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*** Made somewhat-easier (inasmuch you do not have to cheat) through the "Tweaking Glitch"
* ''{{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 MegaMod, as they use the unused map for the Den residential area.

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*** Made somewhat-easier (inasmuch you do not have to cheat) through the "Tweaking Glitch"
Glitch".
* ''{{Fallout}} 2''You 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 MegaMod, as they use the unused map for the Den residential area.
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*** Except that it was intentionally programmed as a [[BreatherLevel reward]] for making it through the ridiculously NintendoHard game without using any warp zones, and after it is completed, the game continues to reveal the [[VeryDefinitelyFinalDungeon real final levels]], Worlds A through D.
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** There was also a glitch involving driving a golfcart into/inside the mall. IIRC, if you could get it through the entrance, the mall turned into a weird Blue Negative World.
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* ''SuperMeatBoy'' had these implemented in the game intentionally - you could get to a glitched screen and an extra level [[spoiler: 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.]]
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** Of these, only Hidden Palace Zone's data is widely known to be in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest (Track 10) but the level itself only accessible through Game Genie codes (ACLA-ATD4 along with level select, after which you have to hit A+Start to get the level select menu and select Death Egg to be sent there), and even then with severely glitched graphics, and a large possibility of falling through what is supposed to be the ground unless you use the debug code to keep from falling. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill.

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** Of these, only Hidden Palace Zone's data is widely known to be in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest (Track 10) but the level itself only accessible through Game Genie codes (ACLA-ATD4 along with level select, after which you have to hit A+Start to get the level select menu and select Death Egg or Emerald Hill to be sent there), and even then with severely glitched graphics, and a large possibility of falling through what is supposed to be the ground unless you use the debug code to keep from falling. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill.
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*** Wood Zone seems to have a few leftovers in the final, which can be accessed via [[http://www.sonicstadium.org/news/2002/07/new-game-genie-discovery-the-key-to-wood-zone/ Game Genie codes]]

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*** Wood Zone seems to have a few leftovers in the final, which can be accessed via [[http://www.sonicstadium.org/news/2002/07/new-game-genie-discovery-the-key-to-wood-zone/ Game Genie codes]]codes (the link here also includes the full code for Hidden Palace Zone)]]
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** Of these, only Hidden Palace Zone's data is in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest (Track 10) but the level itself only accessible through Game Genie codes (ACLA-ATD4 along with level select, after which you have to hit A+Start to get the level select menu and select Death Egg to be sent there), and even then with severely glitched graphics, and a large possibility of falling through what is supposed to be the ground unless you use the debug code to keep from falling. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill.

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** Of these, only Hidden Palace Zone's data is widely known to be in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest (Track 10) but the level itself only accessible through Game Genie codes (ACLA-ATD4 along with level select, after which you have to hit A+Start to get the level select menu and select Death Egg to be sent there), and even then with severely glitched graphics, and a large possibility of falling through what is supposed to be the ground unless you use the debug code to keep from falling. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill.



** Wood Zone has only a leftover pallete, which can be accessed via the Game Genie code

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** *** Wood Zone has only seems to have a leftover pallete, few leftovers in the final, which can be accessed via the [[http://www.sonicstadium.org/news/2002/07/new-game-genie-discovery-the-key-to-wood-zone/ Game Genie code codes]]

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** Of these, only Hidden Palace Zone's data is in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest but the latter only accessible through Game Genie codes, and even then with severely glitched graphics. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill

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** Of these, only Hidden Palace Zone's data is in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest (Track 10) but the latter level itself only accessible through Game Genie codes, codes (ACLA-ATD4 along with level select, after which you have to hit A+Start to get the level select menu and select Death Egg to be sent there), and even then with severely glitched graphics.graphics, and a large possibility of falling through what is supposed to be the ground unless you use the debug code to keep from falling. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust HillHill.


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** Wood Zone has only a leftover pallete, which can be accessed via the Game Genie code
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* 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.




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** Falling through the ground is very common.
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The negative-numbered games in Free Cell are clearly intentional; real Minus Worlds are not.


[[AC:Card Games]]
* [[EasterEgg Games -1 and -2]] in ''[=FreeCell=]''. (And for those interested: no, they [[{{Unwinnable}} can't be solved]].)
** Levels -3 and -4 in the Windows 7 version are instantly solvable, though!
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** The same thing can be done in ''[[HalfLife Half-Life]] 2''.

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** The same thing can be done in ''[[HalfLife Half-Life]] 2''.2'', and can be helpful for ragdoll posing in GarrysMod
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* In ''MegaMan 2'', it was possible to trick the boss door for Airman'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 first level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.

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* In ''MegaMan ''Game/MegaMan 2'', it was possible to trick the boss door for Airman'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 first level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.
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** ''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 air 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 [[DummiedOut left there with no purpose]].

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** ''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 air 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 [[DummiedOut left there with no purpose]].
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* In ''{{Unreal}}'' you can find each level's [[http://en.wikipedia.org/wiki/Skybox_(video_games) 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!

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* In the ''{{Unreal}}'' games you can find each level's [[http://en.wikipedia.org/wiki/Skybox_(video_games) 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!
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** 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.

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** 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.
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*In ''{{Borderlands}}'' it is possible to park vehicles very close to certain cliffs and the 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.
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* The [[http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds secret worlds]] from ''{{Metroid}}s'' 1 and 2, reachable by tricky jumping while trapped inside of a door.

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* The [[http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds secret worlds]] from ''{{Metroid}}s'' 1 Both [[http://www.youtube.com/watch?v=IMEnsIhtpsY&feature=related the original]] ''{{Metroid}}'' and 2, reachable by tricky jumping while trapped inside of a door.[[http://www.youtube.com/watch?v=UxBWsaxV5cs its sequel]] for the GameBoy have these, generally called "secret worlds". In the NES {{Metroid}}, this is also abused for {{Speed Run}}s.
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* [[http://www.neoseeker.com/resourcelink.html?rlid=143261 The Underworld]] from ''TheLegendOfZelda: [[Link's Awakening LinksAwakening]]''.

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* [[http://www.neoseeker.com/resourcelink.html?rlid=143261 The Underworld]] from ''TheLegendOfZelda: [[Link's Awakening LinksAwakening]]''.[[LinksAwakening Link's Awakening]]''.
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\n* In the old driving game ''Vette!'', you could sometimes glitch through the walls and drive outside the game world, although an InvisibleWall beyond that prevents you from going into infinity like ''BigRigsOverTheRoadRacing''.

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* ''{{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.

to:

* ''{{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 MegaMod, as they use the unused map for the Den residential area.
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None


* ''{{Fallout}} 2''A prototype of The Den can be accessed by pressing "D"(confirmation required, it's been many years) while entering the main location. It has a few of the same quests as the real den, including the ghost Anna and the various bars, but the town is disorganized and the NPC's are unresponsive.

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* ''{{Fallout}} 2''A prototype of The 2''You can access the unimplemented Den can be accessed area by pressing "D"(confirmation required, it's been many years) while entering the main location. It has a few of the same quests as the real den, including the ghost Anna and the various bars, but 3 when choosing your destination on the town is disorganized 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 NPC's are unresponsive."real" Den will care.
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*''{{Fallout}} 2''A prototype of The Den can be accessed by pressing "D"(confirmation required, it's been many years) while entering the main location. It has a few of the same quests as the real den, including the ghost Anna and the various bars, but the town is disorganized and the NPC's are unresponsive.

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* There is no "death" in ''UltimaVII''. 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.

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* There is no "death" in ''UltimaVII''. 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. Or simply use the teleportation or noclip cheat.


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** Likewise, UltimaVII 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.
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** ''Zelda 2: TheAdventureOfLink'' had a sort of minus world. There was a glitch where in some palaces, you could 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 caused you to appear on the map where Parapa Palace was.

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!!Examples:

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!!Examples:
!!Video Game Examples:



* The original [[http://www.themushroomkingdom.net/smb_bugs.shtml minus world]] from ''SuperMarioBros.'' is the TropeNamer. The player can reach it by entering a pipe in the first WarpZone after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the WaterLevel 2-2 repeating over and over.
** There are also [[http://www.trsrockin.com/smb_glitches.html 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with [[http://www.youtube.com/watch?v=xB2i-QOsBpw 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.
*** Many fans were disappointed when the Minus World was not referenced in the SuperSmashBros Brawl stage based on world 1-2.
** This glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''SuperMarioBrosZ'' by Alvin-Earthworm. The pipe to this 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.
** ''SMB 3'''s rom also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a TheMissingno enemy. There's also World 0, which is complete garbage.
** ''Super Mario World'' had 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'' also qualifies somewhat, with its mismatched tile sets, etc.
* The [[http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds secret worlds]] from ''{{Metroid}}s'' 1 and 2, reachable by tricky jumping while trapped inside of a door.
* [[http://www.trsrockin.com/glitchcity.html Glitch City]] from ''{{Pokemon}} Red/Blue/Yellow''.
** Also "Mystery Zone" when you walk into an inaccessible area through cheating in Diamond/Pearl.
*** Made somewhat-easier (inasmuch you do not have to cheat) through the "Tweaking Glitch"
* [[http://www.neoseeker.com/resourcelink.html?rlid=143261 The Underworld]] from ''TheLegendOfZelda: Link's Awakening''.
** A similar area beneath all the dungeons is also found in ''Link to the Past''.

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* The original [[http://www.themushroomkingdom.net/smb_bugs.shtml minus world]] from ''SuperMarioBros.'' is the TropeNamer. The player can reach it by entering a pipe in the first WarpZone after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the WaterLevel 2-2 repeating over and over.
** There are also [[http://www.trsrockin.com/smb_glitches.html 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with [[http://www.youtube.com/watch?v=xB2i-QOsBpw 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.
*** Many fans were disappointed when the Minus World was not referenced in the SuperSmashBros Brawl stage based on world 1-2.
** This glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''SuperMarioBrosZ'' by Alvin-Earthworm. The pipe to this 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.
** ''SMB 3'''s rom also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a TheMissingno enemy. There's also World 0, which is complete garbage.
** ''Super Mario World'' had 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'' also qualifies somewhat, with its mismatched tile sets, etc.
* The [[http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds secret worlds]] from ''{{Metroid}}s'' 1 and 2, reachable by tricky jumping while trapped inside of a door.
* [[http://www.trsrockin.com/glitchcity.html Glitch City]] from ''{{Pokemon}} Red/Blue/Yellow''.
** Also "Mystery Zone" when you walk into an inaccessible area through cheating in Diamond/Pearl.
*** Made somewhat-easier (inasmuch you do not have to cheat) through the "Tweaking Glitch"
[[AC:Action-Adventure Games]]
* [[http://www.neoseeker.com/resourcelink.html?rlid=143261 The Underworld]] from ''TheLegendOfZelda: Link's Awakening''.
[[Link's Awakening LinksAwakening]]''.
** A similar area beneath all the dungeons is also found in ''Link to the Past''.''LinkToThePast''.



* ''{{Syndicate}} Wars'' had a few unrelated missions left on the disc from [[DummiedOut aborted plans]] for an Unguided campaign, if you knew how to access them.

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* ''{{Syndicate}} Wars'' had a few unrelated missions left on Lampshaded in the disc from [[DummiedOut aborted plans]] for original ''[=~ToeJam & Earl~=]'', where a Level 0 was intentionally put into the game, and can only be accessed by riding rocket shoes (or an Unguided campaign, if inner tube or Icarus Wings) to the bottom-left corner of Level 1. You then fall through and reach a small island with a hot tub and a lemonade stand. The hot tub refills your health while the lemonade stand gives you knew how an extra life but can only be used once. After you're done, falling off the edge drops you back to access them.the highest level you've reached.

[[AC:Action Games]]
* ''TheGuardianLegend'' also has a vast MinusWorld you can explore at your leisure but it doesn't seem to be nearly as well-known as the other examples above.

[[AC:Adventure Games]]



* ''SonicTheHedgehog 2'' infamously had four such levels: Wood Zone, Genocide City Zone, Dust Hill Zone, and Hidden Palace Zone (yes, you read that right). Game Genie codes would get you into a very glitchy version of each of them, but gamers have kindly taken the time and effort to pick apart the game for the graphics needed to reconstruct the levels in full.
** Of these, only Hidden Palace Zone's data is in Sonic The Hedgehog 2's final release, the music accessible via the SoundTest but the latter only accessible through Game Genie codes, and even then with severely glitched graphics. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill
*** [[http://info.sonicretro.org/Genocide_City_Zone Genocide City]] was supposed to be called Cyber City, and would have been a single act. Its map was repurposed for Metropolis Zone Act 3.
*** Death Egg was originally going to be two acts, as evident by the empty second act in the beta.
*** And let's not forget the many [[WildMassGuessing Wild Mass Guessings]] that the beta sparked on forums dedicated to prototypes and hacking of Sonic games.
* ''GrandTheftAuto [[GrandTheftAutoIII 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.
* ''GrandTheftAutoViceCity'' 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 Egg}}s are more easy to find this way.
* In ''GrandTheftAutoSanAndreas'', 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 air 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 [[DummiedOut left there with no purpose]].
* Lampshaded in the original ''[=~ToeJam & Earl~=]'', where a Level 0 was intentionally put into the game, and can only be accessed by riding rocket shoes (or an inner tube or Icarus Wings) to the bottom-left corner of Level 1. You then fall through and reach a small island with a hot tub and a lemonade stand. The hot tub refills your health while the lemonade stand gives you an extra life but can only be used once. After you're done, falling off the edge drops you back to the highest level you've reached.
* ''TheGuardianLegend'' also has a vast MinusWorld you can explore at your leisure but it doesn't seem to be nearly as well-known as the other examples above.
* The Arachnos Lab maps in ''CityOfVillains'' 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.
* In ''MegaMan 2'', it was possible to trick the boss door for Airman'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 first level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.
* ''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.
* ''WorldOfWarcraft'' 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 Airport (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 latest expansion, Cataclysm, plans on making some of these areas accessible. Namely Hyjal, the Dancing Troll Village, and the Ironforge Airport.
** 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 minusworld (For the alliance this is westfall's deadmines graveyard).

to:

* ''SonicTheHedgehog 2'' infamously had four such levels: Wood Zone, Genocide City Zone, Dust Hill Zone, There are many interesting experiences and Hidden Palace Zone (yes, you read that right). Game Genie codes would get you into a very glitchy version of each of them, but gamers have kindly taken the time and effort to pick apart the game for the graphics needed to reconstruct the levels in full.
** Of these, only Hidden Palace Zone's data is in Sonic The Hedgehog 2's final release, the music accessible via the SoundTest but the latter only accessible through Game Genie codes, and even then with severely glitched graphics. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill
*** [[http://info.sonicretro.org/Genocide_City_Zone Genocide City]] was supposed
fights to be called Cyber City, and would have been a single act. Its map was repurposed for Metropolis Zone Act 3.
*** Death Egg was originally going to be two acts, as evident by the empty second act in the beta.
*** And let's not forget the many [[WildMassGuessing Wild Mass Guessings]] that the beta sparked on forums dedicated to prototypes and hacking of Sonic games.
* ''GrandTheftAuto [[GrandTheftAutoIII 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.
* ''GrandTheftAutoViceCity'' 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 Egg}}s are more easy to find this way.
* In ''GrandTheftAutoSanAndreas'', 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
can 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 walls 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 Dimension of Death in the middle ''[[KingsQuestMaskOfEternity King's Quest: Mask 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 air 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 [[DummiedOut left there with no purpose]].
* Lampshaded in the original ''[=~ToeJam & Earl~=]'', where a Level 0 was intentionally put into the game, and
Eternity]]''. You can only be accessed by riding rocket shoes (or an inner tube or Icarus Wings) to the bottom-left corner of Level 1. You then fall through and reach a small island with a hot tub and a lemonade stand. The hot tub refills your health while the lemonade stand gives you an extra life but can only be used once. After you're done, falling off the edge drops you back to the highest level you've reached.
* ''TheGuardianLegend'' also has a vast MinusWorld you can explore at your leisure but it doesn't seem to be nearly as well-known as the other examples above.
* The Arachnos Lab maps in ''CityOfVillains'' 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.
* In ''MegaMan 2'', it was possible to trick the boss door for Airman'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 first level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.
* ''Trespasser'' had a debug level accessible by a cheat. It contained a bunch of items, one enemy and
go all the weapons in the game. The in-game levels also had several blocked-off areas which contained extensive scenery, including the basics sorts of an entire extra level; the game had been rushed to completion, and the extra level had been scrapped before completion.
* ''WorldOfWarcraft'' 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
otherwise inaccessible though. Examples include a village of dancing trolls (near Darkshore, if memory serves), Mount Hyjal, the Ironforge Airport (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 places in 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 other worlds too using exploits or wall climbing.)
** The latest expansion, Cataclysm, plans on making some of these areas accessible. Namely Hyjal, the Dancing Troll Village, and the Ironforge Airport.
** 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
cheats 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 minusworld (For the alliance this is westfall's deadmines graveyard).teleport.

[[AC:Card Games]]




[[AC:Driving Games]]
* The city of Newcastle in ''{{Driver}}'', which is shown during the credits and can only be accessed in-game by hacking. It is also the hometown of Reflections.
* The "underworld" in ''SanFranciscoRush'' and its sequels, which you can fall into by glitching off the track.
* The void outside the track in ''BigRigsOverTheRoadRacing''.
** That is, assuming that the [[ObviousBeta entire game]] doesn't qualify.

[[AC:Fighting Games]]
* In the Netherrealm area of ''MortalKombat: 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.

[[AC:First-Person Shooter]]
* ''{{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.



* ''{{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.
** ''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.
** ''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.
* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]'', I dare you!
* 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.
* ''SuperMario 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.
* ''{{Fallout}} 3'': Residents of Megaton could 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.
* In the Netherrealm area of ''MortalKombat: 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.
* ''{{Portal}}: the flash version'': using the console cheat "gotolevelX" where X is any number but 1-40, you get to a level that is nothing but surfaces, with the wall in the background saying "zomg owned!"
* The MMO AsheronsCall takes place on an island surrounded by [[InvisibleWall 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.
* 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 [[spoiler:when viewing his death at the hands of Elizabeth and Abraham]]. It is hidden in a mountain to the far southeast.
* The first part of the original ''DukeNukem'' 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.
* There are many interesting experiences and fights to be had if you 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 ''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.

to:

* ''{{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.
** ''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.
** ''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.
* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]'', I dare you!
* 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.
* ''SuperMario 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.
* ''{{Fallout}} 3'': Residents of Megaton could 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.
* In the Netherrealm area of ''MortalKombat: 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.
* ''{{Portal}}: the flash version'': using the console cheat "gotolevelX" where X is any number but 1-40, you get to a level that is nothing but surfaces, with the wall in the background saying "zomg owned!"
* The MMO AsheronsCall takes place on an island surrounded by [[InvisibleWall 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.
* 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 [[spoiler:when viewing his death at the hands of Elizabeth and Abraham]]. It is hidden in a mountain to the far southeast.
* The first part of the original ''DukeNukem'' 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.
* There are many interesting experiences and fights to be had if you 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 ''Turok:
''{{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.



* In the first ''Avatar:TheLastAirBender'' game, you can fall into one of these in Omashu.
* FinalFantasyVII has a testing room that can be accessed with a code. It has the ability to put Aerith into places she cannot normally reach, further fueling the UrbanLegendOfZelda
* In ''Action52'', if you fall down a hole in ''Cheetahmen'', you end up in Level 9, which is a room with a 1-up. If you exit the room, you go to Level 10, which is garbled and you fall to your death.

to:

* In 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 first ''Avatar:TheLastAirBender'' game, Control Room, Outskirts, and Metropolis (where you can fall find a giant soccer ball, etc). On AotCR, you can also glitch your way into one of these in Omashu.
the pulse generator rooms from Two Betrayals, however, the only way out is suicide.

* FinalFantasyVII ''DeusEx'': Invisible War has an out-of-world example in Kairo. When searching for the hellfire boltthrower, the player has to reach a testing room that roof and then go in to find the item. If the player now instead goes further, there comes a point where the player can be accessed with a code. It has stand on top of the ability to put Aerith highest roof, look into places she cannot normally reach, further fueling a purple void and see all the UrbanLegendOfZelda
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.

[[AC:Miscellaneous Games]]
* In ''Action52'', ''{{Action 52}}'', if you fall down a hole in ''Cheetahmen'', you end up in Level 9, which is a room with a 1-up. If you exit the room, you go to Level 10, which is garbled and you fall to your death.




[[AC:MMORPGs]]
* The Arachnos Lab maps in ''CityOfVillains'' 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.
* ''WorldOfWarcraft'' 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 Airport (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 latest expansion, Cataclysm, plans on making some of these areas accessible. Namely Hyjal, the Dancing Troll Village, and the Ironforge Airport.
** 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 minusworld (For the alliance this is westfall's deadmines graveyard).
* The MMO ''AsheronsCall'' takes place on an island surrounded by [[InvisibleWall 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.

[[AC:Platformers]]
* The original [[http://www.themushroomkingdom.net/smb_bugs.shtml minus world]] from ''Game/SuperMarioBros.'' is the TropeNamer. The player can reach it by entering a pipe in the first WarpZone after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the WaterLevel 2-2 repeating over and over.
** There are also [[http://www.trsrockin.com/smb_glitches.html 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with [[http://www.youtube.com/watch?v=xB2i-QOsBpw 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.
*** Many fans were disappointed when the Minus World was not referenced in the SuperSmashBros Brawl stage based on world 1-2.
** This glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''SuperMarioBrosZ'' by Alvin-Earthworm. The pipe to this 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.
** ''SMB 3'''s rom also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a TheMissingno enemy. There's also World 0, which is complete garbage.
** ''Super Mario World'' had 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'' also qualifies somewhat, with its mismatched tile sets, etc.
* The [[http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds secret worlds]] from ''{{Metroid}}s'' 1 and 2, reachable by tricky jumping while trapped inside of a door.
* ''{{Sonic The Hedgehog 2}}'' infamously had four such levels: Wood Zone, Genocide City Zone, Dust Hill Zone, and Hidden Palace Zone (yes, you read that right). Game Genie codes would get you into a very glitchy version of each of them, but gamers have kindly taken the time and effort to pick apart the game for the graphics needed to reconstruct the levels in full.
** Of these, only Hidden Palace Zone's data is in ''Sonic The Hedgehog 2'''s final release, the music accessible via the SoundTest but the latter only accessible through Game Genie codes, and even then with severely glitched graphics. The beta version contained a more complete, if still largely unfinished, Hidden Palace Zone, as well as an even less finished Wood Zone. Trying to access Dust Hill Zone sends the player to the final's Mystic Cave Zone (although with a slightly different layout), while accessing either act of Genocide City causes the player to fall to his death, as the level is blank and created as a placeholder for future levels. Barring the names and a few pieces of concept art, there is nothing in any version of the game as for Genocide City or Dust Hill
*** [[http://info.sonicretro.org/Genocide_City_Zone Genocide City]] was supposed to be called Cyber City, and would have been a single act. Its map was repurposed for Metropolis Zone Act 3.
*** Death Egg was originally going to be two acts, as evident by the empty second act in the beta.
*** And let's not forget the many [[WildMassGuessing Wild Mass Guessings]] that the beta sparked on forums dedicated to prototypes and hacking of Sonic games.
* In ''MegaMan 2'', it was possible to trick the boss door for Airman'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 first level of Wily's fortress, using the Airman stage tileset! The boss doesn't load.
* ''{{Castlevania}}'' series examples: ''[[CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', ''[[CastlevaniaAriaOfSorrow Aria of Sorrow]]'' and ''[[CastlevaniaDawnOfSorrow 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.
** ''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.
** ''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.
* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]'', I dare you!
* 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.
* The first part of the original ''DukeNukem'' 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.



* There are many weird normally-inaccessable 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 AotCR, you can also glitch your way into one of the pulse generator rooms from Two Betrayals, however, the only way out is suicide.
* The city of Newcastle in ''{{Driver}}'', which is shown during the credits and can only be accessed in-game by hacking. It is also the hometown of Reflections.
* The "underworld" in ''SanFranciscoRush'' and its sequels, which you can fall into by glitching off the track.
* The void outside the track in ''BigRigsOverTheRoadRacing''.
** That is, assuming that the [[ObviousBeta entire game]] doesn't qualify.
* In-universe example: The original Net Slum in the [[DotHack .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 DummiedOut, 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 [[spoiler: 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 {{TheMissingno}}s, 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 PlayfulHacker Helba.
** On the other hand, the Net Slum Tartarga in .hack//GU is less of a Minus World and more of an illegal server.
* "Out of this Dimension" from ''StarFox'', a possible TakeThat or parody of the original SMB minus world. After defeating the boss and the credits roll, you get a mis-arranged "The End" text. You can shoot the letters to rearrange them, but they keep resetting themselves [[KobayashiMario ad infinitum]].
* 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 afer 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 necesarry.




[[AC:Puzzle Games]]
* ''{{Portal}}: the flash version'': using the console cheat "gotolevelX" where X is any number but 1-40, you get to a level that is nothing but surfaces, with the wall in the background saying "zomg owned!"

[[AC:Real-Time Strategy]]
* ''{{Syndicate}} Wars'' had a few unrelated missions left on the disc from [[DummiedOut aborted plans]] for an Unguided campaign, if you knew how to access them.

[[AC:Role-Playing Games]]
* [[http://www.trsrockin.com/glitchcity.html Glitch City]] from ''{{Pokemon}} Red/Blue/Yellow''.
** Also "Mystery Zone" when you walk into an inaccessible area through cheating in Diamond/Pearl.
*** Made somewhat-easier (inasmuch you do not have to cheat) through the "Tweaking Glitch"
* ''{{Fallout}} 3'': Residents of Megaton could 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.
* There is no "death" in ''UltimaVII''. 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 [[spoiler:when viewing his death at the hands of Elizabeth and Abraham]]. It is hidden in a mountain to the far southeast.
* In the first ''AvatarTheLastAirBender'' game, you can fall into one of these in Omashu.
* ''FinalFantasyVII'' has a testing room that can be accessed with a code. It has the ability to put Aerith into places she cannot normally reach, further fueling the UrbanLegendOfZelda




[[AC:Shoot Em Ups]]
* "Out of this Dimension" from ''StarFox'', a possible TakeThat or parody of the original SMB minus world. After defeating the boss and the credits roll, you get a mis-arranged "The End" text. You can shoot the letters to rearrange them, but they keep resetting themselves [[KobayashiMario ad infinitum]].




[[AC:Wide Open Sandbox]]
* ''GrandTheftAuto [[GrandTheftAutoIII 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.
* ''GrandTheftAutoViceCity'' 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 Egg}}s are more easy to find this way.
* In ''GrandTheftAutoSanAndreas'', 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 air 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 [[DummiedOut left there with no purpose]].




!!Non-Video Game Examples




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* In-universe example: The original Net Slum in the [[DotHack .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 DummiedOut, 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 [[spoiler: 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 {{TheMissingno}}s, 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 PlayfulHacker Helba.
** On the other hand, the Net Slum Tartarga in ''.hack//GU'' is less of a Minus World and more of an illegal server.






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* In ''TheMatrix'' films, the Trainman's domain appears to be one of these.
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* ''Syndicate Wars'' had a few unrelated missions left on the disc from [[DummiedOut aborted plans]] for an Unguided campaign, if you knew how to access them.

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* ''Syndicate ''{{Syndicate}} Wars'' had a few unrelated missions left on the disc from [[DummiedOut aborted plans]] for an Unguided campaign, if you knew how to access them.
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* In ''RedDeadRedemption'', 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.
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** ''SMB 3'''s rom also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a TheMissingno enemy.

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** ''SMB 3'''s rom also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a TheMissingno enemy. There's also World 0, which is complete garbage.

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* Indie platformer ''{{Eversion}}'' has a minus world, which consists of the same world with glitched graphics.
** Actually, 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.

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* Indie platformer ''{{Eversion}}'' has a minus world, which consists of the same world with glitched graphics.
** Actually, 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 of worlds 7 though 1 where everything is invisible except you and there are no enemies or gems.

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