★ Minus World
Minus world is a glitch level found in the 1985 video game Super Mario Bros. it can be encountered by maneuvering the main character, Mario, in a certain way to trick the game and send them to the wrong area. Players who enter this area are greeted with an endless, looping water level in the American version, while the Japanese version sends them on a sequence of three different levels. The difference is that the first one is located on the cartridge, and the second one is located on the disk, which arrange the data differently. It got exposed in part thanks to Nintendo Power magazine discussing how the glitch occurs, and the Creator of Super Mario Bros. Shigeru Miyamoto denied that the addition of a minus world was intentional, although he later commented that the fact that it doesnt crash as a game might make it considered a game feature.
The existence and disclosure of this glitch leads to the spread of rumors about further secrets existing in Super Mario Bros. it has gone down in history as one of the greatest secrets and glitches in video game history, and the term Minus World has come to refer to areas in games that exist outside of normal parameters, such as the Legend of Zelda. Frog Fractions designer Jim Crawford cited it as an inspiration for creating Frog Fractions the way he did, while Spelunky Creator Derek Yu spoke of his nostalgia for the minus world, lamenting the lack of mystique in modern games. Links to the minus world can be found in both Super Paper Mario and Super Meat Boy.
1. Short data. (Короткие данные)
The Minus World is a glitch level found in the 1985 Nintendo Entertainment System video game Super Mario Bros., which is located after World 1-2. To face it, players must maneuver Mario through the bricks separating the normal exit from the warp zone. Until players lock the screen in the desired position, players can force Mario to enter the first warp tube before "welcome to the warp zone!- the text is open. The console did not have a method for checking for collisions between tiles, and the task of checking all points around the tile for possible collision points was too difficult for mos Technology 6502 games. To compensate for this, designers place boundary borders around objects and compare a limited number of collision boundaries. Marios sprite has two points, one on each leg, each of which detects his collision with the floor. The game usually catapults Mario in the opposite direction if he is inside a block, which can be prevented by squatting down while jumping into it and pushing to the left at the right moment, causing him to catapult to the other side of the wall. The game then mistakenly sets the leftmost warp tube to send it to -1 world. When players successfully manage this, they are shown a screen labeled World -1, and then Mario is placed in a water level that loops the end with the beginning, and as a result, it is impossible to defeat him. This is a copy of the scene, world 7-2, if you dont count looping. The level is identified in internal memory as" world 36-1", but when it tries to display this, 36 is replaced by an empty space. The reason why the error occurs is due to an incorrectly read byte.
The Japanese version of the game on the Famicom disk system has a different result from running the glitch, instead of looping after Mario reaches the end of the level, he goes through three different levels until the players reach the goal and the game ends. Japanese levels start with an underwater level, as well as floating Princess peach and Bowser sprites at several points. The reason why the two versions of Minus Worlds differ from Each other is that the North American version uses a cartridge, while the Japanese version uses a disk. Cartridges and disks arrange the data differently, so that different versions that send the offset received by the strain tube arrive at a different byte in programming.
2. History. (История)
When the Creator of Super Mario Bros. Shigeru Miyamoto was asked about the minus world, he denied authorship and said that it was not intended. When later asked about the minus world, Miyamoto commented that while it was a glitch, the fact that it doesnt crash the game makes it a feature as well. Since its opening, the minus world has led people to believe that the designers of Super Mario Bros.hidden secret levels for experienced players to find them. It was featured in the third issue of Nintendo Power, describing it as an endless Water world that no one has ever escaped from."This appearance provided photographic evidence of the failure.
3. Reception. (Прием)
The minus world was an "incredible phenomenon" and eventually became well known, according to Screen Rant, becoming part of the video game design lexicon. Siliconera employees called it "legendary", and Game Informer writer Ian Boudreau called it "one of the most famous glitches in games". Kotaku writer Jason Schreier wrote that it was "burned into the history of video games. Nintendo Life writer Gavin lane called it" one of the Most famous Nintendo glitches. Edge employees discussed how its impact was "purely symbolic and contextual," discussing it as the failure with the most lasting impact."They felt it was so appealing because it was relatively easy to execute, suggesting that its early popularity influenced the trend of secret levels. Both Screen Rant and GamesRadar noted the fact that this is an endless water level, with Screen Rant calling it"every gamers worst nightmare"."GamesRadars Justin Towell called it" one of the greatest video game secrets. According to a gaming consultant for Nintendo, minus world was one of the most frequently requested tricks by subscribers.
4. Heritage. (Наследие)
The term minus world "has become a term for an area outside of the games parameters, with the escapist identifying an instance of Super Mario Bros.as" one of the first and most classic examples. Glitches in other games were called a minus world, including in the first the Legend of Zelda. Frog Fractions-and Frog Fractions 2-designer Jim Crawford cited moments like Minus World as his inspiration for creating these games, wanting to "bring back the sense of mystery" evoked by these moments. Derek Yu, the Creator of Spelunky, spoke about how he is nostalgic for the minus world, calling it "unbelievable" and lamenting that modern games lack such mysticism.
In 2007, the video game Super Paper Mario featured an area called "World -1", in reference to a glitch that acts like purgatory. In the 2010 video game Super Meat Boy, there are levels called Minus Warp Zones that reference the glitch.
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