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** ''[[VideoGame/HarryPotterAndTheChamberOfSecrets 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 EventFlag 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 Skip}}s and contains a very mashed-up version of Hogwarts Castle. There are also a few DummiedOut maps that one might enjoy. Finally, much like in the ''VideoGame/{{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.

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** ''[[VideoGame/HarryPotterAndTheChamberOfSecrets 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 EventFlag 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 Skip}}s and contains a very mashed-up version of Hogwarts Castle. There are also a few DummiedOut maps that one might enjoy. Finally, much like in the ''VideoGame/{{Unreal}}'' example below, objects placed in skyboxes {{skybox}}es 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.
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Crosswicking


* ''[[VideoGame/EpicBattleFantasy Epic Battle Fantasy 5]]'' deliberately includes several areas that behave like Minus Cities, which are meant to represent the BigBad progressively corrupting the game. Entering one messes with your user interface, the enemies have mangled pictures and bizarre stats that don't show up properly, the background is jumbled and loops you back if you try to walk out...and your interface stays messed up for a while even after you manage to leave.

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* ''[[VideoGame/EpicBattleFantasy Epic Battle Fantasy 5]]'' ''VideoGame/EpicBattleFantasy5'' deliberately includes several areas that behave like Minus Cities, which are meant to represent the BigBad progressively corrupting the game. Entering one messes with your user interface, the enemies have are Grey Pixels and Dead Pixels with mangled pictures and bizarre stats that don't show up properly, the background is jumbled and loops you back if you try to walk out...and your interface stays messed up for a while even after you manage to leave.
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* ''[[VideoGame/EpicBattleFantasy Epic Battle Fantasy 5]]'' deliberately includes several areas that behave like Minus Cities, which are meant to represent the BigBad progressively corrupting the game. Entering one messes with your user interface, the enemies have mangled pictures and bizarre stats that don't show up properly, the background is jumbled and loops you back if you try to walk out...and your interface stays messed up for a while even after you manage to leave.

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[[folder:Web Animation]]
* The ''VideoGame/SuperMarioBros1'' glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''WebAnimation/SuperMarioBrosZ'' 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.
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[[folder:Web Video]]
* The ''VideoGame/SuperMarioBros1'' glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''WebAnimation/SuperMarioBrosZ'' 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.
* ''[[https://www.youtube.com/watch?v=MvJwqr4aiuQ Super Mario: Underworld]]'' makes a horror movie out of it, showing that Mario and Luigi don't ''necessarily'' die when they fall into a "bottomless" pit. They instead end up in a disturbing, surreal limbo-like realm full of abandoned level architecture, where the powerups [[PoisonMushroom are deadly]] and enemies are mutated. Those who survive the fall either die to the dangers of the realm or eventually become [[HumanoidAbomination corrupted cannibalistic psychopaths]].
[[/folder]]
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Complete non-example that has nothing to do with the show in question and it's mostly a tangent about fanbase memes


* 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 ''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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It's since been confirmed what these "hidden" item caches actually are for.


* By exploiting the [[GoodBadBugs 1.5X running speed glitch]] in ''VideoGame/ResidentEvil4'' 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 DummiedOut ammo cache to an [[DevelopersForesight intentional Easter Egg]] for gamers to find.

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* By exploiting the [[GoodBadBugs 1.5X running speed glitch]] in ''VideoGame/ResidentEvil4'' 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 Such out-of-bounds item caches exist in almost every area of the game, as a method to be everything from a DummiedOut ammo cache to an [[DevelopersForesight intentional Easter Egg]] eliminate load-times for gamers RandomDrops: the items are preloaded out-of-reach, and when you kill an enemy or destroy a crate one will be blipped into place for you to find.pick up.
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* In ''ComicBook/{{Citadel}}'' on the UsefulNotes/BBCMicro, 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.

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* In ''ComicBook/{{Citadel}}'' on the UsefulNotes/BBCMicro, Platform/BBCMicro, 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.



* ''VideoGame/MountainKing'' for the UsefulNotes/{{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.

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* ''VideoGame/MountainKing'' for the UsefulNotes/{{Atari 2600}} Platform/Atari2600 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.



* On older computers (like, UsefulNotes/Commodore64 old), ''VideoGame/UltimaIV'' 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.

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* On older computers (like, UsefulNotes/Commodore64 Platform/Commodore64 old), ''VideoGame/UltimaIV'' 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.
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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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* Even Creator/{{Nintendo}}'s ''first'' console, the [[UsefulNotes/ColorTVGame [[Platform/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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* ''[[https://newgrounds.com/portal/view/569046 Alphaland]]'' is an intentional example where the player explores a "hidden world" in what is supposedly an unfinished game.
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** The "Phantom Nether" is a glitch in 1.11 that occurrs if you manage through commands to enter the Nether through the End rather than the Overworld as intended. Doing so, you enter a strange version of the Nether where no entity works correctly, and switches behavior between survival and creative mode: sand either doesn't fall or falls indefinitely, arrows either don't show or are stuck in midair, and so on. Exiting and reentering the world causes the Phantom Nether to fix itself into the "proper" Nether.

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** Both ''Oblivion'' and ''Morrowind'' had DummiedOut "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 [[GameBreaker 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.

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** Both ''Oblivion'' and ''Morrowind'' had DummiedOut "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 [[GameBreaker 65536 gold]], among other odd things.
***
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.



** ''New Vegas'' also has a DummiedOut 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 [[PermanentlyMissableContent inaccessible]] outside of console commands.

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** ''New Vegas'' also has a DummiedOut 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.
***
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 [[PermanentlyMissableContent inaccessible]] outside of console commands.



* ''VideoGame/GrandTheftAutoViceCity'' has a glitch where you could use a helicopter to fly under Diaz's mansion (easily done once you take over the mansion and collect enough hidden packages to unlock the helicopter there) and fly beneath the sea and land. Some {{Easter Egg}}s are more easy to find this way.

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* ''VideoGame/GrandTheftAutoViceCity'' has ''VideoGame/GrandTheftAutoViceCity''
** There is
a glitch where you could use a helicopter to fly under Diaz's mansion (easily done once you take over the mansion and collect enough hidden packages to unlock the helicopter there) and fly beneath the sea and land. Some {{Easter Egg}}s are more easy to find this way.



*** 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.

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*** Taking this a step further, there ** 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.



*** 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.
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** Additionally, there is [[VoidBetweenTheWorlds 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.

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** Additionally, there is [[VoidBetweenTheWorlds 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.
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* In ''VideoGame/GuildWars'', mainly in the first campaign, there are areas of the map which can be accessed to due gaps in the geography allowing "impassable" hills to be scaled or by circumventing an event. These areas were carefully documented by gamers as they allow players to gain extra points on their Cartographer titles.

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* In ''VideoGame/GuildWars'', mainly in the first campaign, there are areas of the map which can be accessed to 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.
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* ''Videogame/MidnightClub II'' from the same developer 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 GatelessGhetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the [[{{BenevolentArchitecture}}various improvised ramps scattered throughout the cities]] using an extremely fast car like the [[GameBreaker 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.

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* ''Videogame/MidnightClub II'' from the same developer 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 GatelessGhetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the [[{{BenevolentArchitecture}}various [[BenevolentArchitecture various improvised ramps scattered throughout the cities]] using an extremely fast car like the [[GameBreaker 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.



* In ''Videogame/PlanetSide 2'', its possible to glitch trough the floor in VR training and fall into the a glitched version of the map. If you are currently a Light Assault, you can survive the fall to freely walk around and there are even vehicles that spawn, allowing you to fly/drive around as well.

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* In ''Videogame/PlanetSide 2'', its possible to glitch trough 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.
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* ''VideoGame/GreyArea2023'' has an intentional example. [[spoiler: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.]]
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* Occurs in-universe in ''VideoGame/LennasInception'', 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, [[spoiler:the Missingoggles]] allow you to [[spoiler:wrap around the screen, occasionally being able to find areas outside of the established rooms in dungeons.]]

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* Occurs in-universe in ''VideoGame/LennasInception'', 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, [[spoiler:the Missingoggles]] Missinglasses]] allow you to [[spoiler:wrap around the screen, occasionally being able to find areas outside of the established rooms in dungeons.]]
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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* The void outside the track in ''VideoGame/BigRigsOverTheRoadRacing''. That is, assuming that the [[ObviousBeta entire game]] doesn't qualify.

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* %%zce* The void outside the track in ''VideoGame/BigRigsOverTheRoadRacing''. That is, assuming that the [[ObviousBeta entire game]] game doesn't qualify.



* As a consequence of being [[ObviousBeta notoriously buggy and incomplete]], ''VideoGame/{{Action 52}}'' has several Minus Worlds that are encountered during normal gameplay, in many cases unavoidably.

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* As a consequence of being [[ObviousBeta notoriously buggy and incomplete]], incomplete, ''VideoGame/{{Action 52}}'' has several Minus Worlds that are encountered during normal gameplay, in many cases unavoidably.
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->''"Quite a sight, isn't it? Stretching skyward, in all its glory... like a monument to chaos itself."''
-->-- '''Soren''' talking about the Far Lands, ''VideoGame/MinecraftStoryMode''
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Related to KillScreen, which is triggered under similar circumstances. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to the [=YouTube=] channel of the [[WebVideo/MinusWorldYoutube same name]] or the webcomic Webcomic/{{Minus}}

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Related to KillScreen, which is triggered under similar circumstances. Often the result of an OverflowError. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to the [=YouTube=] channel of the [[WebVideo/MinusWorldYoutube same name]] or the webcomic Webcomic/{{Minus}}
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--> 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.

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--> ---> 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.

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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:

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* ''WebOriginal/TheBackrooms'' ''WebOriginal/TheBackrooms''
** The work
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:
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that is an intentional level warp, not a glitch


* 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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Added link to similarly named "Minus World" Web Video, adjusted placement


Related to KillScreen, which is triggered under similar circumstances. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to webcomic Webcomic/{{Minus}} or the [=YouTube=] channel of the [[WebVideo/MinusWorldYoutube same name]].

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Related to KillScreen, which is triggered under similar circumstances. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to webcomic Webcomic/{{Minus}} or the [=YouTube=] channel of the [[WebVideo/MinusWorldYoutube same name]].
name]] or the webcomic Webcomic/{{Minus}}
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Related to KillScreen, which is triggered under similar circumstances. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to webcomic Webcomic/{{Minus}}

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Related to KillScreen, which is triggered under similar circumstances. If a sprite appears in the game that was made out of similar 'junk data', see GlitchEntity. If a Minus World is used for SequenceBreaking, see NotTheIntendedUse. Not related to webcomic Webcomic/{{Minus}}
Webcomic/{{Minus}} or the [=YouTube=] channel of the [[WebVideo/MinusWorldYoutube same name]].

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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 OptionalBoss fights in the game.
* As mentioned on the DummiedOut page, the original ''VideoGame/BreathOfFireI'' has several Minus World-type or unfinished areas that can be accessed with the Dr. Warp developers tool, obtained by hacking the ROM.



* ''Franchise/{{Pokemon}}'':
** In ''Red/Blue/Yellow'', [[http://bulbapedia.bulbagarden.net/wiki/Glitch_City 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 [[http://bulbapedia.bulbagarden.net/wiki/Mystery_zone "Mystery Zone"]] is another example, which occurs when one walks into an inaccessible area through the "Tweaking Glitch" or cheating in ''[[VideoGame/PokemonDiamondAndPearl 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.
** ''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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* ''Franchise/{{Pokemon}}'':
**
In ''Red/Blue/Yellow'', [[http://bulbapedia.bulbagarden.net/wiki/Glitch_City Glitch City]] is a term for any of several areas consisting of a jumbled assortment of tiles with highly glitchy behavior, where ''VideoGame/TheElderScrollsIVOblivion'', there are some ''very'' unusual wild Pokémon 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 encountered. Getting to Glitch City requires using a save trick to walk out of Safari Zone (impossible in later generations) different for everybody. The map will eventually end and traveling to another area (preferably dropping off the Cinnabar Island coast) before reaching edge of the limit of 500 steps.
map will take you to even more landscape to explore.
** The [[http://bulbapedia.bulbagarden.net/wiki/Mystery_zone "Mystery Zone"]] is another example, which occurs when one walks into an inaccessible area through the "Tweaking Glitch" or cheating in ''[[VideoGame/PokemonDiamondAndPearl Diamond/Pearl]]''.
** Even the remakes ''Pokémon Beautiful Diamond & Shining Pearl'' have a Mystery Zone
Both ''Oblivion'' and ''Morrowind'' had DummiedOut "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 [[GameBreaker 65536 gold]], among other odd things.
*** If you have
the bike, but 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.
** ''{{VideoGame/Skyrim}}'' got in on it too: "coc qasmoke". It's also possible to leave Whiterun without activating
a different way cell transition by glitching through the city walls, with precisely the results you'd expect.
* The original ''VideoGame/{{Fable|I}}'' (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 [[SceneryPorn real landscape]]
than the Tweaking Glitch. In those games utilised game areas do due to the player must use the bike lack of artificial boundaries, but since they were never meant to enter a group of trees at an odd angle on Route 206.
** ''VideoGame/PokemonLegendsArceus''
be navigated, one 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]].to get through them by very glitchy movement.



* Maps used for cutscenes and some boss fights in the ''Franchise/KingdomHearts'' series are often this [[https://www.youtube.com/watch?v=l4O6q-fZYDU when]] [[https://www.youtube.com/watch?v=Xy6qf1dffE4 accessed with]] [[https://www.youtube.com/watch?v=j1pL6JAKMxU a room mod]], often lacking solid surfaces where solid objects should be.
* ''VideoGame/PanzerDragoonSaga'' 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.
* ''Franchise/{{Pokemon}}'':
** In ''Red/Blue/Yellow'', [[http://bulbapedia.bulbagarden.net/wiki/Glitch_City 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 [[http://bulbapedia.bulbagarden.net/wiki/Mystery_zone "Mystery Zone"]] is another example, which occurs when one walks into an inaccessible area through the "Tweaking Glitch" or cheating in ''[[VideoGame/PokemonDiamondAndPearl 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.
** ''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]].
* ''[[VideoGame/TwoWorlds 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 SequenceBreaking in areas you're only supposed to travel to later in the game.



* As mentioned on the DummiedOut page, the original ''VideoGame/BreathOfFireI'' has several Minus World-type or unfinished areas that can be accessed with the Dr. Warp developers tool, obtained by hacking the ROM.



* In ''VideoGame/TheElderScrollsIVOblivion'', 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 DummiedOut "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 [[GameBreaker 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.
** ''{{VideoGame/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 ''VideoGame/{{Fable|I}}'' (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 [[SceneryPorn 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.
* ''[[VideoGame/TwoWorlds 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 SequenceBreaking in areas you're only supposed to travel to later in the game.
* ''Panzer Dragoon Saga'' has a few but one notable one is in the town of Zoah. Near Paet's machine there is a house with a Coolia in front of it. If the player walks onto the roof and into the wall they will fall below the town. Walking in most directions results in the usual leaving town option to appear but if the player walks towards the Holy District they can keep running for a long time and eventually encounter a random placing of floor textures.
* Maps used for cutscenes and some boss fights in the ''Franchise/KingdomHearts'' series are often this [[https://www.youtube.com/watch?v=l4O6q-fZYDU when]] [[https://www.youtube.com/watch?v=Xy6qf1dffE4 accessed with]] [[https://www.youtube.com/watch?v=j1pL6JAKMxU a room mod]], often lacking solid surfaces where solid objects should be.
* 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 OptionalBoss fights in the game.



* In the secret options menu of ''VideoGame/{{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 FinalBoss 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 BossRush flag set to on, you'll instead immediately go to the Stage 5 boss and the game will continue as normal.
* ''VideoGame/RType'': 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!



* ''VideoGame/RType'': If you get killed just as your shot kills the first boss, when you respawn, the "stage clear" music will play and your ship will be on auto-pilot, causing you to be killed again. Then on your next life, although you're still in Stage 1, the game will switch to Stage 2's graphics!
* In the secret options menu of ''VideoGame/{{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 FinalBoss 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 BossRush flag set to on, you'll instead immediately go to the Stage 5 boss and the game will continue as normal.



* ''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.

to:

* ''Tony Hawk's Underground'' ''VideoGame/TonyHawksUnderground'' 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.



* In ''VideoGame/DwarfFortress'', 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.



* In ''VideoGame/RedDeadRedemption'', you can either end up inside a building (by disembarking a stagecoach parked right up against the building) or get under the map by crouch-walking into the space between a potted plant and a corner in the Mexican General's mansion. There's nothing to really SEE there, except the lack of internal textures, but it's enormously advantageous since the walls (and floor) is only solid from the outside. That means you can shoot from inside the map, but enemies can't shoot back... unless they bring dynamite, that is.
** [[VideoGame/RedDeadRedemption2 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.
* In ''VideoGame/DwarfFortress'', 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.




to:

* In ''VideoGame/RedDeadRedemption'', you can either end up inside a building (by disembarking a stagecoach parked right up against the building) or get under the map by crouch-walking into the space between a potted plant and a corner in the Mexican General's mansion. There's nothing to really SEE there, except the lack of internal textures, but it's enormously advantageous since the walls (and floor) is only solid from the outside. That means you can shoot from inside the map, but enemies can't shoot back... unless they bring dynamite, that is.
** [[VideoGame/RedDeadRedemption2 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.






* 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 ''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.



* 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 ''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.



[[folder:Films -- Live-Action]]

to:

[[folder:Films [[folder:Film -- Animated]]
* ''WesternAnimation/WreckItRalph'': Vanellope Von Schweet sleeps inside a soda volcano, in which is also hidden DummiedOut assets from an unused racetrack. When she decides to be a racer, she practices here.
[[/folder]]

[[folder:Film
-- Live-Action]]



* In ''Film/TheMatrixReloaded'', 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 entit|y}}ies, 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 ''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.
* In ''Film/TheThirteenthFloor'', these can be reached by ignoring a few random roadsigns.



* In ''Film/TheMatrixReloaded'', 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 entit|y}}ies, 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 ''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.
* In ''Film/TheThirteenthFloor'', these can be reached by ignoring a few random roadsigns.



[[folder:Live-Action TV]]
* ''Series/{{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.
[[/folder]]



* ''WesternAnimation/WreckItRalph'': Vanellope Von Schweet sleeps inside a soda volcano, in which is also hidden DummiedOut assets from an unused racetrack. When she decides to be a racer, she practices here.

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* The MMO ''VideoGame/AsheronsCall'' takes place on an island surrounded by [[InvisibleWall impassible water]]. The walls in some places would come together at the angles, allowing you to pass between them and explore the normally inaccessible area of the game world.



* In ''VideoGame/GuildWars'', mainly in the first campaign, there are areas of the map which can be accessed to due gaps in the geography allowing "impassable" hills to be scaled or by circumventing an event. These areas were carefully documented by gamers as they allow players to gain extra points on their Cartographer titles.
** In the first mission of ''Prophecies'' managing to avoid the Charr when they exit their camp and then going inside reveals the area is poorly textured and mapped, having a pitch black floor broken mainly by bonfires.
** In the southern Shiverpeaks there is a hill which can be climbed to exit the area map, even allowing enterprising players to find the edge of the world map.
* ''VideoGame/GuildWars2'' 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.
* ''VideoGame/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 "[[AnimatedActors off the clock]]" which appears to be infinitely long, and a fake developer's area for fake future content.



* The MMO ''VideoGame/AsheronsCall'' takes place on an island surrounded by [[InvisibleWall impassible water]]. The walls in some places would come together at the angles, allowing you to pass between them and explore the normally inaccessible area of the game world.
* In ''VideoGame/GuildWars'', mainly in the first campaign, there are areas of the map which can be accessed to due gaps in the geography allowing "impassable" hills to be scaled or by circumventing an event. These areas were carefully documented by gamers as they allow players to gain extra points on their Cartographer titles.
** In the first mission of ''Prophecies'' managing to avoid the Charr when they exit their camp and then going inside reveals the area is poorly textured and mapped, having a pitch black floor broken mainly by bonfires.
** In the southern Shiverpeaks there is a hill which can be climbed to exit the area map, even allowing enterprising players to find the edge of the world map.
* ''VideoGame/GuildWars2'' 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.
* ''VideoGame/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 "[[AnimatedActors off the clock]]" which appears to be infinitely long, and a fake developer's area for fake future content.



* The fan game ''Videogame/AbductedToad'' 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 ''VideoGame/{{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.
* ''Franchise/{{Castlevania}}'' series examples: ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'' and ''[[VideoGame/CastlevaniaDawnOfSorrow Dawn of Sorrow]]'' have their own Minus Areas outside of the Chaotic Realm:
** ''Symphony'' lets Alucard abuse his familiar spells to warp through walls into areas outside the normal castle map. As the game covers two different castles, the max percentage of map coverage ''should'' be 200%, but glitch abuse has managed to [[http://www.execulink.com/~maggi/wbw/ 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 NewGamePlus 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 ''VideoGame/CastlevaniaIIIDraculasCurse'''s Clock Tower. A similar glitch can be performed in the Swamp area.
* In ''ComicBook/{{Citadel}}'' on the UsefulNotes/BBCMicro, 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 ''VideoGame/CommanderKeen'' 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.



* ''Franchise/SuperMarioBros'':
** The original minus world from the first ''VideoGame/SuperMarioBros1'' is the TropeNamer. The player can reach it by entering a pipe in the first WarpZone after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the WaterLevel 2-2 [[UnintentionallyUnwinnable 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 [[http://web.archive.org/web/20091126114220/http://www.trsrockin.com/smb_glitches.html many, many Game Genie codes]] for ''Super Mario Bros.'' that can allow you to play seemingly random levels taken from other data in the ROM (though many of these aren't actually playable, and several more still aren't beatable). The 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 [[https://legendsoflocalization.com/super-mario-bros/misc/ 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with [[https://www.youtube.com/watch?v=xB2i-QOsBpw a different series of levels]]. World -1 uses the design of 1-3 with underwater tiles and different enemies, world -2 is identical to 7-3, and world -3 is 4-4 with underground tiles and underwater enemies. There is no world -4.
** ''VideoGame/SuperMarioBros3'' also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a GlitchEntity 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. [[https://www.youtube.com/watch?v=D570jB_1sHs The result is even worse than the minus worlds.]]
** ''VideoGame/SuperMarioWorld'' 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.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has a [[https://www.youtube.com/watch?v=1GF_LFPz34U 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 [[PunnyName Underwhere]] (the game's name for the underworld) "World -1". [[spoiler: (Actually, it's World 7-1 in this game)]]

to:

* ''Franchise/SuperMarioBros'':
**
The first part of the original ''VideoGame/DukeNukem'' for DOS (again, not the 3D versions) had a glitchy area that you fell into if you were missing some file(s) containing the later level data.
* Indie platformer ''VideoGame/{{Eversion}}'' has a whopping ten
minus world from the first ''VideoGame/SuperMarioBros1'' is the TropeNamer. worlds. The player can reach it by entering a pipe in the first WarpZone after walking normally accessible levels are worlds 1 through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the WaterLevel 2-2 [[UnintentionallyUnwinnable repeating over and over]]. The glitch causes the game to think the player 8. World 9 is in the a black 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 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 pipes would be). On 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.
* ''VideoGame/{{Iji}}'' has two peculiar ''intentional'' examples, overlapping (slightly) with GlitchEntity: First, if you use
the HUD, this shows up as "World [blank space]-1", hence Null Driver, a ''very'' well-hidden weapon, the name "world -1".
** There are also [[http://web.archive.org/web/20091126114220/http://www.trsrockin.com/smb_glitches.html many, many Game Genie codes]] for ''Super Mario Bros.'' that can allow
game begins to glitch severely: you to play seemingly random wind up with full stats, and various pieces of the scenery 'glitch up'. Repeated use will eventually 'glitch' the levels taken from other data to a point where you can no longer progress through the game. If you use it against the final boss, however... [[spoiler: 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.'']]
* ''VideoGame/JakAndDaxter'' has two, albeit these are not junk data, but modeled locations you're ''not'' supposed to access outside the cutscenes:
** In ''VideoGame/JakIIRenegade'', 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 ROM (though many of these actual Sandover Village. The surrounding locations such as Sentinel Beach aren't actually playable, modeled 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" you'll fall down through the ground for your trouble if you wander too far, but the village itself can be played by making explored. Some huts also contain KG boxes (at the game load other random data exact positions where Locked Boxes were in ''VideoGame/JakAndDaxterThePrecursorLegacy'') spawning EpilepticTrees that the location was supposed to be playable.
** In ''VideoGame/Jak3'', the location [[spoiler: where Damas is killed and you get access to grind-rails to the catacombs]] is [[OneTimeDungeon 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.
* ''VideoGame/KeroBlaster'' contains yet another intentional example in the secret areas of Omake mode.
* In ''VideoGame/MegaMan2'', 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 ROM as level data.
** Through [[https://legendsoflocalization.com/super-mario-bros/misc/ a trick on
inside and the Famicom]] involving switching screen would scroll over beyond the game with a Tennis cartridge while boss -- to 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with
[[https://www.youtube.com/watch?v=xB2i-QOsBpw a different series com/watch?v=F-zTWG5jJHo corresponding level of levels]]. World -1 uses Wily's fortress]], using the design of 1-3 with underwater tiles and different enemies, world -2 is identical current stage's tileset! The boss doesn't load.
** The [[GameMod ROM hack]] ''VideoGame/RockmanExhaust'' has an invisible boss gate ''inside'' the final boss room. Naturally, entering it causes the graphics
to 7-3, and world -3 is 4-4 with underground tiles and underwater enemies. There is no world -4.
** ''VideoGame/SuperMarioBros3'' also contained several unfinished DummiedOut levels, including
mess up [[spoiler:and beating the boss in this state nets you a rising and sinking ice level. One of these was a copy of World 7-8 with a GlitchEntity enemy. There's also World 0, which is complete garbage.
** Several people have done romhacks to place a flag and castle
glitched non-ending]].
* In ''VideoGame/MegaManX1'',
at the end beginning of 8-4, right before the Bowser fight. [[https://www.youtube.com/watch?v=D570jB_1sHs The result is even worse than the minus worlds.]]
** ''VideoGame/SuperMarioWorld'' 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.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has a [[https://www.youtube.com/watch?v=1GF_LFPz34U glitch world]] created from the game's RAM -- and by breaking blocks
Flame Mammoth's stage, it's possible to ''rewrite'' RAM, hacking climb up the game vents and walk on top of the ceiling. Going right onwards from there leads the inside, redrawing graphics, triggering special effects player into a glitched version of the second area, with an improper background palette and warping the lower half of the chamber becoming a {{Bottomless Pit|s}} due to the end credits, all by jumping and smashing as an Italian plumber. Great pointer dereference or greatest pointer dereference?
** ''Super Paper Mario'' references
camera scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.
* ''VideoGame/MegaPony'' intentionally invokes
this by giving one way of calling in the [[PunnyName Underwhere]] (the game's name for the underworld) "World -1". [[spoiler: (Actually, it's World 7-1 in this game)]]final stage, whose graphics and physics are garbled by Dr. Discord's {{reality warping}}.



* ''VideoGame/MountainKing'' for the UsefulNotes/{{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 ''VideoGame/PrinceOfPersia1'', one can access one with the help of cheat codes.[[note]]The command line parameter for activating cheats is either MAKINIT or IMPROVED, depending on version.[[/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 ''Franchise/MegaMan'' ShoddyKnockoffProduct ''VideoGame/RocmanX'' (aka ''Thunder Blaster Man''), as some of the levels can get totally messed up (eg scrambled graphics and walking on BottomlessPits) and nearly unplayable.
* In the unlicensed NES game ''VideoGame/SilentAssault'', if you jump off the top of the screen in Level 2, you end up in Level 3.



* In ''VideoGame/MegaMan2'', 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 [[https://www.youtube.com/watch?v=F-zTWG5jJHo corresponding level of Wily's fortress]], using the current stage's tileset! The boss doesn't load.
** The [[GameMod ROM hack]] ''VideoGame/RockmanExhaust'' has an invisible boss gate ''inside'' the final boss room. Naturally, entering it causes the graphics to mess up [[spoiler:and beating the boss in this state nets you a glitched non-ending]].
* 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 {{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.
* ''Franchise/{{Castlevania}}'' series examples: ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'' and ''[[VideoGame/CastlevaniaDawnOfSorrow Dawn of Sorrow]]'' have their own Minus Areas outside of the Chaotic Realm:
** ''Symphony'' lets Alucard abuse his familiar spells to warp through walls into areas outside the normal castle map. As the game covers two different castles, the max percentage of map coverage ''should'' be 200%, but glitch abuse has managed to [[http://www.execulink.com/~maggi/wbw/ 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 NewGamePlus 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 ''VideoGame/CastlevaniaIIIDraculasCurse'''s Clock Tower. A similar glitch can be performed in the Swamp area.
* Press "0" on the starting screen of ''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.
* Indie platformer ''VideoGame/{{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.
* ''VideoGame/SuperMario64'' has the Black Room of Death, a small-but-nonetheless-too-large-to-exist-where-it-does room inside the front wall of the castle. It's actually the darkness behind the castle door, where the game transitions to the next area. Via a glitch, you can fall into the black space, and when you go through the door, you end up in the other black void behind the door inside the castle. From this side, you can actually glitch through the section of wall next to the door and end up back in the castle.
* The first part of the original ''VideoGame/DukeNukem'' for DOS (again, not the 3D versions) had a glitchy area that you fell into if you were missing some file(s) containing the later level data.
* 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.
* ''VideoGame/MountainKing'' for the UsefulNotes/{{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.
* ''[[VideoGame/MeatBoy Super Meat Boy]]'' had these implemented in the game intentionally - you could get to a glitched screen and an extra level [[spoiler: in each chapter, for seven in total, by rescuing Bandage Girl when she randomly had graphic glitches and weird beeping. Once you made it to each chapter's minus world, you could go back by moving to the left of each chapter's first level in the light world.]]
* It appears the Glitch Gremlin made a deal with the developers of the ''Franchise/MegaMan'' ShoddyKnockoffProduct ''VideoGame/RocmanX'' (aka ''Thunder Blaster Man''), as some of the levels can get totally messed up (eg scrambled graphics and walking on BottomlessPits) and nearly unplayable.



* In ''VideoGame/{{Bugdom}}'', if you jumped against a wall at the right angle, you'd end up in a landscape similar to the one you'd just left, but totally empty of enemies and items. If you kept walking, the landscaping would eventually give way to a white void.
* In the DOS version of ''VideoGame/PrinceOfPersia1'', one can access one with the help of cheat codes.[[note]]The command line parameter for activating cheats is either MAKINIT or IMPROVED, depending on version.[[/note]] The prince must die and be resurrected right next to a wall on the right side. A good place to try this on is the right edge of the 3rd level. Just climb up, go right until you see the wall and jump down, then press "R" to resurrect.
* The first three ''VideoGame/CommanderKeen'' 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.
* ''VideoGame/{{Iji}}'' has two peculiar ''intentional'' examples, overlapping (slightly) with GlitchEntity: 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... [[spoiler: 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.'']]
* ''VideoGame/MegaPony'' intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's {{reality warping}}.
* The fan game ''Videogame/AbductedToad'' 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.
* ''VideoGame/KeroBlaster'' contains yet another intentional example in the secret areas of Omake mode.
* In ''Citadel'' on the UsefulNotes/BBCMicro, 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.
* ''VideoGame/JakAndDaxter'' has two, albeit these are not junk data, but modeled locations you're ''not'' supposed to access outside the cutscenes:
** In ''VideoGame/JakIIRenegade'', 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 ''VideoGame/JakAndDaxterThePrecursorLegacy'') spawning EpilepticTrees that the location was supposed to be playable.
** In ''VideoGame/Jak3'', the location [[spoiler: where Damas is killed and you get access to grind-rails to the catacombs]] is [[OneTimeDungeon 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.

to:

* In ''VideoGame/{{Bugdom}}'', if you jumped against ''Franchise/SuperMarioBros'':
** The original minus world from the first ''VideoGame/SuperMarioBros1'' is the TropeNamer. The player can reach it by entering a pipe in the first WarpZone after walking through
a wall at (thus, before the right angle, you'd end up in a landscape similar to the one you'd just left, but totally empty of enemies and items. If you kept walking, the landscaping would eventually give way to a white void.
* In the DOS version of ''VideoGame/PrinceOfPersia1'', one can access one with the help of cheat codes.[[note]]The command line parameter for activating cheats is either MAKINIT or IMPROVED, depending on version.[[/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
Warp Zone message appears). It consisted of the 3rd level. Just climb up, go right until you see level design of the wall WaterLevel 2-2 [[UnintentionallyUnwinnable repeating over and jump down, then press "R" to resurrect.
*
over]]. The first three ''VideoGame/CommanderKeen'' games have many of these. If you use glitch causes the no clipping cheat game to think the player is 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.
* ''VideoGame/{{Iji}}'' has two peculiar ''intentional'' examples, overlapping (slightly) with GlitchEntity: 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... [[spoiler: 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.'']]
* ''VideoGame/MegaPony'' intentionally invokes this in the final stage, whose graphics and physics are garbled by Dr. Discord's {{reality warping}}.
* The fan game ''Videogame/AbductedToad'' has the Glitch Data Area level as an intentional example that introduces an enemy called the Glitchler,
5 warp zone, which has only one pipe instead of three; the ability other two destinations are set to transform into 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 [[http://web.archive.org/web/20091126114220/http://www.trsrockin.com/smb_glitches.html many, many Game Genie codes]] for ''Super Mario Bros.'' that can allow you to play seemingly random levels taken from other data in the ROM (though many of these aren't actually playable, and several more still aren't beatable). The 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 [[https://legendsoflocalization.com/super-mario-bros/misc/ 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 UpdatedRerelease for the Famicom Disk System ([[NoExportForYou never released outside of Japan]]) replaced the Minus World with [[https://www.youtube.com/watch?v=xB2i-QOsBpw
a different enemy every second 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.
** ''VideoGame/SuperMarioBros3'' also contained several unfinished DummiedOut levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a GlitchEntity 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. [[https://www.youtube.com/watch?v=D570jB_1sHs The result is even worse than the minus worlds.]]
** ''VideoGame/SuperMarioWorld'' has numerous iterations (about 150
or two.
* ''VideoGame/KeroBlaster'' contains yet another intentional example
so) of a "TEST" level embedded in the secret areas of Omake mode.
* In ''Citadel'' on
ROM data, with a sprite not seen elsewhere in the UsefulNotes/BBCMicro, game.
** World 9 in ''The Lost Levels'' is one big reference to
the title screen is in fact one of FDS minus world, and it also loops endlessly.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has a [[https://www.youtube.com/watch?v=1GF_LFPz34U glitch world]] created from
the game's rooms. It's RAM -- and by breaking blocks it's possible to reach this extra 'room' by putting a trampoline in ''rewrite'' RAM, hacking the rightmost room game from the inside, redrawing graphics, triggering special effects and warping to the end credits, all by jumping into 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 room above.
* ''VideoGame/JakAndDaxter'' has two, albeit these are not junk data, but modeled locations you're ''not'' supposed to access outside
[[PunnyName Underwhere]] (the game's name for the cutscenes:
** In ''VideoGame/JakIIRenegade'', 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 ''VideoGame/JakAndDaxterThePrecursorLegacy'') spawning EpilepticTrees that the location was supposed to be playable.
** In ''VideoGame/Jak3'', the location
underworld) "World -1". [[spoiler: (Actually, it's World 7-1 in this game)]]
** ''VideoGame/SuperMario64'' 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 Damas is killed and you get access to grind-rails the game transitions to the catacombs]] is [[OneTimeDungeon permanently sealed off]] once you complete related missions. By exploiting Infinite-Light-Flight 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.
* ''[[VideoGame/MeatBoy Super Meat Boy]]'' had these implemented in the game intentionally - you could
get over to a glitched screen and an extra level [[spoiler: in each chapter, for seven in total, by rescuing Bandage Girl when she randomly had graphic glitches and weird beeping. Once you made it to each chapter's minus world, you could go back by moving to the barricade and explore said location left of each chapter's first level in the light world.]]
* Press "0" on the starting screen of ''VideoGame/SyobonAction''. It is wholly possible
to your leisure, though there is nothing really interesting beat the Syobon action in there.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.



* ''VideoGame/TalesOfMajEyal'' 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 UnintentionallyUnwinnable. This included one arena containing a HopelessBossFight that must be fought to progress. [[GameBreakingBug Oops]].


Added DiffLines:

* ''VideoGame/TalesOfMajEyal'' 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 UnintentionallyUnwinnable. This included one arena containing a HopelessBossFight that must be fought to progress. [[GameBreakingBug Oops]].

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Changed: 5070

Removed: 9807

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* The ''VideoGame/HarryPotter'' 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 ''[[VideoGame/HarryPotterAndThePhilosophersStone 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.
** ''[[VideoGame/HarryPotterAndTheChamberOfSecrets 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 EventFlag 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 Skip}}s and contains a very mashed-up version of Hogwarts Castle. There are also a few DummiedOut maps that one might enjoy. Finally, much like in the ''VideoGame/{{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 ''VideoGame/HarryPotter'' 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 ''[[VideoGame/HarryPotterAndThePhilosophersStone 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.
** ''[[VideoGame/HarryPotterAndTheChamberOfSecrets 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 EventFlag 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 Skip}}s and contains a very mashed-up version of Hogwarts Castle. There are also a few DummiedOut maps that one might enjoy. Finally, much like in the ''VideoGame/{{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.



* ''VideoGame/TheMatrixPathOfNeo'' 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.



* ''VideoGame/TheMatrixPathOfNeo'' 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.



* In ''Sherlock'', the followup to Creator/MelbourneHouse's already infamously-buggy ''[[VideoGame/TheHobbit1982 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".

to:

* In ''Sherlock'', ''VideoGame/{{Sherlock}}'', the followup to Creator/MelbourneHouse's already infamously-buggy ''[[VideoGame/TheHobbit1982 Hobbit]]'', by repeatedly giving instructions to the [=NPCs=] it is possible to coax a hansom cab driver out of their cab and onto a train, which then departs. Having done that, returning to the abandoned hansom cab will have you driven to a bizarre location where you can pick up objects such as "innocent, guilty, an opium den, and a Russian agent".



* Using the drive on water and speed mods for ''VideoGame/MidtownMadness 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.
* ''Videogame/MidnightClub II'' from the same developer 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 GatelessGhetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the [[{{BenevolentArchitecture}}various improvised ramps scattered throughout the cities]] using an extremely fast car like the [[GameBreaker 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.

to:

* Using the drive on water and speed mods for ''VideoGame/MidtownMadness 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.
* ''Videogame/MidnightClub II'' from the same developer 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 GatelessGhetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the [[{{BenevolentArchitecture}}various improvised ramps scattered throughout the cities]] using an extremely fast car like the [[GameBreaker 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 track in Paris. Use a car ''VideoGame/BigRigsOverTheRoadRacing''. That is, assuming 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.[[ObviousBeta entire game]] doesn't qualify.



* The "underworld" in ''VideoGame/SanFranciscoRush'' and its sequels, which you can fall into by glitching off the track.
* The void outside the track in ''VideoGame/BigRigsOverTheRoadRacing''. That is, assuming that the [[ObviousBeta entire game]] doesn't qualify.
* Go far enough off the track area in ''VideoGame/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 ''VideoGame/{{Vette}}'', you could sometimes glitch through the walls and drive outside the game world, although an InvisibleWall beyond that prevents you from going into infinity like ''VideoGame/BigRigsOverTheRoadRacing''. Also, since the game uses DynamicLoading, you can outrun the load with the faster cars and end up in a glitch world.



* ''Videogame/MidnightClub II'' from the same developer 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 GatelessGhetto city maps. This minus world can be accessed by phasing through glitchy walls in certain specific areas or by jumping from the [[{{BenevolentArchitecture}}various improvised ramps scattered throughout the cities]] using an extremely fast car like the [[GameBreaker 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 ''VideoGame/MidtownMadness 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 ''VideoGame/SanFranciscoRush'' and its sequels, which you can fall into by glitching off the track.
* Go far enough off the track area in ''VideoGame/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 ''VideoGame/{{Vette}}'', you could sometimes glitch through the walls and drive outside the game world, although an InvisibleWall beyond that prevents you from going into infinity like ''VideoGame/BigRigsOverTheRoadRacing''. Also, since the game uses DynamicLoading, you can outrun the load with the faster cars and end up in a glitch world.



* In ''VideoGame/{{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 ContinueYourMissionDammit.
* The monsters in ''VideoGame/{{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 [[LetsYouAndHimFight massacring each other]] for kicks.

to:

* ''VideoGame/BioShockInfinite''. 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 [[https://www.youtube.com/watch?v=SoyErJmNzpI 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 ''VideoGame/{{Star Wars Battlefront}}'', one could use ''VideoGame/{{Borderlands}}'' it is possible to park vehicles very close to certain cliffs, exit the invincibility cheat vehicle and pass through the cliff, allowing the player to run outside of around on the battlefield and explore the mostly expansive but fairly featureless 'background' landscape. Staying here Until finding the ''actual'' edge of the world and falling for too a long, long, long basically results time to your death.
* [[FlatWorld Jumping off the edge of the world]]
in being told to ContinueYourMissionDammit.
* The monsters
one particular level in ''VideoGame/{{Quake}}'' are not spawned to order as ''VideoGame/DarkestOfDays'' treats 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 true nature of the level's skybox: specifically, that it's actually a noclip cheat picture of a stormy Midwest plain. The sedan the photographer drove to get there is plainly visible.
* ''VideoGame/DeusExInvisibleWar'' has an out-of-world example in Kairo. When searching for the hellfire boltthrower, the player has to reach a roof
and provoke 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 [[LetsYouAndHimFight massacring each other]] for kicks.a purple void. Unlike Kairo, there are no interiors, and jumping to death is not necessary.



* 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. 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.
* In ''VideoGame/{{Turok}}: Dinosaur Hunter'' there's a pit in the "beginner" area where you can squeeze into one of the corners when you fall in and get stuck. If you keep looking up and down repeatedly it will somehow propel you up above the clouds.
* There was a bizarre room in ''[[VideoGame/JediKnightDarkForcesII Jedi Knight]]'' which was accessed by flying through the rafters in Morgan Katarn's house.



* ''VideoGame/DeusExInvisibleWar'' 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.
* In ''VideoGame/{{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.

to:

* ''VideoGame/DeusExInvisibleWar'' has an out-of-world example There was a bizarre room 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 ''[[VideoGame/JediKnightDarkForcesII Jedi Knight]]'' which was accessed 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.
* In ''VideoGame/{{Borderlands}}'' it is possible to park vehicles very close to certain cliffs, exit the vehicle and pass
flying 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.rafters in Morgan Katarn's house.



* [[FlatWorld Jumping off the edge of the world]] in one particular level in ''VideoGame/DarkestOfDays'' 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.
* ''SniperPathOfVengeance'' 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.
* ''VideoGame/BioShockInfinite''. 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 [[https://www.youtube.com/watch?v=SoyErJmNzpI 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.



* The monsters in ''VideoGame/{{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 [[LetsYouAndHimFight massacring each other]] for kicks.
* ''VideoGame/SniperPathOfVengeance'' 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 ''VideoGame/{{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 ContinueYourMissionDammit.
* In ''VideoGame/{{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 ''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. 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.



* 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.

to:

* 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 In ''VideoGame/{{Bomberman}}'' for NES, [[https://m.youtube.com/watch?v=TfiwykpPyJA there was a "hidden" seventh variation reached are several glitch levels caused by putting a faulty password system.]] Normally the game selector switch between two settings: is supposed to end at the result is an oddly colored variation of Pong that, while not much different than 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 games, is fully playable sprites with no glitches.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.



* 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.

to:

* A game for the Amstrad CPC called ''VideoGame/FantasticVoyage'' (named after the [[FantasticVoyage 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 ''VideoGame/PacMan'' where the 256th screen is a KillScreen 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 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.
* In ''Winx Club'', it's ''Videogame/RobotArena'' 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 go drive 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 these 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.
black, seemingly never-ending void.



* In ''Videogame/RobotArena'' 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.
* A game for the Amstrad CPC called ''Fantastic Voyage'' (named after the [[FantasticVoyage 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.

to:

* In ''Videogame/RobotArena'' 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.
* A game for the Amstrad CPC called ''Fantastic Voyage'' (named after the [[FantasticVoyage film and book
Japanese Famicom version of the same name]]), has two endings. The correct way to finish ''[[VideoGame/ThunderAndLightning Thunder & Lightning]]'', the game is proceeds to get in your submersible and fly out of load glitched levels after all 30 levels have been beaten. The American NES version [[NoEnding just shows 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.game over screen instead]].



* One of the earliest examples is the original arcade version of VideoGame/PacMan where the 256th screen is a KillScreen 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.

to:

* One of the earliest examples is the original arcade version of VideoGame/PacMan where the 256th screen is a KillScreen with the entire right half of the screen glitched thanks In ''VideoGame/WinxClub'', it's possible to an overflow error go through a rock in the counter that draws first level and walk onto the bonus fruit on sky; if you walk far enough into the screen.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 ''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.
* In the Japanese Famicom version of ''[[VideoGame/ThunderAndLightning Thunder & Lightning]]'', the game proceeds to load glitched levels after all 30 levels have been beaten. The American NES version [[NoEnding just shows the game over screen instead]].
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/SuperMarioBros'' glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''WebAnimation/SuperMarioBrosZ'' 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.

to:

* The ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' glitch, and repetitive world therein, was a plot point in the fan-made Mario/Sonic crossover flash series ''WebAnimation/SuperMarioBrosZ'' 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In the Japanese Famicom version of ''[[VideoGame/ThunderAndLightning Thunder & Lightning]]'', the game proceeds to load glitched levels after all 30 levels have been beaten. The American NES version [[NoEnding just shows the game over screen instead]].

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* ''VideoGame/{{Portal}}'': the final cutscene takes the camera [[spoiler:through a system of pipes leading to a room with the cake and the CompanionCube]]. 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 [[spoiler:your beloved CompanionCube]] [[ShaggyDogStory 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, [[spoiler: 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 [[https://www.youtube.com/watch?v=XELXnm7P3cs here.]]

to:

* ''VideoGame/{{Portal}}'': the final cutscene takes the camera [[spoiler:through a system of pipes leading to a room with the cake and the CompanionCube]]. 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 [[spoiler:your beloved CompanionCube]] [[ShaggyDogStory all the way as far as the grille just before the final boss]].
**
boss]]. In fact, using similar methods to glitch an extra substitute cube from Test Chamber 16 into Test Chamber 17, [[spoiler: 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 [[https://www.youtube.com/watch?v=XELXnm7P3cs here.]]



* ''VideoGame/GrandTheftAuto [[VideoGame/GrandTheftAutoIII 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 [[GoodBadBugs 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.

to:

* ''VideoGame/GrandTheftAuto [[VideoGame/GrandTheftAutoIII III]]'' ''VideoGame/GrandTheftAutoIII'' 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 [[GoodBadBugs 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.

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