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afaik everyone calls it the ghost town and it's not even under the map so...


* ''VideoGame/GrandTheftAuto [[VideoGame/GrandTheftAutoIII III]]'' has the "Liberty City Underworld", a small area with buildings where the opening cinematic takes place. It's 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.

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* ''VideoGame/GrandTheftAuto [[VideoGame/GrandTheftAutoIII III]]'' has the "Liberty City Underworld", "Ghost Town", a small area with buildings where the opening cinematic takes place. It's accessible through the use of the "Dodo," Dodo, a plane that, as the name implies, that 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 Normally the Dodo can't fly very far but but by driving the Dodo down a car going off a ramp in a really weird way) runway and a particularly skilled player might holding down, then letting go when sparks appear [[GoodBadBugs the Dodo will take off, allowing it to "fly"]]. The Dodo can then be able to successfully "fly" it flown around the back of Shoreside Vale to the Underworld.Ghost Town. Unfortunately none of it is solid except for a few boxes, so you can't get out and walk around.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


* In ''VideoGame/BoxxyQuestTheGatheringStorm'', 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 SequenceBreaking, 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 [[GlitchEntity not_intended]], one of the hardest BonusBoss fights in the game.

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* In ''VideoGame/BoxxyQuestTheGatheringStorm'', 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 SequenceBreaking, 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 [[GlitchEntity not_intended]], one of the hardest BonusBoss OptionalBoss fights in the game.
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** Falling into the skybox in the sequel normally registers as a BottomlessPit death, but with a certain glitch, you can survive the fall and drive around in the void.

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** Falling into the skybox in the sequel normally registers as a BottomlessPit {{Bottomless Pit|s}} death, but with a certain glitch, you can survive the fall and drive around in the void.



* The buggy ''VideoGame/MedalOfHonor (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 BottomlessPit).

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* The buggy ''VideoGame/MedalOfHonor (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 BottomlessPit).{{Bottomless Pit|s}}).



* In ''VideoGame/MegaManX1'', 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 BottomlessPit due to the camera scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.

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* In ''VideoGame/MegaManX1'', 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 BottomlessPit {{Bottomless Pit|s}} due to the camera scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.
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Speaking of Word Cruft...


* ''VideoGame/{{Doom}}'' does the same, and 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.
** Speaking of ''VideoGame/{{Doom}}'', in it and other 2.5D shooters noclipping out of the map will cause the Hall of Mirrors effect where everything repeats.
* In the ''VideoGame/{{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! However, since you and the monster are further away than it seems, you cannot affect each other. Phew.
** The above can be done about the same in all games made in the [[Creator/ValveSoftware Source Engine]], and can be helpful for ragdoll posing in VideoGame/GarrysMod.

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* ''VideoGame/{{Doom}}'' does the same, and some ''VideoGame/{{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.
** Speaking of ''VideoGame/{{Doom}}'', in it and other 2.5D shooters noclipping Noclipping out of the map will cause the Hall of Mirrors effect where everything repeats.
* In the ''VideoGame/{{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! However, since you and the monster are further away than it seems, you cannot affect each other. Phew.
** The above
This can be done about the same in all games made in the [[Creator/ValveSoftware Source Engine]], and can be helpful for ragdoll posing in VideoGame/GarrysMod.
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* In ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', using the jump in the air from the starting point cheat in the Gangplank Galley stage will take the player to a secret room with an exclamation mark made out of bananas and an exit that leads to the end of the stage. In Lockjaw's locker there is a barrel on the ceiling at the beginning of the stage that, using the jump in the air, takes you to a similar secret room.
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* In ''VideoGame/{{Bomberman}}'' for NES, [[https://m.youtube.com/watch?v=TfiwykpPyJA 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, [[UsefulNotes/PowersOfTwoMinusOne 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 [[GameBreakingBug unplayable]] and stages 120 through 129 have a scrambled title card. Additionally, there are three stages that lie outside of the [[UsefulNotes/PowersOfTwoMinusOne normal range of 255]] that can also be accessed with passwords.
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** Shared between ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', ''Twilight Princess'' and ''[[VideoGame/TheLegendOfZeldaSkywardSword 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. This trick is fairly benign in the first two games, but it turned out to be essential for ''Skyward Sword'' speedruns thanks to an array of associated glitches that allow the player to take the coordinates or memory values of the title screen's map and apply them to other maps in the game.

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** Shared between ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', ''Twilight Princess'' and ''[[VideoGame/TheLegendOfZeldaSkywardSword 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. This trick is fairly benign in the first two games, but it turned out to be essential for ''Skyward Sword'' speedruns thanks to an array of associated glitches that allow the player to take the coordinates or memory values of the title screen's map and apply them to other maps in the game.

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* In ''VideoGame/GuiltyGearTheMissingLink'', 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.



** 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 [[https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/ff/Debug_World_Type_Flyover_14w32d.png/revision/latest/scale-to-width-down/300?cb=20191217235658 here]].

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** 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 [[https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/ff/Debug_World_Type_Flyover_14w32d.png/revision/latest/scale-to-width-down/300?cb=20191217235658 [[https://archive.ph/ZeMY8/c9909439dcb7ea303d29001484d46315b4959f85.webp here]].
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* ''Wiki/SCPFoundation'': [[http://www.scp-wiki.net/scp-1165 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).

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* ''Wiki/SCPFoundation'': ''Website/SCPFoundation'': [[http://www.scp-wiki.net/scp-1165 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).
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* The second season of ''Anime/YuGiOh5Ds'' 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 ''VideoGame/FinalFantasyVI'' and ''StreetFighter'' (and other series in the same franchise providing huge {{Shout Out}}s to ''VideoGame/IllusionOfGaia'', 1990s virtual-reality gaming that may further have been a nod to a DummiedOut ''Franchise/FinalFantasy'' boss, and ''VideoGame/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.

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* The second season of ''Anime/YuGiOh5Ds'' 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 ''VideoGame/FinalFantasyVI'' and ''StreetFighter'' ''Franchise/StreetFighter'' (and other series in the same franchise providing huge {{Shout Out}}s to ''VideoGame/IllusionOfGaia'', 1990s virtual-reality gaming that may further have been a nod to a DummiedOut ''Franchise/FinalFantasy'' boss, and ''VideoGame/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.
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*** In ''Film/TheMatrixRevolutions'', 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.

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*** ** In ''Film/TheMatrixRevolutions'', 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.
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* ''MegaPony'' intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's {{reality warping}}.

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* ''MegaPony'' ''VideoGame/MegaPony'' intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's {{reality warping}}.
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* Press "0" on the starting screen of ''[[PlatformHell 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.

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* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]''.''VideoGame/SyobonAction''. 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.

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First Person Writing is not allowed.


* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]'', I dare you!
** It is wholly possible to beat the Syobon action in this mode, in two ways. You can either beat every randomized level like normal or successfully pick up the sword item that normally only appears in the castle without dying to get the ending credits to show up. ''Syobon Action 2'', on the other hand, does not seem possible to beat without the sword in this mode.

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* Press "0" on the starting screen of ''[[PlatformHell Syobon Action]]'', I dare you!
**
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.
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** 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 [[https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/ff/Debug_World_Type_Flyover_14w32d.png/revision/latest/scale-to-width-down/300?cb=20191217235658 here]].
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* In ''VideoGame/MegaManX1'', 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 BottomlessPit due to the scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.

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* In ''VideoGame/MegaManX1'', 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 BottomlessPit due to the camera scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.
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The EldritchLocation of {{Video Game}}s. Levels and even entire worlds made of glitches.
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* ''WebOriginal/TheBackrooms'' is this incarnate, being a series of increasingly eerie FoundFootage style videos about the titular EldritchLocation and the things found within. The original post on ''Website/FourChan'' 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.
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* There was a bizarre room in ''[[VideoGame/DarkForcesSaga Jedi Knight]]'' which was accessed by flying through the rafters in Morgan Katarn's house.

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* There was a bizarre room in ''[[VideoGame/DarkForcesSaga ''[[VideoGame/JediKnightDarkForcesII Jedi Knight]]'' which was accessed by flying through the rafters in Morgan Katarn's house.
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* ''VideoGame/TotalWarWarhammerII'' has [[https://www.youtube.com/watch?v=u3cytR4fkpM 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 them walls ''but'' Bretonnia upgrading a settlment to level 3, which ''can'' be done anywhere, is supposed to automatically give it walls). The game has no data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), 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.

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* ''VideoGame/TotalWarWarhammerII'' has [[https://www.youtube.com/watch?v=u3cytR4fkpM 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 them walls walls) ''but'' can be done if Bretonnia upgrading captures a settlment and upgrade it to level 3, which (which ''can'' be done anywhere, anywhere and is supposed to automatically give it walls). The game has no data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), 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.
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[[folder:Strategy games]]
* ''VideoGame/TotalWarWarhammerII'' has [[https://www.youtube.com/watch?v=u3cytR4fkpM 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 them walls ''but'' Bretonnia upgrading a settlment to level 3, which ''can'' be done anywhere, is supposed to automatically give it walls). The game has no data for fortified Norsca towns (the Norscans don't get walls with their garrison upgrades), 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.
[[/folder]]
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* Even Creator/{{Nintendo}}'s ''first'' console, the [[UsefulNotes/ColorTVGame Color TV Game 6]] which is just a ''[[VideoGame/{{Pong}} 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.
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* By about level 138 of the original NES version of ''VideoGame/{{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 [[MarathonLevel score 800 lines to move up to level 236]]. By level 237 the player will reach a True KillScreen.
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* In ''Film/FreeGuy'', 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 [[NonPlayerCharacter 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. [[spoiler: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.]]
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YMMV


* ''VideoGame/TheGuardianLegend'' has the vast "[[FanNickname 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.

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* ''VideoGame/TheGuardianLegend'' has the vast "[[FanNickname Lost Frontier]]" "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.



** In ''Red/Blue/Yellow'', [[http://bulbapedia.bulbagarden.net/wiki/Glitch_City Glitch City]] is the FanNickname 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.

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** In ''Red/Blue/Yellow'', [[http://bulbapedia.bulbagarden.net/wiki/Glitch_City Glitch City]] is the FanNickname 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.
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* ''VideoGame/PokemonLegendsArceus'' has a hidden room that resembles a modern-day bedroom with a bed, PC, and television with a [[ConsoleCameo Let's Go Pikachu & Eevee Nintendo Switch console]].

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* ** ''VideoGame/PokemonLegendsArceus'' has a hidden room that resembles a modern-day bedroom with a bed, PC, and television with a [[ConsoleCameo Let's Go Pikachu & Eevee Nintendo Switch console]].
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* ''VideoGame/PokemonLegendsArceus'' has a hidden room that resembles a modern-day bedroom with a bed, PC, and television with a [[ConsoleCameo Let's Go Pikachu & Eevee Nintendo Switch console]].
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* In ''VideoGame/MarioKart64'', there are many "out of bounds" areas that can be reached by exploiting the in-game physics (such as using mushroom turbo boosts to bounce off of shells/other players/etc., repeatedly hopping to climb up hillsides, collisions with 2-dimensional objects at strange intersections, and so on. Usually the player will just tumble into a void beneath the course, landing in some invisible water far below it, but other times there is some sort of floor tthat can be driven on. On hillsides, it's possible in some courses (e.g. Choco Mountain) to reach "undrivable" upper areas that cause the player to tumble automatically. This mechanism is supposed to force players back down the hillside to the racetrack again, but in certain places they're flat, so if you can get up on top of them, your character is stuck tumbling forever, unable to land or fall back down.

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* In ''VideoGame/MarioKart64'', there are many "out of bounds" areas that can be reached by exploiting the in-game physics (such as using mushroom turbo boosts to bounce off of shells/other players/etc., repeatedly hopping to climb up hillsides, collisions with 2-dimensional objects at strange intersections, and so on. Usually the player will just tumble into a void beneath the course, landing in some invisible water far below it, but other times there is some sort of floor tthat 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.
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** 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.
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