Out of Bounds: Eight Videogame Places You're Not Supposed to Go


6/10/2009 12:33 PM | 16 Comments | Page 2 of 2

John Teti
John Teti
Status: Nothin' but net


Adventure: "Created by…" Room

Warren Robinett was a programmer at Atari in the early 2600 era, a time when "development team" meant one guy, working alone. Despite the groundbreaking work done by its solo auteurs, Atari's policy was to deny programmers any public credit, lest they demand a bigger share of the company's zillion-dollar cash flow.

So in his best-known work, Adventure, Robinett created one of the first Easter eggs: a well-hidden room that displayed the text "Created by Warren Robinett," although the real message was, "Up yours, Atari." The renegade coder managed to keep the secret from his bosses until it was too late for them to change the code -- no small feat, considering the entire game fit into a tiny 4K ROM.

How to get there: Take the bracket doodad to a flashing corner where you can pick up an invisible dot thingy … you know what, just do what the dude in the video did.

What to pack: Special brownies. If you think that color-strobing text looks cool sober, try it in a "mellower" state of mind, if you know what I mean. I mean marijuana. Ingest marijuana in some form and then go watch the pretty words. God, I have to spell everything out for you, don't I?




Grand Theft Auto III: Ghost Town

Even in-game movies need sets. The "ghost town" in GTA3 is a group of building facades that appear in the background of an early bank-robbery cut scene. The fake street is hidden behind Shoreside Vale and, while none of the 3-D models are solid, the textures are actually more detailed than the ones used for the game's "real" streets.

How to get there: Fly the Dodo clipped-wing aircraft (it takes some practice, but it's doable) around the hills of Shoreside Vale. You'll have to settle for the aerial view, as there's nowhere to land. For a closer look, PC users can install a mod that adds a bridge to the ghost town and solidifies the buildings.

What to pack: Air-sickness bags. The Dodo's no Gulfstream.




Resident Evil 4: Under the Sewers

This glitch in RE4, which allows you to explore the space below the Spanish sewers, is a fairly common clipping bug. The strange twist is that the bug reveals further ghosts in the machine -- namely, a mini-cut scene that doesn't appear in the normal course of the game. The "lost" footage shows a brief look from a Novistador bug-creature's point of view as it approaches Leon.

How to get there: Stand near the top of a ladder in the sewers after killing nearby Novistadores and draining the water. Get as close to the wall as possible while the "Jump Down" command appears on-screen. Jump down. If you were in the right position, you can pass through the wall in front of you.

What to pack: You're wading through sewer sludge, so a bottle of Purell wouldn't hurt.




DOOM II: John Romero's Head

Do you remember when we worshipped John Romero? Me either. But apparently it happened, as the final level of the DOOM sequel contained a veritable shrine to the game's co-creator. There's even a play-it-backwards-to-hear-the-SECRET! voice clip thrown in there, which is the oldest trick in the book.

How to get there: On the 30th (and last) map of the game, type the cheat code "idclip" while playing to turn off clipping. Walk through the face of the final boss to reveal Romero's head. Yes, you have to cheat to get there. But it's DOOM II. Did anybody play this game without cheating?

What to pack: A copy of Daikatana. Wave it in front of the severed head and laugh. In other words, make John Romero your bitch.


Where have you gone off the beaten path? Share your exotic gaming travelogues in the comments.

Check out more glitchy goodness from Crispy Gamer's John Teti:
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Comments

  • AxL
    AxL

    6/14/2009 3:41:07 PM

    @AxL:

    Redferne's, that was it!

    Reply »
  • AxL
    AxL

    6/14/2009 3:37:27 PM

    @pajaro:

    Wow, there's actually someone out there that remembers muds, and Dikus to boot? Amazing. :) I adminned and co-imp'ed Kallisti for quite a long time. I had my own room, but it was kinda boring so I started hanging out on the balcony of the floating castle there...name escapes me now. Room #7912 tho, I did "goto" with that many, many times, heh.

    Reply »
  • pajaro
    pajaro

    6/12/2009 11:16:38 AM

    Well, if you're really old-school,... old time MUDs have plenty of hidden, not available rooms. On stock DIKU, they all have a limbo and void rooms (where you supposedly go if you're inactive).

    In fact, in the original DIKU areas, Haon-Dor and others, there were some secret rooms, created by the level designers. These were unconnected, you can only get there via a random teleport, or with the wizard command goto and the secret number. These were later lost and removed by later versions, but it was pretty common for the game programmers to have their own 'personal' rooms for themselves.

    Reply »
  • jrbrewin
    jrbrewin

    6/12/2009 9:01:17 AM

    a couple that spring to mind.

    on the old terminator games that bethesda created, the world expanded outside of the realms of each level. It was possibe to get out of the level fairly easilt and explore the rest of the world.

    WoW has so many hidden nuggets, a couple of older ones that spring to mind are old ironforge (that you can't get to any more, but still exists in the game. many movies of this location are around), the under construction mount hyjal, and of course ironforge airport.

    lastly is the special world in super mario world. http://img353.imageshack.us/img353/9061/specialworldpu5.jpg - which once completed, restarts the game from beginning, but with all the graphics replaced with an alternate set.

    Reply »
  • johnteti
    johnteti

    6/11/2009 9:48:13 PM

    Some more good ones in here. A couple that have been touched on:

    Re: Minus World -- I covered the Minus World in my "If These Bugs Are Wrong..." piece, linked at the end of the article. It definitely is a good fit for this article, too.

    Re: Adventure -- I'm going to guess you didn't click through to page 2 yet. No worries, but when you do, you'll be pleasantly surprised.

    Reply »
  • stephenpace
    stephenpace

    6/11/2009 7:13:16 PM

    Atari 2600 - Adventure. Using the ladder to get the microdot to allow you to pass through the edge of the screen to see the developer credits.

    Reply »
  • Biolitch
    Biolitch

    6/11/2009 1:03:37 PM

    Minus World in Super Mario Brothers. Here is the link....

    http://www.gametrailers.com/user-movie/super-mario-bros-minus-world/116384

    Evidently the Famicon version had multiple levels in Minus world. The NES version just trapped you until time expired. Still my favorite "hidden land not supposed to be there"

    Reply »
  • JulieJulie
    JulieJulie

    6/11/2009 12:53:36 PM

    The oldschool MMO players (at least for MMOs with graphic interfaces...) may remember GREEN ACRES from Ultima Online.

    Hope this link works..
    http://lh3.ggpht.com/_DMNIIct2nLc/RwmVTvgXkvI/AAAAAAAAAko/3Vwr6TNlFuQ/s720/pist2.jpg

    "An area on the map that is not legitimately an open area of the game, but which nevertheless some players managed to get runes to at some point. Used for testing by OSI personnel and, at one time, for training counselors."

    Reply »
  • dsra
    dsra

    6/11/2009 11:04:36 AM

    In twisted metal 1 in the streets level you can use the nitro to jump over the wall after which you'll find yourself driving around non-existence. If you drive around for a while you'll come upon Minion just sitting there in the middle of the ethereal plain. Surely a bug more than a hidden place, but it fits your criteria.

    Reply »
  • johnteti
    johnteti

    6/11/2009 10:28:10 AM

    @Albertane, Zorp Plexion, q2f:

    Cool, keep 'em coming! Maybe I'll put together another travelogue down the line.

    Reply »
  • CG-Prophet

    6/11/2009 9:50:42 AM

    @Zorp Plexion:

    awesome stuff Zorp.

    Reply »
  • q2f
    q2f

    6/11/2009 4:38:03 AM

    And then there's the secret room at the end of Quake 2. Managed to fine a youtube video (skip to four minutes in): http://www.youtube.com/watch?v=YfY7QcFFz8c

    Reply »
  • Zorp Plexion
    Zorp Plexion

    6/11/2009 1:40:32 AM

    In Elder Scrolls 4: Oblivion, when you go into a city from the outside (i.e. from the countryside), it's treated as a separate area. You get a loading screen and the standard city is created, with inhabitants etc. However if you enter the city in a non-standard way (e.g. over the wall using a ladder made of magic paintbrushes), you get no loading screen, and you're among a bunch of ghost buildings intended only to be seen from outside and far away, with crappy textures, no collision flagging, and no inhabitants, detail, or objects.

    Reply »
  • Albertane
    Albertane

    6/11/2009 1:08:26 AM

    What about the firepot room in Timorous Deep in EverQuest? Kinda similar to Newman's Landing in WoW in that it involves a lot of swimming. It's actually a useful place though once you get there.

    http://everquest.allakhazam.com/db/quest.html?quest=308

    Reply »
  • johnteti
    johnteti

    6/10/2009 10:32:01 PM

    Not that I know of, but you did just blow my mind.

    Reply »
  • evohollywood

    6/10/2009 5:14:41 PM

    Have any game developers made any attempts at creating ARG (alternate reality games)? That is secret feature/rooms/easter eggs that give clues to meta-games that can be played in the outside world?

    Evan

    Reply »

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