wow, awesome video, after around 20 years, i knew there is something off with this game, i thought this is intentional, but from a game dev perspective this was even more interesting for me to find out, new game certainly won't run into issues like that, right? :D at least i couldn't think about running into this issue using modern engines like UE5 Blueprints :D
@MrWanobi4 ай бұрын
Thanks you too, and really intresting subject of the video.
@juanjaykilla25 күн бұрын
Sorry to burst your bubble @monstermaze but the ghosts do kill you. I have video proof. Stay in that area long enough and you’ll find two spots where the ghost can kill you, even with full hearts, with one hit.
@nodrance4 ай бұрын
So the conclusion here is basically "they misplaced an enemy that just so happened to be the jankiest enemy in the game, and everything else is working as intended"
@MonsterMaze4 ай бұрын
Pretty much, yeah ^^
@Fierydice4 ай бұрын
So there were supposed to be even more zoras in the swamp 😂 I guess I should be glad they misplaced them
@MonsterMaze4 ай бұрын
@@Fierydice Thats actually a good point haha
@VivaLaGiygas4 ай бұрын
Fr i'm amazed they managed to squeeze 23 minutes out of this glitch
@MonsterMaze4 ай бұрын
@@VivaLaGiygas Oh trust me, I can squeeze any amount of time out of anything
@sa32704 ай бұрын
Misery Mire sounds like an alter ego of Monster Maze.
@kakarikokage25144 ай бұрын
Link- "Well, uncle, you came back from the dead, so..."
@nicholasharvey12324 ай бұрын
I'm honored to have been part of this investigation all those years ago and have my name mentioned at 4:54.
@paulandreotti16394 ай бұрын
Really funny coincidence that I found your comment EXACTLY when you were mentioned.
@dustintrahan66194 ай бұрын
Same! @@paulandreotti1639
@SonicTheDarkHedgehog3 ай бұрын
@@paulandreotti1639That’s not him, you dummy. People will seriously believe ANYTHING!
@SonicTheDarkHedgehog3 ай бұрын
@@paulandreotti1639That’s not him. People will seriously believe ANYTHING😂😂😂
@ballthatbounces6263 ай бұрын
@@SonicTheDarkHedgehog how do you know hes not?
@CZsWorld4 ай бұрын
The fact that you reverse engineered a glitch is insane. I love how in the 90s stuff like this just became a mystery, as if there was some in game secret people had yet to figure out. Whereas today it would probably just get patched. Like the Mew under the truck, It seems like one of those things that was more fun before the internet.
@SECONDQUEST4 ай бұрын
This isn't the first breakdown on this. There's lots of research into this actually. Very neat of them to put it all together.
@TailsClock4 ай бұрын
There was nothing fun about mew under the truck. Thanks to the internet I was able to do what I always wanted to do and actually catch Mew with the real glitch. Not sure why you think kids getting tricked and missing out is better.
@JacobNintendoNerd994 ай бұрын
@@TailsClockI'm glad they actually did put something there in FRLG. There's a Lava Cookie under the truck, an item from Hoenn that normally can't be obtained in FRLG.
@RevyaAeinsett4 ай бұрын
@@TailsClockMissing out on what? Mew wasn't in the game, and the ones tricking them were other kids.
@MerkhVision4 ай бұрын
@RevyaAeinsett actually Mew WAS in the game all along, and it even WAS accessible pretty much only with a glitch! (Outside of the real life events) It just wasn’t under the truck and the actual glitch was way weirder than anyone expected lol
@WNBunker4 ай бұрын
I have been playing A Link to the Past literally since the day it was released. It is my favorite of all the Zelda games. But this is the first time I've heard about "The Ghosts". And being a computer programmer old enough to have written in Assembly, the explanation was totally fascinating as well. Excellent video! Keep up the great work.
@MonsterMaze4 ай бұрын
Always great to see people who know assembly! After all the research for this video I have even more respect for the old school programmers. They really had to get creative!
@choosetolivefree3 ай бұрын
I think the explanation is equally fascinating for non programmers, not really relevant. Guess you just wanted peeps to know you wrote assembly. So did I when I was 16 (I'm 41 now). It's fun, and will teach you about how CPUs work and interact with the other hardware.
@yan-amar2 ай бұрын
Check out Flat Assembler guys, it looks cool. I dunno why but there's a charm to assembly programming.
@Broofthewild4 ай бұрын
Dude the devil swamp part just cracked me up “what the hell?” Hahah
@MonsterMaze4 ай бұрын
They're actually pretty good too, haha
@zach112414 ай бұрын
In that case..... what the Hell?
@ncapone874 ай бұрын
In the Southern US, swamps are typically associated with evil and the Devil
@acoupleofschoes4 ай бұрын
My guess is "Ancilla" is short for ancillary (an-sill-ary). Meaning subordinate, secondary, subsidiary, auxiliary, etc. It's a secondary state value that's tied to the time and/or the AI state, and used to determine vulnerability.
@JohnZ1174 ай бұрын
My first thought, as well.
@Uejji4 ай бұрын
Ancilla is the noun of which "ancillary" is the adjective form.
@MonsterMaze4 ай бұрын
Interesting! I was wonder what why it was called that ^^
@mkjjoe4 ай бұрын
"ancilla" is a full word, its latin etymology means "maid" or a... creepier version of it but yes, in technical contexts it means auxiliary. You can also google "ancilla glitches" for ALttP and it seems used as a more generic synonym for "item". In computing there's also "ancilla bits" that are "used to implement irreversible logical operations". I don't know if back then it had an impact on efficiency (a single sibling value for logic) but it looks at least like a convention.
@througtonsheirs_doctorwhol59144 ай бұрын
Schroedinger's Zora ! and its quantum fireball!!! (you might get this joke) .. ... ... ... ... ... ... ... .... .... ( a fireball is a model of the Quantum HDD brand = it's an old hard disk drive joke!)
@Romalac4 ай бұрын
I legit never even knew these "ghosts" were a thing, somehow more than two decades went by without me stumbling on _anything_ talking about them. Cheers for the info, and for going so ham on investigating them!
@dirtsgamecafe39374 ай бұрын
Man, these last few uploads are the exact kind of thing that got me in to Zelda lore in the first place. Little tidbits that have way more detail behind them than you'd expect. Thanks for the entertainment and the nostalgia, my man.
@homerman764 ай бұрын
It's something I've been missing as well since everything shifted to the newer games, but I guess one of the benefits of TotK kind of dropping the ball on cohesive lore was that there was a need for this kind of content to resurface to avoid burnout 🤔
@Themonetvilleboys4 ай бұрын
Same bro these videos turned me into a Zelda Geek
@NotTakenGreatName4 ай бұрын
@@homerman76This is a cool video but what does it have to do with lore? He just explained that it was quirks/defects of the code that was causing the anomaly
@nineteenblunts91954 ай бұрын
was just thinking this, the lore of zelda is so rich and fans dive into every nook and cranny finding and sharing all they can. great video, great channel
@xcoder11224 ай бұрын
I doubt they misplaced the enemies. It's more likely that someone changed the landscape after the enemies were placed, and whoever did that didn't realize that they were going to create a problem by removing deep water from certain locations, because maybe a tester complained "there's too much deep water in the swamp" and some executive gave the order to remove some. I recently had a similar problem in software development. If you resized the window of one of our applications, everything would break apart, but it worked fine before. What happened was that there was a box with three icons in it; those icons were not always visible, but they were always there. These icons made sure that the box had a minimum width. Above the box was a table, and since it looked weird if the table and the box had different widths, the table width was set to always be the same as the box width. It was decided to remove one of the icons, which caused the box to have a smaller min width. As a result, the table now had a smaller minimum width. However, if the table width went below a certain value, the drawing calculation would overflow, causing elements that should have been drawn into the table to be drawn all over the place in the window. Whoever removed the icon probably did not expect the table drawing code to break when the window was resized. Likewise, the guy who removed some deep water areas did not expect that this would become a problem for three of the placed enemies, as they would no longer have access to any deep water around them.
@Eagle_SFMАй бұрын
To add to this, I bet there were other misplaced enemies. It's more likely that multiple enemies ended up misplaced - BUT it was much more detectable and quickly fixed during play testing.
@ilikeapples118 күн бұрын
Reminds me of a story about the making of Super Mario Galaxy. There's a hidden, unreachable star in the game. It doesn't serve any purpose, they just found that when they tried to remove it the entire game broke and they couldn't figure out why so they just hid it in the assets somewhere unreachable. That's the thing a lot of people don't understand about glitches in games, sometimes the code interacts in ways you wouldn't expect and one simple change can end up having a bunch of unintended ripples that affect seemingly unconnected elements.
@Videogamer-55512 күн бұрын
Actually misplaced entities, not enemies if they were classified as enemies, they would damage you on contact. If a zora then its behavior depends on the type of water it spawned in. If deep, it only pops up to shoot fireballs. If shallow it pops up to walk around and attack you. It's possible that this entity actually was a zora placed on land instead of water, and no game code accounted for that, so it glitches and remains invisible and not dangerous. Alternatively, it's not even a zora. Also do zoras even drop a 4bomb pack when killed with bombos? Is that normal? Or part of the glitched code resulting from misplacing the character's spawn point?
@zekenelsons2069Ай бұрын
18:26 "Maybe because bees hate water or something. I don't fuckin' know. I'm not a bee-ologist." I was NOT expecting that and it cracked me up lmao
@StonedtotheBones1323 күн бұрын
Same 😂 we go from calm scholarly narration to fuck if I know essentially
@devonm0426904 ай бұрын
It was probably planned for the Ku to have a walking variant, but for whatever reason it didn't happen. After all, they exist in A Link Between Worlds.
@brandonwithnell6124 ай бұрын
yeah i can see one of the programmers thinking the walking varient and water varient were just the same thing and changed based on tile and didnt realize they were two seperate entities in the code and just never realized their mistake
@MonsterMaze4 ай бұрын
Good point!
@Videogamer-55512 күн бұрын
Actually the guy using the map editor software may not even be a programmer. He may have no idea how the game's underlying code worked.
@TinyAnnieLeonhart4 ай бұрын
Love how this goes from Mew Under The Truck to a debugging session. I very much enjoyed the technical explanation. But I also like the unintended lore of invisible Zora ghosts haunting the swamp from their extradimensional whirlpools that even they cannot escape.
@k22kk22k4 ай бұрын
As a programmer, this algorithm level breakdown is so entertaining to watch! Also, I wonder it could open up a whole new class of spooky enemies if the devs understand what was going on. Invisible enemies moving every frame, only defeatable with specific weapons is really an awesome idea.
@GossipGeist4 ай бұрын
H-he's fast! Another great video man, loving the deep dives into old Zelda mysteries and oddities surrounding developmental decisions.
@CZsWorld4 ай бұрын
I just got done watching your new video lol
@GossipGeist4 ай бұрын
@CZsWorld Haha, thank you! If you're here right after watching mine, then you're definitely a true Zelda enthusiast, lol. Ya love to see it.
@MonsterMaze4 ай бұрын
Thanks bud! Same here. I love diving into these old games ^^
@BrandoJulianWindsor74 ай бұрын
@@CZsWorld 3 of my favorite KZbinrs in a single thread! Love to see it
@JDLupus4 ай бұрын
JFC the amount of time you went on and on about one of the tiniest. most innocuous things that really doesn't matter whatsoever is utterly ridiculous. ...Subbed.
@kairi46404 ай бұрын
3:44 that old format guide makes me feel nostalgic lol. This was interesting though, I had never heard about the glitched "ghost" before.
@coolguychecker73294 ай бұрын
And here I thought Wind Waker was the first Zelda game to have a ghost Zora. The more you know.
@schnader4 ай бұрын
Those first two sound effects from aLttP already shot weeks worth of nostalgia directly into my veins
@DaNintendude4 ай бұрын
Very satisfying end to the video, with all the loose ends being tied up. After going into how everything worked, the erratic behavior made complete sense
@MisfortunateJusticeАй бұрын
Damn dude. Blew my mind, breaking down Super Nintendo programming, like this. 😄
@Leeloo-Foxx4 ай бұрын
i love the visuals of the ghosts just being floating john cena heads. because you cant see them.
@Styner09Ай бұрын
What are you talking about? I couldn't see anything.
@videostash41319 күн бұрын
john cena will forever be mocked for his groveling apology to china for saying Taiwan is a country, which it is
@Moon-Vixen4 ай бұрын
you know what I also love about this? it even answers why they're still there. we can't say for sure why they're there in the first place (but from comments, most likely someone later went back and altered how much deep water is there, not realizing they broke the zora) but they're still in later builds, clearly because nintendo doesn't realize they're there in the first place. and that one little mistake lead to such a fascinating story, and a perfect little puzzle for us to sink our teeth in for ages. if there's one thing to love about both the zelda games and the zelda community, it's this.
@spirit59234 ай бұрын
As a developer I'm always fascinated by the inner workings of games and code in general and it's so cool that you broke it down.
@Stare204 ай бұрын
Always cool to hear about fun stories from the older end of the series. I grew up with windwaker and twilight princess so stuff like this is totally new to me. Great to see these older titles still getting love all these years later
@DrakonLameth4 ай бұрын
So, as per the document mentioned at the start, Thoul/Tempest of Shadows first did the guide in 2001. There's an Updates section on the guide, and the one at the very end of it is marked "Version 1.0" and a date of 12/18/2001 (so mid December of that year), followed with a 1.1 on the same day.
@Axolautism4 ай бұрын
10:49 that's less of a butterfly effect and more of a snowball effect
@lukes91924 ай бұрын
Which is basically all the butterfly effect is.
@ozthebeemanАй бұрын
Yep, the reason bees don't attack zoras is probably because in real life bees are afraid of water, as it will make them unable to fly.
@TheKenBoneZone3 ай бұрын
Came for the lore, stayed for the unexpected lesson in computer programming
@Diamond_Aura4 ай бұрын
Multiple videos of yours start with a cool history lesson that I didn’t know some pieces about, and then you often go even further beyond and conduct your own additional research and present your findings, sometimes solving decades old mysteries through your efforts. It is genuinely impressive! Not only that, you know how to present it in an understandable way even to people who have no experience in the particular field you’re talking about, like explaining the Anchilla values and such. I’m just very impressed with not only your video making skills, but your research drive and skills too!
@MonsterMaze4 ай бұрын
Thank you! Im glad to hear that I was able to convey the more technical parts in an understandable way. I was honstly a little worried about that... visualizing code and putting it into layman's terms can be a real challenge!
@EileenC16014 ай бұрын
"I don't know, I'm not a beeologist" well why am I subscribed here for then ??
@MonsterMaze4 ай бұрын
Guess I will start studying bees then 🐝
@General12th4 ай бұрын
I don't give a flying fart about Zelda. I watch this channel _exclusively_ for the bee content.
@MonsterMaze4 ай бұрын
@@General12th Can't argue with that!
@tattertot82593 ай бұрын
Now put that level of care into saving Marin from being trapped as a seagull forever .
@videostash41319 күн бұрын
she was freed, not trapped
@Alam_Gutz4 ай бұрын
I encountered the ghost once but I never imagined there was a whole hunt for that glitch
@Jason759133 ай бұрын
I wrote these off myself as a kid as game errors (SNES _Link to the Past_ ). Some years ago, I finally found out that they were just bugged Darkworld Zoras.
@blacklynx25264 ай бұрын
Just in time for my coming back from holiday! Something to cheer me up.
@jcly962 ай бұрын
Opening: Link. Do you believe in ghosts? Me: So poes just dont exist now huh?
@ganonfan4 ай бұрын
I love what you did with your KZbin intro. I have heard this mystery before, but I can’t wait to hear your explanation of it!
@muscovyducks3 ай бұрын
lore meets code, what a beautiful thing
@Skinflaps_Meatslapper3 ай бұрын
After 30 something years, I finally have the answer to what caused my favorite bomb glitch! I found that if I went into the swamp and started wildly throwing sword beams everywhere that occasionally I'd get a random bomb drop. Used this spot to max out my bombs any time I got low for free with no idea how or why it worked.
@unironicallylikesranger71224 ай бұрын
So Zelda team would have known that these “ghosts” were Zora, which makes me wonder if there was some inspiration from this ghost hunt that lead to a ghost being central to the zoras domain plot in Twilight Princess.
@marcocoelhohomeАй бұрын
Fantastic video! I once owned a copy of A Link to the Past, and this video brings me back memories. It's wonderful not only to watch the entire story about the ghost of Misery Mire, but to actually debunk it into actual gameplay features and programming. Very enjoyable video overall!
@flarite4 ай бұрын
gotta go fast , gotta go fast, go fast go fast go faster
@Jd3mf4 ай бұрын
I legit love this type of lore!!! It gives Zelda an odd eerie feeling that majoras mask has! Thanks for this awesome video!
@BismuthBorealis2 ай бұрын
I mean, obviously since they're not in deep water they can't fully submerge and be invulnerable, and therefore are only just beneath the surface of the water, wriggling around, partially hittable.
@NolaSpeedruns2 ай бұрын
Imagine speedrunning this game for 11 years getting several world records and not knowing about this. This game keeps surprising me! :D
@Noah-gn2gu4 ай бұрын
You know you play way too many SNES games when you instantly see that and go "oh it's probably the Zora randomly finding a tile because triggers in SNES games are often just enemies in a trench coat." The way developers creatively made triggers in SNES games is honestly really inspiring. Something about limitations breeding creativity.
@Fastesthe14 ай бұрын
I've known about the ghost (and what it actually is) for years, and even seek it out to mess with in my own playthroughs. However, you went the extra mile to explain WHY it behaves the way it does! A perfect combination that could have easily led it to being missed while in development. Absolutely loved the video and its deep dive!
@SpaceOink4 ай бұрын
How detailed you went in to this, earned you my sub to you. When I first heard of this, it was basically something like this I thought happen. So all my questions got answered, include my theories as well, so keep it up. I love when people breaks down games in to details, all from how coding, out of bounds and speedruns works.
@killseto24444 ай бұрын
Great job ! As an informatician, i strongly like this kind of video which explore, you know, behind the scene. I replayed ALTTP few weeks ago and i realized that river zora was a weird enemy, comparing to the other mob : they was cycling, spawning/despawing, i never though the secret of their function was this weird. i though a bit a lot, and even though i am a novice in video game optimisation, i think they went on the sync up timer/ancilla variable thing for optimisation, because this ennemy had a special function of cycling, they could just handle the immune/not immune variable with the frame count, syncing it with the animation frame count. t It is clever for optimisation than just putting an aditionnal function which would just go like "when timer = 0, change ancilla value", they just synced it. It run smoothly ingame, as long as u don't missplace the spawn placing though aha
@Kid_illithid4 ай бұрын
Quickly becoming my favorite Zelda channel for whatever reason.
@tomfoolery38474 ай бұрын
I expected a spooky story and not a lesson on retro video game programming, and still I am amazed
@krisrainbow23504 ай бұрын
I love the Final Fantasy ghost sprite you used in your thumbnail.
@AJUniverse3 ай бұрын
What an interesting coincidence that the one enemy that would behave this way was placed in a location that actually feels like it could be haunted.
@takedownthelights5374 ай бұрын
Very happy to see Non-BOTW/TOTK mystery / lore videos. please return to other older games for more like this =)
@WretchedRedoran4 ай бұрын
HOLY CARP!!! THAT ZORA ANIMATION!!! WHAT THE HECK!!!! That was amazing!!!!!
@king_of_all3 ай бұрын
"I dont fuggin know, i'm not a beeologist" -best line of the video 😂
@bananacat07704 ай бұрын
Always a great day with a new Monster Maze video!!
@willisrose97564 ай бұрын
John Cena’s face appearing here has me dying laughing, Mr. U can’t see me! 🖐️ 1:44
@galenargyros40824 ай бұрын
I'd imagine it's a quirk of their level design process - it's possible there was deep water there originally when they placed the zora/ku but they later revised the map and forgot to move or remove them. The "ku" behave weirdly out of deep water so the Devs just never caught the remaining ones during play testing and probably moved on to other zones because of time crunch since it didn't affect gameplay.
@yan-amar2 ай бұрын
The ancilla counter being synced with the timer doesn't seem like such a good idea to me. Maybe when looking at the actual code it makes more sense in context. Seems like they still have to manage it differently according to the state the Zora is in, so it would be less error prone to just set it to 0 or 1 and be done with it.
@CSanykdotCom4 ай бұрын
Great video. I love finding these unexplained, unexpected behaviors in video games. They always add an element of mystery and intrigue, and I'm always tempted to try to come up with some kind of in-game explanation for the phenomenon that makes sense, like the "ghost" hypothesis in this case. These strange behaviors always lead to so much intense interest, speculation, and rumor, and makes the experience of playing the game more interesting and more rewarding.
@GreenOfFields4 ай бұрын
This may be my favorite thing about the Zelda fan base: they apply their puzzle-solving beyond the planned applications. Take a mystery, gather all available information, collate the data, test hypotheses and draw a conclusion. And once all that has been done grab a shovel and keep digging until you hit bedrock!
@AllenMS8284 ай бұрын
This was really interesting! It's the first video I've seen in quite a while that actually taught me something new about the game (which has been one of my favorites since the early 90s).
@tigerofdoom4 ай бұрын
As a programmer and nerd, I enjoy the low level stuff. Thanks for this!
@nymalous3428Ай бұрын
That's pretty awesome! It kind of brings a whole new meaning to "the ghost in the machine"...
@wizcatcheslightning4 ай бұрын
Amateur Mellitologist here: bees love and need water, but will only go for freshwater for nourishment. They don’t typically attack fish, but there are cases of this happening. Why? No idea 😅
@MonsterMaze4 ай бұрын
A great to know! I remember reading somewhere that bees are one of the worst swimmers, haha,
@wizcatcheslightning4 ай бұрын
@@MonsterMaze yes insect wings don’t do well with water on them. But they still need water to support the hive, which they do by carrying it in their legs iirc
@jaodasilva79934 ай бұрын
We found our Beeologist
@darthshinto77743 ай бұрын
The fact that the ghost sprite on the thumbnail is a "Neon" from FFV and I recognized it because I no lifed that game in childhood is either really sad or really knowledgeable lmao.
@thehevandragon2 ай бұрын
Por Que no los dos ?
@shanewalser98653 ай бұрын
What's funny is the swamp was my favorite area growing up. I loved killing the Worms with the medallions and I did pick up on this phenomenon. Considering I was 5 or so, I just chaulked it up to a worm that hadn't surfaced yet. 30 years later... its kinda cool to know why!
@BenRitter4 ай бұрын
Definitely more technical videos like this, please! You're good at them.
@mangek0092 ай бұрын
6:13 It always drops a bomb, unless it's been stunned?
@mac_944 ай бұрын
A link to the past is a classic!
@TheMikepatota4 ай бұрын
Watching videos like this to me, gives a lot of context as to how complicated games like BOTW/TOTK are in relation to these earlier games. Good stuff!
@theblueblazer9994 ай бұрын
This was a really cool look into the game. Thanks! You did a great job making easy to follow for someone like me with minimal experience in programming or game design.
@biogopher3 ай бұрын
The timer -> ancilla solution beautifully shows how logic errors can happen and I love it
@Alarm264 ай бұрын
I love these kinds of analysis videos! Ones that go into the reasons why something happens they way it does, rather than just saying "yep thats all it is" and moving on.
@JZBeasty4 ай бұрын
I wonder if this is just a coincidental connection to the invisible zora in Link’s Awakening.
@EkilGamer4 ай бұрын
I love those animations you're adding to your videos!
@stebecool4 ай бұрын
Awesome vid, can’t believe I never knew or even heard about this. I’ve fully completed the game probably at least a dozen times now since the 90s and ironically I’m playing through it again now (“prep” for echoes of wisdom) and just about to start the misery mire dungeon
@BradleyGodlyGovt3 ай бұрын
What an awesome video! Really loved the in depth analysis, so interesting!
@N7Dante3 ай бұрын
SECRETS REVEALED! I remember discovering the more southern ghost myself back on the SNES because the pattern on the tree stump looked suss so I used the bombos medal 'just in case', and was puzzled something invisible died. I guessed glitched out enemy back then, but now I truly know. Thanks for the great video.
@NaturalEntertainer854 ай бұрын
That’s is definitely the coolest style I have seen a Notepad document presented in 👍
@absupinhere4 ай бұрын
Best Zelda channel.
@BigPigSteveАй бұрын
This was my first Zelda game and I played it on an OG SNES… I grew up and learned how old that thing is. God I am glad I still own that thing…
@RealRomplayer4 ай бұрын
8:40 - I see what you did there! 😂
@alexanderfaulkner4 ай бұрын
Good job adding so much extra information. This really made it more interesting!
@EddieDalmunda3 ай бұрын
Do you think there was a surfacing version of the Ku enemy during development or did they just have more deep water in the swamp at some point?
@andrewshaw77624 ай бұрын
I always thought there were swamp monsters that would hurt you in the water if you stood still too long and that's what it was. I'm guessing standing still in the swamp in of itself wont lead to you getting hurt.
@CB007r4 ай бұрын
This was a great video. I thought it was going to be just a recap of stuff I already knew, but you put in a lot of new information.
@metroidnerd90014 ай бұрын
These are the kinds of deep dives I love seeing with old games. One very strange bit of behavior explained through the game's code. Not only do we learn about the oddity itself, but we learn a bit about how the game works as well.
@GrimJackal4 ай бұрын
There are few things more satisfying than solving and explaining weird **** in games that has puzzled people for years.
@SegmentW3 ай бұрын
KatDev is awesome for her contributions. What a legend
@JoeFilms54204 ай бұрын
I’m new to your channel, but Lord have mercy your work is awesome. I love all the tiny blink-and-you’ll-miss-it details you put in these videos, it really makes them a treat. Fantastic work, and I look forward to the next one!
@MonsterMaze4 ай бұрын
Welcome! And thank you so much ^^
@Andoser4 ай бұрын
The "geldman" would be translated as "gerudo man" these days. ALttP was the first game to associate "Gerudo" with the desert in Zelda.
@KinCryos4 ай бұрын
actually, Zelda 2 was the first, with the Geldarm.
@AllenMS8284 ай бұрын
@@KinCryosThat's interesting. Considering how unpopular Zelda II has generally been over the years, it's kinda funny how it ended up inspiring a lot of the lore in later games (like the towns' names being reused as the sages' names in Ocarina (even though within the timeline, the towns were clearly named after the sages instead of the way it happened for real 😆)).
@ItsRemula2 күн бұрын
This game just never runs out of cool secrets.
@LittleMarinАй бұрын
I remember encountering something like that when playing ALttP back many years ago in the 90s ... I just brushed it off as a glitch and never thought more about it, so this was fun. I didn't know it was such a mystery.
@cklokloklok57084 ай бұрын
Mannnn I get happy af when I see a new Zelda theory/video shows me there’s still more to see! Keep it up bro good work 🤘🏽
@SleepySeal1214 ай бұрын
Oh! I saw a video on this subject like, 8 years ago! It’s super interesting! Really happy to see this get more attention!
@loganberryyaps4 ай бұрын
I definitely read the title as: “The Ghost of Moisty Mires.”