OMG!!! I just found out we can walk through the map with no action like that and finish all underground bosses with that trick. I will try all what you've done. That is so cool. Thank you very much^^
@kilvear
11 жыл бұрын
From what I can tell it seems to be a glitched involving collecting the orb and it makes certain walls that are normally impassable possible and walking off the map loads a different map with the same layout.
I know this is Japanese video but can someone explain me about running through underground map in a few loops?
@pengdi874
7 жыл бұрын
It is a bug in this game. You can use the "red ball" in the underground map of the 1st island to open the hidden way (shown in green in the video) of this map. The hidden way links to the hidden parts of the map, which is just 10 loops of the original underground map. But in different loops, when you enter the position of "boss stage" and "bonus stage" you will be led to different worlds. At the 1st, 4th and 5th loop, the boss stage refers to 1st, 3rd and 2nd boss respectively. Also, the red ball will be refurbished when you enter this underground map. So you can beat the three bosses and get 3 sword pieces just within this map.
@Khalless
6 жыл бұрын
but in the same time if you don't have a map and exit the wrong room you will end up with a dead end like in 8:48 am i right? Also, Thanks for the Information
@pengdi874
6 жыл бұрын
That is. You will end up dead for example if you go into the "boss stage" of the 3rd loop(8:48). If you entered there, you have to suicide until game over. If you choose to continue you will be at the entrance of the underground map.
@ScottySR
5 жыл бұрын
@@pengdi874 There is no "hidden way". Using the red orb in a maze outside a fight leads to a bug because developers were careless. Basically the blue orb and red orb have very similar code. Most notable difference is that the blue orb has a additional subroutine that erases all projectiles as well. The developers pretty much just copy pasted the blue orb's code and altered it slightly into the red orb. Some changes had to be made because the part or RAM that is in normal stages used for object and projectile memory, is partially overlapping with the memory region where the maze layout is stored while inside one, so that part of the object memory was moved elsewhere for the mazes. Everything would have gone correctly, but they forgot to change one branch address (since branch addresses are relative they most likely had a label system and the assembler calculated the relative offset between the branch instruction and (incorrect) label). What they intended was that when there is no enemy present, the part that sets up the enemy's death animation is skipped, but due to the derp with the branch address, the code actually jumps to the same part in blue orb's code. After that comes the part that removes projectiles. It basically just overwrites the entire projectile memory with zeros. But since you are not actually in a side scrolling stage, it erases part of the maze layout instead since it occupies the same memory area, just in different stage mode.
Пікірлер: 43