Final fantasy stairs glitch

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How To Skip Half Of Final Fantasy IV By Climbing Stairs

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The fastest way to beat the iconic role-playing game Final Fantasy IV isn’t to dash through the final dungeon or grind for all the best spells. It’s to walk up and down the same staircase 63 times.

An obscure, elaborate glitch, discovered nearly six years ago, allows players of the Super Nintendo game to skip nearly half of the story by manipulating the counter that keeps track of what floor their character is on. With precision and a little bit of luck, an experienced speedrunner can use this glitch to beat Final Fantasy IV in under two hours. For comparison, the length of an average playthrough, according to How Long To Beat, is 23 hours and 56 minutes.

I’d heard about the stair glitch in the past, but I hadn’t really seen it in action until I watched Rivers McCown’s fantastic speedrun of Final Fantasy IV at Awesome Games Done Quick earlier this month. For the first two hours, McCown plays through the game fairly normally. There are plenty of weird tricks and glitches, but the path will look familiar to anyone who’s played Final Fantasy IV, as McCown takes Cecil on a journey to collect crystals, chase Golbez, and get betrayed by Kain over and over again. Then, right after he hits the Underworld, things go off the rails.

As soon as McCown enters the Dwarf Castle, a little over halfway through Final Fantasy IV, he walks up and down the stairs connecting the foyer and the throne room 63 times. Then, right after killing the creepy boss Calcabrena, McCown uses Rydia’s Warp spell—which is meant to send the party back to a previous floor—to head back to the castle’s crystal room. When he leaves that room, he suddenly winds up in a series of glitched maps, which he uses to 1) go to the Sealed Cave and drop off Kain; 2) warp to the Moon to pick up FuSoYa; and 3) zip straight to the final dungeon, where he can immediately kill the boss and beat the game.

This all happens because of those stairs.

“There’s a counter in the game that changes when you change rooms,” McCown told me in a phone interview this week. “It’s used by the Warp spell and Exit spell. It starts at zero on the world map, goes to one when you enter a town or dungeon But there are also stairs that mistakenly were put in that increase the floor counter both ways.”

One of those staircases is in the Dwarf Castle, and when you walk back and forth that staircase 63 times, you’re adding to that floor counter incrementally as you go. In other words, instead of realizing that you’re just walking between the first and second floors of the castle, the game thinks you’re walking up to the third floor, and then the fourth floor, and so on, all the way up to

“If you go through a plus-1 door on floor 63 it returns you to zero,” McCown said, noting that Final Fantasy IV has no dungeons with that many floors, so the developers would have never expected the counter to get that high. “But if you go through a minus-1 door after that it sends you to ”

That’s when things get really broken. Once the floor counter is at -1, the game will start sending you to all sorts of weird places, starting with a dummy map and then changing based on all sorts of variables, which range from the game timer to the items in your inventory. Even the color of your menu screen is involved, for some reason.

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Because you’re dealing with glitched code, one bad move during this process can freeze or crash your game. Entering one specific room with a certain time on the in-game clock, for example, will lead to a soft-lock. So for McCown and other speedrunners who use this glitch, there’s a very specific path to take, one that involves parking a chocobo in the perfect spot, swapping your items in exactly the right order, and pausing during some big battles.

“Along the way in the run we’re doing a lot of subtle things to manipulate potential soft-lock areas,” McCown said. “Also we bought all these items in the Baron weapon shop that basically serve as coordinates to what map you want to go to.”

These coordinates would look like gibberish to even an experienced Final Fantasy IV fan, but thanks to this glitch, they can allow you to warp immediately to any map in the game—including the final fight. Problem is, there’s no way to beat the final fight. If you’re speedrunning, then by this point your characters are too underpowered to survive the Zeromus battle, and there are no good tricks to beat him like there are in all the fights leading up to this point.

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Fortunately, there are glitches. As McCown demonstrated at AGDQ, the current fastest route is to warp to the Sealed Cave to drop off Kain, freeing up a slot in your party for the wizard FuSoYa. Then, because by this point your game is glitched to hell and back, you can corrupt one of FuSoYa’s magic slots to create a spell called “upt Co,” which is actually Reaction, a little-known enemy ability belonging to the Dark Grenade monster. The function of this Reaction spell is simple: It takes every enemy on screen and triggers their death flags, ending a battle instantly.

With that spell in hand, it’s safe to warp to Zeromus and then use FuSoYa to kill him before he even transforms into his final incarnation, allowing you to finish the game no matter how weak your characters are. The whole process takes about 15 minutes, and it cuts out the entire second half of Final Fantasy IV, allowing intrepid speedrunners to beat the game without even getting one of the final party members. The current world record, by the_roth, is 1 hour, 54 minutes, 50 seconds. McCown is in second place, with 1 hour, 56 minutes, 26 seconds. He estimates he’s played through Final Fantasy IV about times.

The Final Fantasy IV speedrunning community was mostly able to piece all these elaborate steps together because of a player who goes by pirohiko. You can watch pirohiko’s tool-assisted run (TAS), which keeps track of every possible variable including the floor count, right here:

If you’re interested in trying out the Final Fantasy IV stair trick for yourself, I recommend this guide. This deep dive is also a fun read.

Culture

Sours: https://kotaku.com/how-to-skip-half-of-final-fantasy-iv-by-climbing-stairs

by Jason Parker (Ragachak)

Retro Review - FF1 NES

It all begins here.

Though I grew up in the 80s, I actually didn&#;t play Final Fantasy on the NES until the mids, despite owning a Nintendo since it came out around &#; I remember the moment quite fondly, too. There was a retro/used video game store right across from my neighborhood, and I went there anytime I could convince my Mom or Grandmother to take me. Other times, I&#;d just ride my bike up there. I saw a copy of Final Fantasy 1 and wanted to try it, and wound up spending close to a half hour picking a team, naming them, and doing some leveling up outside of Corneria. I begged and pleaded (every year) to get them to go buy it for me. This was before the price of NES games really began to skyrocket, and the collecting scene had not really grown to the level it did in the s. In fact, I didn&#;t get to play Final Fantasy 1 until well after I got out of High School. I played more of Final Fantasy 2 and 3 (4 and 6) than I did of 1. I eventually played several playthroughs of the NES version, completing some of the more difficult challenges (four white mages, for example).

Retro Review - FF1 NES - stair glitch

Ah yes, the stairs glitch. One of many!

Final Fantasy 1 was a real achievement for consoles, despite the many (many) loopholes, glitches, bugs, and problems the game had. A single-player RPG where you had a party of characters that you selected the class for, went on a difficult but rewarding journey, upgraded their classes, traveled back in time and did battle with an ultimate evil? Sure, Might & Magic came out before Final Fantasy, but that was an entirely different kind of turn-based RPG. It was more like a PC RPG (since Might and Magic is a PC franchise mainly), and Final Fantasy 1 was its own beast. It changed RPGs forever. A turn-based RPG where you got to see your characters and the enemies, and incorporated a lot of the then-current AD&D rules, like initiative, armor class, spell slots, armor/weapon types, each character needing specific types of spells and equipment.

Final_Fantasy_-_NES_-_Menu

God did I ever hate spell slots. Even DQ didn&#;t do that.

There are so many options for Final Fantasy parties, where your four characters can be a Fighter, Black Belt, Thief, Red Mage, White Mage, and Black Mage. During the Bahamut portion of the game, you can undergo a rite/ritual to upgrade to Knight, Master, Ninja, Red Wizard, White Wizard, and Black Wizard. This will drastically change some characters, like Knight being able to cast some spells, as a prime example. First-time players could very well miss it though if they don&#;t find Bahamut and his castle. This is one of the first games where you really needed to talk to everyone, and many times that could not be enough. Nintendo Power was the MVP though, having the free Final Fantasy strategy guide, for subscribers. It was one of the several free strategy guides they released, and it was definitely a driving point for me wanting the game since I had the guide and would read it obsessively.

Retro Review - FF1 NES - Lich

I defeated Lich, Kary, Kraken and Tiamat with a chortle. &#; Then I died to Warmech.

Your first goal is just to save the princess of Corneria from the rogue knight Garland. Once the strongest knight in Corneria, for reasons unknown he kidnaps the princess and leaves, fleeing to the Temple of Fiends in the Northwest. He&#;s not really that strong, but you&#;re a team of heroes and he&#;s just one sinister knight. Easy, right? You bring her back home, but you better not forget to talk to her again. That useless item she gives you is the key to getting to the last dungeon. Now you&#;ve learned that the world is slowly dying. The seas are slowing, food isn&#;t growing. The land is growing hot and unbearable. The crystal&#;s power is weakening (if not gone) and it&#;s up to this squad of colorful badasses to go fight the four fiends and recover the Orbs. Lich, Kary, Kraken, and Tiamat are the four henchmen of Chaos, who has trapped the world in a time loop. Peace won&#;t happen until Chaos is bested once and for all.

Retro Review - FF1 NES - Chaos

Using items for attack/heal spells is the real key to success.

It&#;s a nice, long RPG (unless you&#;re speedrunning), and it&#;s key to talk to everyone to figure out just where you&#;re going next. Despite it being a very linear game, you do a lot of globetrotting. It&#;s not easy though. It&#;s frustrating and tedious to level and grind unless you know the right spots to do it, like the Penninsula of Power. That&#;s a spot on the map where enemies much stronger than normal appear, and it&#;s one of the best early grinding spots in the game. In the NES version of the game, Mages felt almost impossible to use without items that cast spells, because you have very limited spell slots. The Black Belt class was bugged and borderline useless in the early game too. These were both corrected in the GBA version (Dawn of Souls). Then there are the wealth of enemies that can instantly kill you with death spells, death attacks, petrification, etc. This is before the time of Phoenix Downs, and you only had a few Life spells per rest period. No ethers, either! So you had to go back to Church. Few things were more frustrating than losing two party members mid-dungeon, having to trudge all the way back to town and fix the problem.

Retro Review - FF1 NES - Warmech

Get ready for NUKE.

While the actual game is frustrating and difficult, it&#;s not all bad. Visually it was the first of its kind, and it has some of the most memorable music any RPG. It&#;s the first of a franchise that is still going strong today, and there are some pretty easy-to-exploit things in the game for exp, like Chest Bosses. Some treasure chests have a boss in front of them or an encounter that triggers. It will be triggered every time you step on it that tile, so with knowledge and preparation, you can grind these spots for tons of exp and gold. This is also the first RPG with a &#;Superboss&#;. A Superboss is typically much stronger than the Final Boss and is hidden somewhere in the world. In a lot of games, these are also in the post-game, but there&#;s only one spot you can find the Warmech. It can cast the strongest damage spell in the game, and it, like most bosses in the game, it can murder your whole team. Warmech, which has an incredibly low encounter rate on the last path of Tiamat&#;s Flying Fortress.

Garland Might Knock You All Down: 3/5

Retro Review - FF1 NES - Dawn of Souls

This is the best version of the game. Play the GBA version instead.

Final Fantasy was truly the first of its kind in the West, and kickstarted my love of the series, despite my first real exposure being a Nintendo Power magazine featuring Final Fantasy 2. It&#;s filled with bugs, glitches, and the NES version feels frankly unplayable once you&#;ve played the GBA or PSP versions of the game. But it was bold, it was fresh, and it was something we had never seen before. It was a colossal undertaking and was the first RPG I played that really felt like an epic, nearly impossible quest. It felt far more difficult than Final Fantasy 4, and my first playthrough of that took 80+ hours. Despite having one ending, and one linear path, it had replay value in the challenge of trying different party combinations and different approaches to party makeup. It&#;s not even in my top five Final Fantasy games of all time, but I have fond memories of it. I had memories of this game before I even played it, which is a testament to how strong the pull was. Final Fantasy 1 unknowingly led me down this path, and though I played other RPGs first, this one made me smile so much more.

 

Sours: http://www.onrpg.com/news/editorial/retro-review-final-fantasynes/
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  5. Coc ice nova

Final Fantasy Speedrun Includes 28 Minutes Of Walking Up Stairs

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This video features about half an hour of a guy doing nothing but walking up and down stairs in Final Fantasy for the NES. Don't say I didn't warn you.

Speedrunner gyre_, who set a new "any%" world record on Sunday by "completing" Final Fantasy in 59 minutes and 10 seconds, used a save-corrupting glitch to make his game think that A) he'd already gotten all four orbs of light; and B) his characters were over level 99, therefore leading enemies to run away. To do this, he entered specific commands as his character names and then overloaded the game's memory—by walking up and down stairs—until wonky things started happening.

"This glitch has been known about for a while," he says, "but people didn't understand how to take advantage of it until quite recently."

You can watch the whole video here (skip to if you don't want to watch stairs):

So what's with all the stairs? Allow gyre_ to explain:

Your party names are stored in some scratch memory when you enter them on the character select screen. As long as you soft reset, it'll still be there when you start up another game. What I did was a stack smash attack where by walking up and down the stairs 70 times it would start executing code nearby that scratched memory. I had to pick a couple things correctly, like my character classes and so on, for it to actually reach my character names, but it'll execute my second character's name.

When you saw me enter two codes what I was actually doing was jumping from the second character to the fourth character to get a couple more bytes of space, since I only have four bytes of executable code in these character names. You really can't do much, you're extremely limited in CPU instructions cause there's only a handful of characters. And then there's all these instructions, which take two or three or four bytes to encode. So that becomes an issue—how do you actually input those in the game. A lot of it's trying to chain to other parts of memory where you actually can do useful things by taking advantage of code that's sitting around.

In other words: magic.

You can reach the author of this post at [email protected] or on Twitter at @jasonschreier.

Culture

Sours: https://kotaku.com/final-fantasy-speedrun-includesminutes-of-walking-u


The NES version of Final Fantasy has quite a few bugs in it. Most of them were fixed in later versions, but some weren't. It seems a lot fewer new bugs made it into later versions also.
There is a program called FFHackster Companion which will fix some of these bugs in the NES ROM for you. Find it at http://home.earthlink.net/~paul3/ff1.html

Double DoorDescription
If you go into the menu screen while standing on a door, when you come back the door will reappear on you. Sometimes if you walk down, the door will double. I first noticed this bug in NESticle so I assumed it was an emulation problem, but it still works on a real NES. This bug was fixed in all later versions.


Finger PointDescription
The 2 top rows on this penninsula north of Pravoka have enemies much tougher than anything you should be able to fight in the beginning of the game. It's a great place to gain a lot of experience and gold early on. I call it Finger Point, but it's also known as the Penninsula of Power, or just the Penninsula NorthEast of Pravoka (PNEOP). This was not changed in the WSC, PSX, and GBA versions, possibly suggesting that this was intentional and not a bug afterall. Of course the other spillovers (Imps/Goblins in inappropriate places) were never fixed either, and that was clearly a bug. The map in the MSX version was shifted, fixing most of the other spillovers, but this one is still there, just in a slightly different place.


Invisible WomanDescription
The invisible woman is the weird mystery of FF1. Thanks to the "walk thru walls" Game Genie code, we know it's a woman. This is apparently a layering bug. She's in a room, even tho she isn't. If you go into a room and walk back out without using the door, she'll be visible and no one else will. While I expected them to just make her visible in the WSC/PSX/GBA versions, she seems to have been removed completely. That is, unless they did an even better job of hiding her. She is visible in the MSX version.


Elemental SwordsDescription
Many weapons throughout the game were obviously intended to deal more damage to particular enemies. For example: the Ice Sword to fire monsters, the Flame Sword to ice monsters, and the Dragon Sword to dragons. Unfortunately, this was apparently never implemented. This bug was fixed in all later versions.


Land on the CaravanDescription
You can actually land the airship on the spot of desert where the caravan is. It's the only desert in the game you can land on. This bug is still there in the MSX version, but was fixed for the WSC, PSX, and GBA versions.


Ghost CharactersDescription
After coming out of the Inn in Onrac, if you walk straight down without going left or right people can walk right thru you. This bug was fixed in all later versions.


Lousy HousesDescription
When you use a House it restores your HP and asks if you want to save and restore magic. The problem is, when you say yes, it restores your magic AFTER it saves, so if you come back to your game your magic isn't restored. To counteract this, just use a Tent after you use a house. This bug was fixed in all later versions.


Black Belt Armor BugDescription
The Absorb of an unequipped Black Belt (or Master) is equal to his level (not a bug). After a level-up, this happens even if he is equipped. Going to the armor screen sets it straight. This can be good or bad depending on level. A useful application for this bug is to gain the high Absorb from a level-up, and still keep the protective effects of the Ribbon or ProRing. Just make sure not to visit the armor screen after that. Similarly, make sure to visit the armor screen after level-ups when you're at a low level. Another related bug is that the Black Belt starts off with an absorb of 0. There is a similar level-up bug for weapons, but it can only cause a difference of 1 point. This bug was fixed for the WSC/PSX/GBA versions. The Monk/Bl.Belt's special abilities were removed for the MSX version, so this doesn't apply.


Faulty SpellsDescription
Some spells don't work as they should. TMPR, SABR & XFER don't seem to work at all. (Although oddly, if you hack the game to make an enemy cast them, they do work.) LOCK always misses, and LOK2 does the opposite of what it's supposed to. It makes the enemies HARDER to hit. HEL2, although coded properly outside of battle, actually has the effect of HEL3 in battle. These bugs were fixed for the WSC, PSX, and GBA versions.


Ribbon [SPACE] [SPACE]Description
This isn't much, but the Ribbon has an extra space in its name that messes up the selling screen a little. This bug is only present in the American NES version.


ExperienceDescription
If you somehow manage to get enough experience to go up 2 levels in one battle, you'll still only gain one level. Then the displayed number of experience you need for the next level will be wrong. When you win another battle you'll level up again and the number will be corrected. This was NOT fixed in the MSX version and I haven't tested the later versions yet.


Wrong ColorsDescription
Depending on which battle you find them in, some monsters can appear with the wrong colors. Most of the time this is only true in the Famicom version, since some battle formations were changed for the NES version. The only time this affects the NES version is with the Sea Troll. The difference in color is much less drastic than some other monsters, like the OddEye. This bug was fixed in all later versions.


Enemy SpellsDescription
When an enemy casts a spell that targets all allies it doesn't hit the caster. When an enemy grants protection from an element to something that's weak to that element it doesn't work. I grouped these bugs together because the most noticeable occurence of each is with the WzVamp's use of AFIR. These bugs were fixed in the WSC, PSX, and GBA versions.


Dialog LayeringDescription
When you talk to someone or something, and an NPC is standing beside the dialog box, the NPC will be placed behind the background. When they're standing on grass, they'll just disappear. In the case of this walkway, you can still see them in the black (transparent) area. This bug was fixed in all later versions.


Lost BatDescription
There's a bat in the Waterfall who's stuck outside the bounds of the cave. This bug was fixed in all later versions.


RunningDescription
Running away is supposed to deal with your Luck and your Level. Due to a bug, the top 2 characters can run easier than they're supposed to and the bottom 2 characters can have a harder time running than they're supposed to. This bug was fixed in later versions.


Nondescriptive AltarsDescription
This is a really minor thing. When you "talk" to the 4 altars you're supposed to get a message like "The Altar of the Earth." This only actually works for the Earth and Water altars. The text for the Fire and Wind altars exists in the code though. This bug was fixed in the MSX version. The WSC and PS versions don't have this descriptive text at all though.


Fairy in the Ice CaveDescription
I don't know if you could technically call this a bug, since you can't find it without cheating. There's an extra fairy on the first floor of the Ice Cave, outside the normal bounds of the cave, down from the furthest point on the right. There's no way to tell if this was fixed in later versions unless I get some walk-thru-walls codes for them.


WarMech's RarityDescription
I'm not sure if this was a bug or if it was intentional. In every version except the American NES game, WarMECH is in the rarest encounter slot, and the [Dark] Fighters are in the second rarest. In the American NES version, they're switched. This does not occur in any other version.


High HPDescription
If you use a Sleeping Bag (Tent) when some of your characters are dead, they get a lot of Hit Points for some reason. It doesn't do you any good though, since you they go back to 1 if you revive them. This bug is not found in any other version.


The Price is Wrong!Description
The Ruby Bracelet (Gold Bracelet, Ruby Armlet) is 10,G, only 20% of what it costs in other versions of the game. This bug is not found in any other version.


Useless MonkDescription
The Monk (Black Belt) has none of his special powers (better damage/defense while unequipped) in this version. I figured maybe this was on purpose, and that he'd get them after the class change since it doesn't do him any good in the other versions. Nope, no such luck. He does, for some reason, attack pretty well with Nunchucks at high levels, but otherwise the Monk is just a big hunk of crap on the MSX. This bug is not found in any other version.


Truncated DamageDescription
If you can deal more than damage at once (a Monk with a Masamune is pretty good at that) there won't be room for the thousands digit, so only the last 3 numbers will show. This bug is not found in any other version.


No Angel's RingDescription
The Angel's Ring exists in the code, but apparently you can't actually get it without cheating. There's no Angel's Ring at all in any other version.


If you know of any more bugs, give a yell.
Sours: http://www.fforigins.com/ff1/bugs/index.html

Stairs glitch fantasy final

Various bugs and glitches appear in the Final Fantasy series, referring to programming errors that result in behavior not intended by the programmers. Glitches can be harmless and only manifest as incorrectly displayed graphics, or they can be hazardous and game-breaking, effectively ruining the player's save file.

"Glitching" is the practice of a player exploiting faults in a video game's programming to achieve tasks normally impossible if the game's script runs as intended, such as running through walls. Glitching can be used to gain an unfair advantage over other players in multiplayer games.

Appearances[]

Final Fantasy[]

The Intelligence bug and the critical hit bug are the most game-changing bugs. As a result, physical attacks are substantially more powerful on average than they would have been had the correct critical rates been used. The Intelligence stat is broken, meaning Red Mages are just as powerful spell-casters as White and Black Mages. The critical hit bug has been retained through various remakes, but the Intelligence bug has been fixed in recent releases.

The spells intended to raise effectiveness of physical attacks and evasion are glitched in the NES version, as is the item House, which saves the player's progress before it restores their spell charges. Several weapons are also bugged in the NES version, in which the weapons' intended special effects do not take effect.

There exists a bug in the NES version, where upon level up, the game checks if the Monk/Master has a weapon equipped instead of their armor to determine what formula to use. If they have no weapon equipped, but do have armor on, the game will mistakenly set their defense to their level, as if they were not equipping any armor. This error can be fixed by viewing the armor screen from the pause menu. This bug can also be exploited by granting the Monk/Master special armor properties but using the naturally higher defense of the unarmored Monk (e.g., leveling up with a Ribbon equipped and no weapon, to give the Monk the Ribbon's elemental and status protection but use the Monk's higher natural defense).[1]

Most of the glitches are fixed in later remakes, apart from the critical hit bug, leading to the assumption it being a conscious choice by the programmers, and thus can no longer be viewed as a "glitch". The remakes also add some bugs of their own: in the Dawn of SoulsWhisperwind Cove dungeon, the Angel's Ring can never be obtained, as the map that is supposed to have it never appears.

Final Fantasy II[]

The Target-cancel bug was the most game-changing bug, but has been fixed since the Dawn of Souls release. The bug would allow the player to level up their weapons and magic effortlessly by simply choosing a command and then cancelling it straight away.

A similar exploit is to purposefully finish battles with low HP and MP to gain more of these stats; this isn't really a glitch as much as it is an exploit of the character development system. Most other bugs are only present in the original NES version, which had bugs related to equipment, spells and the dual wielding system with weapons that didn't work as intended.

Final Fantasy III[]

Various equipment and spell bugs were still present in the original NES release, where certain spells and weapons don't behave as intended and the player could duplicate spells. The biggest exploit in the original NES version is the Item upgrade glitch, which would potentially let players get access to the most powerful equipment right at the start of the game.

The DS version is an entire remake and thus doesn't suffer from the glitches present in the original version, but it has a whole new glitch of its own, the Item duplication glitch.

Final Fantasy IV[]

Due to the releases on multiple times on different platforms, smaller and bigger glitches can be found across versions. It was the first game to feature the Active Time Battle system, but in the original SNES version, it didn't have the time bar indicating the characters' turn order. When this feature was added in the Game Boy Advance version, the system was bugged.

In the original SNES version, there are various bugs concerning equipment, ranging from weapon effects that never take effect, and the Avenger weapon that, among many other glitches, fails to update the character's attack stats to those in the Avenger weapon, retaining whatever stats the character had in the previously equipped weapon, to weapon duplication glitches.

Sours: https://finalfantasy.fandom.com/wiki/List_of_bugs_and_glitches
[TAS] [Obsoleted] NES Final Fantasy \

TASVideos

Final Fantasy glitched

  • As fast as possible
  • Memory corruption
  • Executes arbitrary code (not total control though)
  • Encodes a message with an ancient cipher

Stair glitch

Certain staircases in Final Fantasy push a state on to the stack to keep track of where you have gone. Take enough of those and you can overflow the stack. Hitting start to bring up the menu triggers a glitch that jumps into a range of memory used when entering your party's names. There actually aren't many staircases that use this but one of them is in Castle Coneria right where you start. Since it is the name entry that sets the memory up, multiple glitches can be executed by starting a new party, hitting reset and loading up your actual party. In some cases you don't need to reset because the savegame memory gets corrupted. The Japanese version has a larger character set than the English version even though it only supports the phonetic Hiraganaalphabet and a few other characters. Turns out that some of the character codes not available in English are needed to execute some of the more interesting glitches. For a full explanation see the forum discussion.

How to use the glitch

Welcotar posted this on the forums after Gyrefound this out and used it to make some realtime runs. This run is basically a TAS-optimized version of Gyre's fastest method. The first plan was to jump right to the credits. Gyre figured out a way to do that by jumping to the memory of the item list. The item list had to be set up for this and even with some underflow glitches it still took a while. Another interesting but much longer plan involved gaining access to the final dungeon and completing it. The stairs glitch was used to corrupt one character's level to At that level most normal enemies flee and bosses flee about 2/3 of the time. It took close to an hour but that was good enough to beat the current any% TASby over 10 minutes. The fastest method used here first uses that same level corruption trick. A second glitch causes the next NPC to trigger the final boss fight vs Chaos. As we already know, making Chaos run is good enough to get the credits to roll.

Easter Eggs

Only the second and last hero names matter. You need to name the first and third though. Since you can move the cursor one step without losing time I enter something besides just ああああ (aaaa). If I am getting this right the names sound like 'akasai' and 'waiwai'. You need to step off the stairs and back on many times. It doesn't matter which direction so I felt like I had to do something to play with that. So I used the direction to encode a message. The message in the first stair glitch is the names of the authors and the second one is a special Final Fantasy-related message.

TheAxeMan's comments

Thanks to everyone who posted on the forums. Welcotar, Gyre and others did most of the work investigating the glitch. Inzult posted a mostly optimized run that I just cleaned up a little for this submission. I was finishing up my Ultima 4 NES run.
Mothrayas: Judging. Mothrayas: Walking up and down stairs repeatedly for five minutes is a repetitive affair, but results in an oddly comedic effect for this run. It's also nice to see how that action ends up breaking the game entirely. Accepting for Moons as a new branch. sheela Processing. feos: Fixed the branch.

Sours: http://tasvideos.org/S.html

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Her body ached with the delight of the first orgasm. She suddenly realized that a man is not a king and a god, but the same person, and can just help you, or. Can deliver a fabulous pleasure when you lose yourself in time and space. Yevsey put his hand on the back of her head, pulled her closer and kissed her passionately.



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