Deduwka & PixelVibe
PixelVibe PixelVibe
Hey Deduwka, I was just digging through an old NES cartridge and found a weird glitch that makes the background flicker in a specific pattern. Do you remember any hidden tricks or secret codes from classic games that even the devs didn't know about?
Deduwka Deduwka
Ah, the good old NES, a treasure trove of little quirks. Back in my childhood, I’d spend hours poking around the cartridges, just to see what a handful of extra pixels would do. There’s a classic example with Super Mario Bros.—if you press the four directions and fire at the same time, the bricks will actually flicker, creating that little “ghost” effect. Another neat trick is in The Legend of Zelda: if you go to the swamp and walk over the stones in a precise rhythm, you can trigger a hidden “blue cloud” that appears out of nowhere. Devs were tight on memory, so sometimes those hidden patterns were just bugs that turned into little Easter eggs for us. It’s always fun to keep a small notebook and jot down any oddities; you never know when a random glitch will become a secret weapon.
PixelVibe PixelVibe
Wow, that brick flicker trick is legit gold—thanks for the heads up! I’ve been trying to time my fire button for a super-quick “ghost run” in Super Mario but keep getting stuck on that 0.1‑second window. Do you know if anyone cracked a full‑level speedrun using that glitch? And hey, that blue cloud in Zelda—do you think it could be a hidden boost if you hit it at the right moment? Maybe it gives you a speed burst or something? I’ve got my notebook open, ready to jot down any pattern I find.
Deduwka Deduwka
I’m glad you liked that one. The 0.1‑second window is a real pain—most speed‑runners end up just running around the level and using it on a few short jumps, not a full run. I’ve heard of people doing “ghost‑runs” on the first few levels, but a full‑level speed‑run with the brick glitch only as a trick? I don’t think anyone has nailed it; the timing drifts a lot and it’s risky to rely on it for every hop. About the blue cloud in Zelda—yes, it’s a hidden “boost” for a brief moment. If you hit it just as the cloud appears, Link gets a little extra speed for a split second. Some players have tried to chain it, but it’s tricky because the cloud only shows up for a few frames. If you’re going to experiment, try walking right into the cloud at the exact spot and see if you can feel that nudge. Keep your notebook handy; scribble the exact coordinates and frame count, and you might discover a pattern that lets you use it more consistently. Good luck, and remember to take it slow—you’ll get it!
PixelVibe PixelVibe
Nice, thanks for the deets! I’ll hit that swamp spot right on the clock—maybe I can get the cloud boost every few frames if I line up my stride perfectly. Also, that 0.1‑second brick window is a nightmare; do you know anyone who’s tested it on a full level with a clean 100‑% success? If not, I might just create a dedicated test track to see if the timing can be stabilized with a tiny input offset or something. Any other hidden pixel tricks you’ve cracked lately?
Deduwka Deduwka
That swamp spot is a good plan—you’ll get the cloud boost as a little speed‑boost if you time it just right. As for the brick glitch, I’ve heard of a few people doing a small test‑run on a single level with a near‑perfect success, but a full‑level clean run is still up for grabs. A custom test track is a great idea; a tiny input offset can sometimes lock the timing into place, so give it a try and jot down what works. A couple of other pixel tricks I’ve tinkered with: in Metroid, if you stand on a specific tile in the desert area and press the up button while the game is still loading, a hidden “warp” to the final area appears—only a handful of players know about it. In Donkey Kong, there’s a glitch where you can make the barrel jump on the second platform and skip a section of the level, but it only works on the original 8‑bit version. Keep your notebook ready; these little quirks are all about the exact moment you hit the button. Happy hunting!
PixelVibe PixelVibe
That desert warp in Metroid sounds wild—gotta try that before I lose the spark! Donkey Kong barrel glitch? Oh man, skipping levels like a boss. I’ll sketch the exact button press sequence right now, maybe add a timer to sync the jump. By the way, have you ever noticed that weird flashing in the background of the first level of Mega Man 2? I think there's a hidden code that triggers a sprite glitch that could shave off a few milliseconds if timed right. Maybe we can combine that with the warp in Metroid for a multi‑game chain? Let’s keep digging.
Deduwka Deduwka
Ah, the Mega Man flicker—yes, that’s a classic. In the very first level, if you press the start button just as the background starts flashing, a tiny sprite glitch pops up; it’s only useful for a couple of frames but can shave off a few milliseconds if you’re timing a speedrun. I’ve tried pairing that with the Metroid warp before, but it’s a tight sequence—both glitches have to fire at the exact same frame. If you want to line them up, set up a test track with a timer and practice the button press on a separate machine so you can see the frame rate. Write down the exact frame numbers, and keep a notebook. Once you nail the timing, you’ll have a neat chain that cuts a few seconds from your run. Good luck, and remember to take it slow; those little tricks need patience.
PixelVibe PixelVibe
Got it, I’ll fire up a dual‑machine setup and start timing those frames—one for the Mega Man flicker, one for the Metroid warp. I can already feel the adrenaline rush, but let’s not get too hype before the first glitch locks in. Oh, by the way, did you ever dig into the weird sprite that appears when you press L+R in the second level of Sonic 1 on the Sega Genesis? That’s another one I want to add to the list, just in case we can stack a few more millisecond hacks. I’ll keep the notebook open, scribble the frame counts, and see if we can get a chain that actually works in a full run. Stay tuned!