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Minus World

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Level -0.1: NEGATORY!

"Quite a sight, isn't it? Stretching skyward, in all its glory... like a monument to chaos itself."
Soren talking about the Far Lands, Minecraft: Story Mode

The Eldritch Location of Video Games. Levels and even entire worlds made of glitches.

Sometimes the best level is one the designers never made. Minus Worlds are areas of the game a player can reach only by glitching or hacking. 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, which is triggered under similar circumstances. Often the result of an Overflow Error. If a sprite appears in the game that was made out of similar 'junk data', see Glitch Entity. If a Minus World is used for Sequence Breaking, see Not the Intended Use. Not related to the YouTube channel of the same name or the webcomic minus.

Video Game Examples:

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    Action/Adventure Games 
  • 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 Legend of Zelda:
    • The Kennel World from The Legend of Zelda: Link's Awakening is entered by squeezing into the top right corner of a kennel in the town map. It's made from glitched-out copies of dungeon rooms pasted together, and it changes depending on the number of monsters you killed before entering.
    • 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.
    • Shared between The Wind Waker, Twilight Princess and Skyward Sword (as they share a similar engine) is a glitch dubbed "Back in Time", which allows Link to explore the map featured on each game's respective title screen by resetting the game at a specific moment during a death animation or game over screen.
    • The Legend of Zelda: Breath of the Wild also has a glitch world that can be accessed by using a glitch to blow Link out of bounds within the Master Trials DLC.
    • Only half of the overworld of the original The Legend of Zelda is accessible. The lower half is Dummied Out but can be accessed through cheating. The developers used it for testing the game and never intended for it to be accessed.
  • Occurs in-universe in Lenna's Inception, as video game glitches are an important part of the setting. Using the axe to cut down small trees will occasionally lead to hidden rooms "between" spaces on the map. Also, the Missinglasses allow you to wrap around the screen, occasionally being able to find areas outside of the established rooms in dungeons.

    Action Games 
  • 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.
  • The Matrix: Path of Neo has an in-universe example. One of the levels takes place on a train in a glitchy area of the matrix, with only partially rendered characters/walls, messed up gravity, and doors that spit you into different locations.
  • 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.

    Adventure Games 
  • 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".

    Driving Games 
  • 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.
  • 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 that 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.
  • Midnight Club II featured Los Angeles, Paris and Tokyo. All three cities have their own out of bounds areas, most commonly inside buildings but also outside the boundaries of the Gateless Ghetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the various improvised ramps scattered throughout the cities using an extremely fast car like the SLF450X to massively overshoot the intended landing spot. These twilight zones typically have invisible floor with glitchy reflections of ambient lights, some crude unfinished architecture, and collision meshes that don't match visible geometry, such as invisible walls and non-solid surfaces. The invisible (and sometimes even visible) floor in these areas can be unpredictably non-solid as well, causing the car to fall into the featureless void below the city. After a couple seconds, the car respawns at the last cleared checkpoint (or, in Cruise Mode, in the default starting area), still with the same level of accumulated damage but with all Nitrous slots miraculously replenished.
    • The easiest to access void outside the city map is located in Paris. Use a car that can reach 250 MPH / 402 KMH such as Lusso XT or Tokyo Cop, follow the low two-lane road around the river counter-clockwise, and jump at full speed from the terminal ramp that brings you up to regular street level in the south-east corner of the map. If you steer right, away from the river and past both of the trees ahead, the car will narrowly clear the low wall next to the bridge, fall through the non-solid water surface inside what is supposed to be a brick building, and into the void below.
  • 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 "underworld" in San Francisco Rush and its sequels, which you can fall into by glitching off the track.
  • 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.

    Fighting Games 
  • In Guilty Gear: The Missing Link, none of the bosses are playable in Normal Mode. If you use cheats to select them anyway, it technically works, but their win quotes are placeholders, and they simply fight Potemkin over and over again until the game locks up trying to find cutscenes for them.
  • 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.

    First-Person Shooter 
  • 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 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.
  • 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.
  • 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 similarly 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.
  • Doom:
    • Some of the largest levels have enormous rooms filled with hundreds of monsters to teleport around. Occasionally the architecture 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.
    • Noclipping out of the map will cause the Hall of Mirrors effect where everything repeats.
  • 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.
  • There was a bizarre room in Jedi Knight which was accessed by flying through the rafters in Morgan Katarn's house.
  • 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.
  • In PlanetSide 2, its possible to glitch through 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.
  • 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.
  • 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.
  • 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!.
  • 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.
  • 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. This 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.

    Miscellaneous Games 
  • As a consequence of being 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 glitch entities, 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.
  • In Bomberman for NES, there are several glitch levels caused by a faulty password system. Normally the game is supposed to end at the 50th level, but using the password system, Stages 51 to 255 can be accessed. The glitch levels usually have few soft blocks, with the ones containing the exit or a power-up being displayed as a frame of the soft blocks' destruction animation; power-ups are depicted as being other sprites with incorrect palettes. Stages 51, 76, 77, 96-103, 128, 179, 204, 205, and 224-231 are considered unplayable and stages 120 through 129 have a scrambled title card. Additionally, there are three stages that lie outside of the normal range of 255 that can also be accessed with passwords.
  • DanceDanceRevolution 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.
  • 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.
  • One of the earliest examples is the original arcade version of Pac-Man where the 256th screen is a Kill Screen with the entire right half of the screen glitched thanks to an overflow error in the counter that draws the bonus fruit on the screen.
  • Even Nintendo's first console, the Color TV Game 6 which is just a Pong Console, managed to have one of these. It comes with 6 variations of Pong, which were the same basic game but with added obstacles or additional paddles, but there was a "hidden" seventh variation reached by putting the game selector switch between two settings: the result is an oddly colored variation of Pong that, while not much different than the other games, is fully playable with no glitches.
  • 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.
  • 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 the Japanese Famicom version of Thunder & Lightning, the game proceeds to load glitched levels after all 30 levels have been beaten. The American NES version just shows the game over screen instead.
  • An Apple IIgs port of the TRON lightcycle game allowed the AI character to escape into unprotected memory — which it continued to interpret as map data, with disastrous consequences.
  • 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.
  • In Zapper, pausing the game during the transition at the end of most levels moves the normally fixed camera far away from Zapper. The view is also from the side rather than top-down or diagonal. This generally places it well outside the playable area and can lead to some... very interesting views of the level geometry and the void outside it. It's nothing you can actually go to during gameplay, though. Doing so on Atomspheric, for instance, reveals that the energy pillars that serve as obstacles at the halfway point extend below the floor.

  • 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.
  • 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 NPC foes would often 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.
    • Characters with the Teleport power used to be able to access out-of-bounds areas by exploiting the "cam_dist" command. Normally used to manually set a distance between the game camera and the character, giving it a negative value would put the camera in front of the character. It would also ignore any walls or other barriers (normally the camera would automatically move in front of obstacles between it and the character). This would allow players to essentially see through walls and, if they had teleport, to teleport out-of-bounds. This could be used to skip through entire maps (as they could just teleport to the end-room through the void, even on multi-level maps because all levels were in the same instanced zone) and it could allow for teleporting into store interiors (which were located beneath the main city maps). The devs eventually patched the exploit out.
  • In Guild Wars, mainly in the first campaign, there are areas of the map which can be accessed due to 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.
  • RuneScape's 15th anniversary quest has the player visit a fake minus world which includes things like a pub where characters from all over the game go when they are "off the clock" which appears to be infinitely long, and a fake developer's area for fake future content.
  • 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 (Sentinel Hill for Alliance, Crossroads for Horde).
      • 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 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.
  • 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.
  • 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 Plus 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.
  • 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.
  • 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.
  • 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.
  • Indie platformer Eversion has a whopping 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.
  • Grey Area (2023) has an intentional example. Using Hailey's ghost attack against the Goddess of Ichor will destroy her orb, which was anchoring all of reality together. This takes you to the secret final level, which is composed of jumbled, glitched graphics and where Hailey must recover all of the orb fragments to repair the universe.
  • Iji has two peculiar intentional examples, overlapping (slightly) with Glitch Entity: 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.
  • Jak and Daxter has two, albeit these are not junk data, but modeled locations you're not supposed to access outside the cutscenes:
    • In Jak II: Renegade, if you open the disc tray during the introductory cutscene when it still takes place in Sandover Village, then close it and choose the option of restarting mission, you'll get to control Jak in the actual Sandover Village. The surrounding locations such as Sentinel Beach aren't modeled and you'll fall down through the ground for your trouble if you wander too far, but the village itself can be explored. Some huts also contain KG boxes (at the exact positions where Locked Boxes were in Jak and Daxter: The Precursor Legacy) spawning Epileptic Trees that the location was supposed to be playable.
    • In Jak 3, the location where Damas is killed and you get access to grind-rails to the catacombs is permanently sealed off once you complete related missions. By exploiting Infinite-Light-Flight glitch, you can get over the barricade and explore said location to your leisure, though there is nothing really interesting in there.
  • Kero Blaster contains yet another intentional example in the secret areas of Omake mode.
  • In Mega Man 2, it was possible to trick the boss door 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 corresponding level of Wily's fortress, using the current stage's tileset! The boss doesn't load.
    • 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.
  • In Mega Man X, at the beginning of Flame Mammoth's stage, it's possible to climb up the vents and walk on top of the ceiling. Going right onwards from there leads the player into a glitched version of the second area, with an improper background palette and the lower half of the chamber becoming a Bottomless Pit due to the camera scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.
  • Mega Pony intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's reality warping.
  • Metroid:
    • In the original Metroid, its Game Boy sequel, and the Metroid Prime Trilogy games, they are generally called "secret worlds".
    • In the NES Metroid, the secret worlds could be 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.
    • Metroid II: Return of Samus: The Secret Worlds can be accessed by spamming the select button but moving up and down or left and right quickly, despawning tiles and allowing Samus to sneak by the walls.
  • 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.
  • 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.
  • 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.
  • In the unlicensed NES game Silent Assault, if you jump off the top of the screen in Level 2, you end up in Level 3.
  • 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. The level "wrap" glitch as described here is caused by artifacts of the VS Mode code making the game loop the level map data, without placing objects or enemies.
    • 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.
  • 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.
  • Super Mario Bros.:
    • The original minus world from the first 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 5 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.
    • Through a trick on the Famicom involving switching the game with a Tennis cartridge while the game is running, any of the 256 potential worlds could be accessed. The NES resets if this happens, which prevents this from working.
    • 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 Glitch Entity 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.
    • Super Mario Land 2: 6 Golden Coins has a glitch world created from the game's RAM — and by breaking blocks it's possible to rewrite RAM, hacking the game from the inside, redrawing graphics, triggering special effects and warping to the end credits, all by jumping and smashing as an Italian plumber. Great pointer dereference or greatest pointer dereference?
    • Super Paper Mario references this by giving one way of calling the Underwhere (the game's name for the underworld) "World -1". (Actually, it's World 7-1 in this game)
    • 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.
  • 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.
  • Press "0" on the starting screen of Syobon Action. 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.

    Puzzle Games 
  • 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.
  • By about level 138 of the original NES version of Tetris, the color palates of the blocks begin to show odd color schemes which are a result of the game reading random data from its ROM as color scheme data. By Level 235 of in-game play, the player must score 800 lines to move up to level 236. By level 237 the player will reach a True Kill Screen.

  • The Binding of Isaac, similar to Super Meat Boy, intentionally implemented a minus world in the form of the "I am Error" Room. It is a room that is not connected to any room on the floor and can only be rarely reached with a few teleportation items. It contains several useful items and a unique shopkeeper with a speech bubble that says "I AM ERROR" on it.
  • Noita has a mix of intentional and seemingly unintentional minus worlds. In both cases the game will become increasingly glitchy the further the player moves from the original map, eventually crashing.
    • The East and West Worlds are additional versions of the main Noita map located beyond its boundary walls. Reaching them requires a black hole and some way to survive the damage from the Cursed Rock at the center of the wall. These worlds are obviously artifacts from world generation but they still contain the main map's biomes and, more importantly for players, additional perks, health boosts, and shops.
    • Intentional examples can be found both above and below the main map. A unique "hell" version of the biomes can be found below the lava sea while a similar "sky" version can be found directly above the mountain. Both repeat infinitely but the first version of each has a unique item relevant to the main map, an Orb in the "hell" biome and a hidden game-ending altar in the "sky" biome.
  • 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 Unintentionally Unwinnable. This included one arena containing a Hopeless Boss Fight that must be fought to progress. Oops.

    Role-Playing Games 
  • In BoxxyQuest: The Gathering Storm, the Astral Error is a secret area based on these, and it seems to be one in-universe as well. You can only find it by Sequence Breaking, and though there are no enemies in there (save one), the strange music and visual glitches are enough to make it very unsettling. Even Catie’s sprite begins to bug out as you progress deeper, until she’s literally just a mess of random pixels. At the end, you come face-to-face with not_intended, one of the hardest Optional Boss fights in the game.
  • As mentioned on the Dummied Out page, the original Breath of Fire I has several Minus World-type or unfinished areas that can be accessed with the Dr. Warp developers tool, obtained by hacking the ROM.
  • .hack//G.U. 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 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.
  • Fallout 2: You can access the unimplemented Den residential 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. This does not occur on either the Restoration Project or the MegaMod, 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 by pressing 5 on 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 inaccessible 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.
  • 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.
  • 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.
  • Pokémon:
    • In Red/Blue/Yellow, Glitch City is a term 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.
    • Even the remakes Pokémon Beautiful Diamond & Shining Pearl have a Mystery Zone that can be accessed with the bike, but in a different way than the Tweaking Glitch. In those games the player must use the bike to enter a group of trees at an odd angle on Route 206.
    • Pokémon Legends: Arceus has a hidden room that resembles a modern-day bedroom with a bed, PC, and television with a Let's Go Pikachu & Eevee Nintendo Switch console.
  • 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.
  • There is no "death" in Ultima VII. "Dead" creatures are warped to a walled-off 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, Commodore 64 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.
  • 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.

    Shoot 'em Ups 
  • 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.
  • 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!
  • Area 0 in Zanac, which has a featureless gray background, uses Area 12's music, loops indefinitely, and lacks any weapon powerups.

  • Animal Crossing (2001) has four pre-loaded towns (technically three since one is a test version of the island) that can't be accessed without Action Replay. Some interesting features of them include one with three odd floating yellow boxes, one with a house with all the NES games (minus Super Tortimer, but the so-called "forbidden four" are there too), and one with an unused squirrel villager, with the fan nickname of "Blazel" (due to her appearance resembling a cross between Blaire and Hazel).
  • 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.

    Sports Games 
  • 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.

    Strategy games 
  • Total War: Warhammer II has this battle map, which can only be accessed by building a walled garrison upgrade in a captured Norscan settlement, something that is normally impossible (towns in Norscan climate don't have access to the building giving walls) but can be done if Bretonnia captures a settlment and upgrade it to level 3, (which can be done anywhere and is supposed to automatically give it walls). The game has no data for fortified Norsca towns so it spits out this broken map in response to a defensive battle on the settlement. Both sides end up blobbed together on a tiny spit of land in the corner of an impassible sea (which also prevents reinforcements from arriving), guarenteeing an ugly, messy brawl with no room to maneuver.

    Wide-Open Sandbox 
  • In Dwarf Fortress, a bug involving chopping down trees in the object testing arena in early versions of 0.43 revealed a featureless flat grassland around it, which was possible to fast travel through. The bug has been patched since then, but there are other ways to reach this place.
  • Grand Theft Auto III has the "Ghost Town", a small area with buildings where the opening cinematic takes place. It's accessible through the use of the Dodo, a plane that had its wings cut off after being confiscated from a drug-runner. Normally the Dodo can't fly very far but but by driving the Dodo down a runway and holding down, then letting go when sparks appear the Dodo will take off, allowing it to "fly". The Dodo can then be flown around the back of Shoreside Vale to the Ghost Town. Unfortunately none of it is solid except for a few boxes, so you can't get out and walk around.
  • 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.
  • Minecraft
    • The Far Lands, 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. The whacky terrain generation has been mostly removed in version Beta 1.8, although there are still some strange glitches once you go beyond a certain distance (for example, after 1.14, going beyond the point where the Far Lands used to generate causes the lighting engine to completely break down). The Bedrock edition partially brought the Far Lands back, although the exact nature of the Far Lands depends on the version of the game played.
      • The Far Lands can be added back in Java relatively easily. The reason why the Far Lands generate is because a value in the game's terrain generation engine goes past the 32-bit integer limit (when a number gets so big a computer can no longer store it), and the math breaks down. Later versions added instructions into the engine that stopped that value from going over the integer limit, meaning terrain generation continues as normal. Re-adding the Far Lands is as easy as deleting this line of instructions, or getting a mod that does exactly that.
    • 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.
    • The top of the Nether also qualifies. It is a flat area of bedrock with occassional patches of mushrooms on it, similar to the Void but above the world. Since the increase of the world height from 127 to 255, it became possible to build here, as the size of the Nether remained unchanged. There are no normal ways in which a player could break bedrock and end up here, but as usual, players have invented some abnormal ones.
    • Holding "Alt" while trying to generate a world causes the game to create a "debug world", which is an empty world with complete void, and floating in front of the player's spawn position is a floating one of every block and every block version in the game, including blocks that can't normally rest on air and blocks that are typically two part, such as beds and doors. Things such as block gravity, redstone, and cold blocks melting near light don't work in this world. A picture of it is displayed here.
  • 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 sequel has the normal, boring out-of-bounds areas... and Mexico. Glitching your way there reveals the terrain is largely finished and solid, but texture quality and foliage aren't. Most buildings are gone as well. However, what makes this interesting is that there are signs the area is actively being worked on and seems to get better in each patch, implying Rockstar has plans for the area and it's planned to become a playable area later on.

Non-Video Game Examples:

    Anime & Manga 
  • 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 glitch entities, 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.
  • Similar to the .hack Metaverse example above, Den-noh Coil has Obsolete Space, a creepy a Dark World Ghost Town version of reality with floating 2D walls that extends beyond cyberspace.
  • The second season of Yu-Gi-Oh! 5Ds 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 DanceDanceRevolution, 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.

    Film — Animated 
  • Wreck-It Ralph: Vanellope Von Schweet sleeps inside a soda volcano, in which is also hidden Dummied Out assets from an unused racetrack. When she decides to be a racer, she practices here.

    Film — Live-Action 
  • In Free Guy, a central plot point is the missing code of a game called Life Itself, which was programmed by secondary protagonists Millie and Keys and meant to simulate lifelike thought processes and interaction among NPCs in the game. They sold it to AAA game developer Antwan, who promised to release it through his studio but ended up scrapping it. Millie and Keys suspect that its code was partially incorporated into his other game Free City, but can't find any proof. With the help of the protagonist Guy, an NPC given sentience by fragments of code from Life Itself, they discover that the game's map is hidden out of bounds in Free City, but still visible since Antwan didn't hide its reflection. The climax involves Guy finding out a way to clip into the Life Itself map and show the world that Antwan stole the code.
  • In The Matrix Reloaded, the domains of the Exile programs led by The Merovingian - which are very similar to the "Net Slum" from the .hack anime franchise. The "Exiles" are glitch entities, sentient programs who either malfunctioned or are considered obsolete, but escaped deletion by going on the run. Many of them originate from the two early Matrix-beta versions. In some cases "obsolete" means "worked fine but we later decided it was too dangerous to use, so we ordered a recall but it went on the run instead". The Merovingian is a very powerful Exile program (he used to be the operating system for the second beta version), who maintains a power cabal over the others. The hideouts and clubs used by the Exiles (Le Vrai restaurant, the Chateau, and Club Hel) aren't just "random glitches" as such, but the glitch programs did make them to break the rules of the Matrix, with doorways that teleport you to different buildings miles away.
    • In The Matrix Revolutions, the Train Man's "Mobile Ave" is a limbo-like construct which isn't actually part of the Matrix itself, but which Exiles use to go back and forth between the Matrix and the Machine mainframe.
  • In The Thirteenth Floor, these can be reached by ignoring a few random roadsigns.
  • 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 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 protagonist of Greg Egan's Permutation City finds himself in a simulation of Sydney. Exploring, partly in an attempt to escape, he finds an Invisible Wall. After some attempts to push through he realises he wouldn't find an exit to the real world on the other side anyway, only an increasingly poorly-rendered environment.

    Live-Action TV 
  • Pixelface: After Alexia and Claireparker fall off a mountain in the former's game, they end up in a black void which also contains a character from Aethelwynne's game somehow. According to Romford, it's a weird area that's part game and part Console, and brings all three of them back by cutting the power briefly.

  • The The Firesign Theatre album The Pink Hotel Burns Down is about a video game player who goes off the map.

    Web Animation 
  • 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.

    Web Comics 

    Web Original 
  • The Backrooms
    • The work is a series of increasingly eerie Found Footage style videos about the titular Eldritch Location and the things found within. The original post on 4chan which started it all sums it up the best:
      If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you.
    • And if that's not enough, there exist Minus Worlds inside The Backrooms, at least theoretically, as it is allegedly possible to reach Level -1 of the Backrooms by clipping through a wall in Level 0.
  • SCP Foundation: SCP-1165 is officially called "Minus Level", and features a real-life version of Pokémon'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).

    Western Animation 
  • This concept was used in the Danny Phantom episode "Teacher Of The Year", where the characters played a game called "Doomed", which had Level Zero, a glitch area with "one way in, no way out". They trap Technus in there, though he later escapes when Danny absentmindedly deletes the game.
  • Steven Universe: In the episode "The Test", 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 to stop short of hitting him, and outright avoids touching him. He discovers that if he walks towards it, 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.


Video Example(s):

Alternative Title(s): Minus Level, Glitch Level


World -1

Mario and Sonic attempt to find a way out of World -1, with the only pipe they find sending them back to the start endlessly.

How well does it match the trope?

5 (6 votes)

Example of:

Main / MinusWorld

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