediately go to the Stage 5 boss and the game will continue as normal.
- In one Let's Play video of London Underground Simulator (Circle Line), the player climbs into the wrong cab of his train, and sets off in the opposite direction from the one he's supposed to take. This sends the train down the Hammersmith and City Line, which isn't part of the simulation; the train grinds to a halt in the middle of a trackless desert.
Wide Open Sandbox
- Tony Hawk's Underground has the Slam City Jam level, where you can fall through a section of the crowd and go outside into a very underdeveloped beta area of the Vancouver level. This part was only meant to be background scenery, but nevertheless has a fully skateable ramp in it, and bizarrely has 2D cars moving across the road. You can go back in through the normal entrance, although you have to repeat the trick if you want to go out again. The reason for this is that the game designers originally wanted the two levels to be one large level, and started doing so, but the level space wasn't available to finish it. They blocked off the exits but forgot to do so for this one small area. It wasn't until Project 8, several games later, that they managed to make a free-roaming level like this.
- Grand Theft Auto III has the "Liberty City Underworld", a small area with buildings where the opening cinematic takes place.
- Accessible through the use of the "Dodo," a plane that, as the name implies, had its wings cut off after being confiscated from a drug-runner. It had just enough wing area left such that it could make short hops (the game's physics engine treated this as if it were a car going off a ramp in a really weird way) and a particularly skilled player might be able to successfully "fly" it to the Underworld.
- Grand Theft Auto: Vice City has a glitch where you could use a helicopter to fly under Diaz's mansion (easily done once you take over the mansion and collect enough hidden packages to unlock the helicopter there) and fly beneath the sea and land. Some Easter Eggs are more easy to find this way.
- There's also a glitch involving driving a golf cart into/inside the mall. If you can get it through the entrance, the mall turns into a weird Blue Negative World.
- Taking this a step further, there are some buildings where you can drive a golf cart in (thus bypassing the trigger that loads the building interior), get out, trigger the building load on foot, then get back in and then drive the golf cart back out. You end up in a version of Vice City where the collision still works, but the vast majority of the graphic and object data is missing, thus leading to the player driving around in an empty void.
- In Grand Theft Auto: San Andreas, there was a mission where you had to fly on a jet to Liberty City, which was really just a small area situated on the northwest corner of the map, so high up physically that there's normally no way to get there without the mission triggering it. However, there are several methods that one can use (either with glitching or by using a Game Shark) to get there. You can even walk around in parts of the area which you never use in the mission, but are there anyway for the cutscene - just be careful, because it was never intended for use beyond the one mission, and most of the street outside isn't actually there. Unless you have a jetpack with you, coupled with the unlimited height Game Shark code, you'll fall through and end up out in the middle of the ocean back in San Andreas.
- San Andreas also had a whole weird, trippy section of the game world reachable by using the jetpack in a particular store, or during a sneaking-related glitch in some indoor missions. Flying around this part of the world with the jetpack, one could find things such as corridors and doors floating in the void with people walking across them, various indoor spaces and some buildings. The game uses parts of this world for the indoor missions, but not everything is used, and what isn't is apparently left there with no purpose.
- In Red Dead Redemption, you can either end up inside a building (by disembarking a stagecoach parked right up against the building) or get under the map by crouch-walking into the space between a potted plant and a corner in the Mexican General's mansion. There's nothing to really SEE there, except the lack of internal textures, but it's enormously advantageous since the walls (and floor) is only solid from the outside. That means you can shoot from inside the map, but enemies can't shoot back... unless they bring dynamite, that is.
- The Far Lands of Minecraft, the result of going far, far away from the world's center. It would take 800+ hours of walking to reach them without cheating, and things get strange when you arrive. Word of God is that while it's possible to fix the strangeness of the Far Lands, Notch likes the idea of the world turning into an Eldritch Location at the extreme edges. It is mostly removed in version Beta 1.8, although there are still some strange glitches.
- Additionally, there is The Void. It is an area of complete nothingness that stretches on for infinity, and can be accessed by either going below the bottom boundaries of the maps. It is completely black and has a starry particle effect strewn throughout it. You can only reliably access it in creative mode, which allows you to destroy bedrock, or with a map editor's aid. You will take damage at 4 hearts per second, leading to a quick death and respawn. It's also possible to access this deadly area via a bug in the Survival multiplayer mode, in which stepping on glitched blocks will cause a player to fall in.
Non-Video Game Examples
Anime and Manga
- The second season of Yu-Gi-Oh! 5D's has a miniarc called "Minus World." Interestingly enough, the first episode of the four-episode arc had barely ended before the fandom was joking that it took place in Hyrule. Given that the series is a gaming anime with references elsewhere to Final Fantasy VI and Street Fighter (and other series in the same franchise providing huge Shout Outs to Illusion of Gaia, 1990s virtual-reality gaming that may further have been a nod to a Dummied Out Final Fantasy boss, and Dance Dance Revolution, among others), it would be interesting to know if the "Minus World" name is only a result of the time-changing staffs used in that dimension . . . or if it's another nod to the gamers in fandom.
- The original Net Slum in the .hack series is basically a huge, Root Town-sized minus world. The admins don't want to acknowledge it is there and basically want to keep it Dummied Out, but alas, our intrepid heroes manage to get there anyway. It became some sort of a hacker's as well as game enthusiast's haven since a lot of unused game sprites and data are there. However, during the events of Quarantine, the Net Slum became an alternate Omega Server Root Town after Morganna's corruption on The World R:1 made the original Root Town of Omega Server Lia Fail so unstable it wouldn't hold out. As such, the Net Slum is inhabited solely by TheMissingnos, usually known as Wandering AIs, some of which wanders outside and get themselves deleted by the Admins. In the non-canon .hack//XXXX, Net Slum becomes an official Root Town. The de facto "leader" of this place? The enigmatic Playful Hacker Helba.
- On the other hand, the Net Slum Tartarga in .hack//GU is less of a Minus World and more of an illegal server.
- Similar to the .hack Metaverse example above, Dennou Coil has Obsolete Space, a creepy a Dark World Ghost Town version of reality with floating 2D walls that extends beyond cyberspace.
- TRON. The heroes first escape the game grid into Minus World (and then the rest of mainframe memory) through a hole in the confining walls.
- They do it again in the sequel, TRON: Legacy, and the vehicle they use to navigate through that part of the system uses knobby tires, presumably to prevent clipping.
- In The Matrix Revolutions, the Train Man's domain appears to be one of these.
- In The Thirteenth Floor, these can be reached by ignoring a few random roadsigns.
- In Charlie and the Great Glass Elevator, Minus World is analogous to this trope for in-universe reality. It's the place you go if you take too much Wonka-Vite de-aging formula and end up before you were born (thereby neatly avoiding all the Squick-y implications of this you can't put in a kid's book, one presumes). It's a limbo-like place filled with bizarre Invisible Monsters, and can be accessed (somehow) by the eponymous elevator; just as well for Grandma Georgina who has met the aforementioned fate and requires rescuing.
- The The Firesign Theatre album The Pink Hotel Burns Down is about a video game player who goes off the map.
- The Super Mario Bros. glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series Super Mario Bros. Z by Alvin-Earthworm. The pipe to Minus World was discovered by literally going through a wall, albeit in a much less subtle (but still more plausible) manner. An antique stopwatch belonging to the grandfather of Professor Kolorado (from Paper Mario 64) inadvertently dissipated the "negativity," allowing those trapped in the Minus World to escape.
- SCP-1165 is officially called "Minus Level," and features a real life version of Pokemon's Glitch City. It's safe to travel into with no risk of getting lost beyond just losing your way. However, at some random point beyond 100km, there's a risk of getting sent into an infinite free-fall, with no ground to stop you, even after years of falling at terminal velocity, possibly used to match someone crashing in a video game Minus World. The four points where someone has "crashed" and was sent into free-fall were at 103km (manned helicopter), 113.4km (UAV, still transmitting with SCP Foundation via radio signals), 128km (one team of 4 D-class), and 201km (second team of 4 D-class).
- This concept was used in an episode of Danny Phantom where the main characters all played a game called "Doomed", the usual cartoon mix between a FPS and MMORPG (whose prize was apparently access to the Internet), which had 'Level Zero', a glitch area with "one way in, no way out". They trap Technus in there, though he later escapes when the game is deleted.
- Steven Universe: while navigating some test chambers in the temple, Steven encounters a boulder on a ramp designed to chase him forward - but the boulder is designed stop short of hitting him. He discovers this means he can push the rock all the way back to the hole it came out of, and through there to clip through the roof, where he can see some of the other chambers' props hanging from the ceiling that clip through it. While the chambers look realistic from the inside, from the outside it is clear they are constructs.