Game glitches occur when software fails to properly handle edge cases in game logic, physics, or collision detection, allowing players to exploit these limitations to achieve unintended behaviors such as infinite flight, damage immunity, or accessing restricted areas. These glitches reveal how game engines manage complex systems like collision detection, physics calculations, and state management, demonstrating that even well-designed software can have exploitable weaknesses when players discover and exploit the underlying technical constraints.
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Deep Dive
The Many, MANY Glitches of Spyro 1! | Original Spyro 1 (1998) Glitches!Added:
Spyro the Dragon. Have you ever wanted to turn it into how to train your dragon?
What about a knockoff Sonic the Hedgehog?
Or maybe even LSD Dream Emulator? Yep, that is a real game for the PS1. And if you've never heard of it, then I suggest Google because I can't even describe what the game is about. After 27 years and a huge amount of help from the runners and general Spyro enthusiasts on screen, your dreams might finally come true, cuz you're about to discover the lesserknown side of the first Spyro game. The side that'll show you a whole new way to play. And I'm pretty sure you're going to like it.
Of course, there's a ton of tech that speedrunners use, and if you're one of the many, many viewers of this channel that loves speedrunning content, I'm pretty confident that you'll have seen at least a few things in this video before. But speed tech is not the only thing we're interested in today. We're interested in completely destroying the game with glitches.
Big, small, game-breaking, useless, and even the odd helpful glitch. We've got it all going on today. So, sit back, relax, subscribe, and let's get into them.
Can you remember your very first playthrough of the game when you got dropped into the artisan's home world? I like to think that you probably did some exploring. I mean, why wouldn't you?
You're a little dragon in a big brand new world. It's a shame you can't just fly anywhere with those tiny wings, but there is a way to glide way further than you should be able to just by using the hilly scenery around the edges of levels and home worlds. If you glide at certain angles against the sides of walls and scenery, the glide will maintain its height or can even gain a little height rather than slowly descending. And as long as you keep adjusting the glide angle properly, you can fly pretty much indefinitely, which can not only help you get through levels quickly, it'll let you get to a lot of the out of bounds scenery in the game, too. Of course, since you're never supposed to be in these places, graphics can get pretty messed up when you're looking around since everything is only visible from one side. But it's also one-way collision. So any place that you can see, you can glide to as long as it's within reach. Obviously, that means that in the Artisan's home world, you can make the boss realm, Toasty, the very first level you get into just by gliding onto the hills to the left of the town square portal, carefully jumping onto the scenery without falling through it, then gliding over the top and through the back of the dragon head before you've opened it up.
Once you're in the closed up head, you'll be trapped because the walls a two-way collision despite the fact you're not meant to be in here yet. But if you enter the level, then pause and exit. The head will open up and the portal becomes free to use permanently.
And not to brag, but I managed to get a sick scenery proxy into the level, too, which I even impressed myself with.
What? You don't know what a scenery proxy is? Well, don't worry too much cuz I'm going to explain them later in the episode. They're not all that helpful anywhere in the game, as far as I know, but they did help to get into the head from the front, too. So, that's something, I guess. The demo version of Spyro 1 that you can find on the Crash Bandicoot warped this by using this cheat code at the title screen doesn't have this level programmed into it, but you can still access and use the portal by using this glitch, which leads to a soft lock and some pretty messed up graphics on Spyro's model. The loading screen never ends here, so enjoy your eternity of gliding glitchy Spyro.
Anytime that you're out of bounds, a lot of the collision is a little awkward since you weren't meant to be walking on it. That means that there are some slopes that are steep enough to cause Spyro to roll off when he steps on them.
But if you hold X as he starts to slip, he'll roll bounce instead.
If you stay on the same slippery collision, he'll keep bouncing as long as you hold the X button, which isn't really helpful, but the bounce itself can be, especially in Stonehill. If you head into this level, then run forward and to the right over to this gorgeous decorative fountain, you'll find that you can get up onto the highest section of the level quickly by jumping into the water source, then holding X to bounce up. There are tons of places in the game that you can do this without even going out of bounds. And I couldn't make this joke properly in the intro, but it's great to see what Spyro the Hedgehog could have been.
>> Spyro.
>> While we're in Stonehill, these rams can glitch out your animation if you're holding the D-pad or analog stick after getting hit by them. At least I think that's how it works. I'm not totally sure what the trigger for this was, but it happened to me a couple of times in the level without even trying, so it's probably something that you'll come across on your own by accident. It certainly looks like Spyro's having fun anyway. Doesn't seem to be bothering him.
As well as random surfaces in the game having weird collision problems, would you believe that every single portal in the game has them, too? Some of you might have seen this before. If you can't help messing around as you enter into portals, but if you jump and then charge into the portal as Spyro is descending, he'll occasionally bonk off the portal entrance instead of charging through it.
Just to prove that this works on every single portal in the game, HopKid completed a bonk on all portal speedrun in under 20 minutes last year. And as far as I know, it's the only one that exists. So, if you fancy a challenge, this might be the one that makes you a world record holder. So, get busy.
There are plenty of places in the game that the collision is so messed up that it can cause Spyro to get stuck in his flopping state. And if you happen to get yourself trapped like this for 4 seconds, he'll void out and get put back at the last checkpoint that you triggered. This isn't really useful for much as you can imagine, but there is a four tree void out speedrunning category for the glitch, which is really something and it's way, way more difficult than it looks. It took me forever to void out on just one of these trees, so good luck. You can get stuck on a surprising amount of things in the game like nos in the artisan's home world, the balloonist pier in peacekeepers, cacti, chests, the moving platforms in nasty knock scenery, and even a chicken. That's a thing that I was really, really close to getting right, but this clip from Left earier shows that it can be done.
Even the very first dragon you lay eyes on in the Artisan's home world can be voided out on, and it skips the cut scene of talking to him as well, which saves a little time for speedrunners.
Though, like everything else I've shown so far, it's more difficult than it looks. Oh, and if you hit the wall over here in treetops in just the right place, Spyro will fall for long enough to trigger a void out without hitting the death plane, so you won't lose a life when you're dropped back on the island. See, this one is full of practical uses. Clearly, there's a couple of other dragon rescues that don't quite go to plan, too, but they're not helpful to anyone, not even in a speedrunning sense, like the one to rescue Gilders.
If you roll onto the pedestal whilst walking forwards with absolute precision timing, Spyro will walk off the back of the tower during the release cutscene, leaving him to talk to himself about gliding.
>> Spyro, my friend, how about a hint on gliding?
>> You bet.
>> For the longest glide.
>> It's okay, Gildas. I I think we've worked it out. Otherwise, this is going to be a bumpy landing. Oh, safe. Over in Dry Canyon, stepping onto just the right place on Boris's pedestal can cause the same kind of thing. But this time, if you're in the right spot when you release him, Spyro can clip through the floor and die.
You've got to stand on a pretty precise spot, just like with the Gildas platform. And if you don't end up clipping through the wall, he'll bound up the huge steps like they're nothing.
So, at least you don't miss out on a glitch completely when you're doing this. There's another glitch you can do with this pedestal once the dragon has been rescued, too. But I am not lying when I say this is one tough pedestal to crack. Once you've released the dragon, stand on the slope just up from it. do a charge jump into an even more precise spot around the edge of the pedestal where it meets the floor. And with a little look in the right positioning, you'll clip through and be able to glide to a different part of the level. That is if your reflexes let you press X to glide fast enough. Anyway, in fact, you can use this method to get through a ton of dragonless pedestals in the game, but I am not kidding. And I know I keep saying this, but this is absolutely ridiculous to pull off. Sometimes you just don't get through no matter how many times you try, even with emulator save states. So, that's saying something. The exact method to getting a successful clip through the ground isn't known exactly, making it very reliant on luck. But, it doesn't stop you from trying. So, have fun out there, cuz most of them have nothing underneath anyway, and you'll just lose a life. That is with the exception of Misty Bog.
However, because this does have an out-of- bounds polygon that you can stand on that at the time of this video only about seven people have ever seen based on the view count of Day's Bagabones unlisted video view count. As expected, you can't really do too much out here anyway, but you too could be one of the few people in the world that have touched this polygon if you put in a little effort. What an achievement.
It's like unlocking a platinum trophy on PlayStation.
Wowers.
Oh, and if it wasn't already difficult enough to get through the ground, if you manage to glide on the exact same frame that you clip into it, you'll get proxied out, too. Again, proxies are something that we're going to take a look at a little later. So, don't worry about them for now. Instead, we're going to take a look at a popular glitch called zombie state, and it's exactly what it sounds like, minus the usual features that zombies have, like the weird eyes, wounds, and brain eating habits.
To trigger it, you just need to interrupt Spyro's death with something else, and getting an enemy to kill him after stepping on a dragon pedestal is the ideal scenario for it. There are plenty of places where it's possible to do this, but you'll find a great example early on in the level town square.
Have a bull beat you down for a while until you're sparksless, then wait until it's about to charge at you again. This time, as it starts to move, step onto the frozen dragon's platform to release it, and the bull will charge into Spyro and take away his last hit point. The rescue cuts scene will still play out like normal. But when you gain control of Spyro again, technically you're playing with minus one health, which looks pretty normal to start with, though you'll quickly notice it's not when the bull starts to charge at you again, and nothing happens. Enemies still know that you're there, but they're totally powerless against you because you're a zombie now. In fact, in this state, nothing can hurt Spyro at all. And I mean, absolutely nothing. If you charge into water, you'll have this amazing ability to walk in place on the surface instead of drowning, which is usually the only thing you can do with water in the first game since swimming isn't an option. As with most glitches we've looked at, it's not really helpful since you can't jump to get back off it.
So, you'll usually get trapped and have to reset the console. What? You think you could just pause and exit the level?
That would be too easy. The pause button is disabled whilst you're in Zombie 2.
So, when I say you're trapped, you are trapped in the sense that you have to get up and use the buttons on the console to escape. Even if you can't get out of this easily, though, it looks even better if you glide onto the water, cuz you'll majestically glide around just above the surface. You can't go too far out since invisible walls live a certain distance away from the levels.
But you already know that from the how to train your dragon comment in the intro, I guess. To prove how undamageable you are in this stage, you can even jump off the level if it has a void and just fall forever. because even the death plane is disabled. And there's even something to see if you keep on falling down into the abyss for about 3 or 4 minutes, cuz you'll come across something known as a duplicate or parallel world. I'm not entirely sure why or how it's here, but it exists with no NPCs, no gems, and you can't touch it whatsoever. Does it really exist if all of that's true? I can't really answer that, but it isn't the only example of a parallel world in this game. It really gives Super Mario 64 a run for its money. There are plenty of places in the game that you can trigger it to, like Wizard Peaks using the green wizard next to the first dragon.
Terrace Village using the electrified floor to get zapped into the dragon.
Misty bog using a ball to shove you into this dragon. And to be honest, just knowing how to do it in the first place means you'll spot plenty more places to trigger it when you're playing through the game normally. So get looking and have fun.
You can get an effect that's similar but not quite the same as zombie. And it's as simple as talking to Tuck the Balloonist in the Magic Crafter's Home World. If you manage to get here with less than five eggs collected, he'll hint towards a level that has an egg you haven't grabbed yet. And if he suggests that you travel to Stonehill, Cliff Town, or Dry Canyon, but you decide not to take the balloon to any of those destinations, you'll trigger the glitch when you take control again. From here on, Spyro can't take damage, but he can walk on water and jump off it this time, preventing the soft lock from earlier.
Supercharge ramps in the home world won't work, so you've only got regular charges. and sparks will be able to eat butterflies to restore health, even though there's really no need to since, you know, you can't take damage anyway.
This glitch is called level disassociation, and it happens because the game's level to go to ID doesn't match with the level currently in ID, and its effects are deliberately programmed as a fail safe because the game thinks that Spyro is in a portal, so nothing bad should happen to him.
It's not as interesting as full zombie mode, I'll admit, at least not in this level. But the glitch exists in other levels with much more interesting effects that you won't believe, but you know the saying by now. I'm saving those for later. For now, if you're not in zombie state or level disassociation, then you can take infinite damage on the electrified floor in the Beast Maker's home world. Though, it's a little confusing to explain, and I'm really not sure how people trigger this by accident during speedruns because I'm ashamed to admit this took me over 2 hours and 60 questions to Deo Man to trigger. At this section of the level, you'll find the dragon Bruno near to one of the floors that gets electrified. If you rescue him on the exact same frame that the floor timer resets, then the floor will stay electrified until the NPC triggers it again with his mini lightning rod. If you quickly, and I mean quickly, run over and defeat the enemy before he can start the zap timer again. Then the floor will be permanently switched on.
If you happen to be touching the floor when the enemy is defeated, then Spyro will be trapped in his electrocuted state indefinitely. Since the death animation can't play out whilst this is happening, you're trapped. But at least this time you can pause and quit the game to escape this perpetual torture.
On the other hand, if you're not touching the floor when you defeat the enemy with this timing, then it'll stay permanently energized instead, which makes this floor really, really dangerous. You're free to play around like normal until you touch it again, which makes it great practice for wall gliding, cuz as soon as you touch it, you'll be in the same infinite zap situation. Pause and exit time once again. Yeah.
Over at the very end of Alpine Ridge next to the home vortex, there's a cave in the distance that you're meant to glide all the way over to where you'll find some extra goodies, including an egg thief. You can fly into the cave entrance like you're meant to and chase him around the route normally, or you can just fly through the wall to the right so that he runs towards you with no effort required. Personally, I prefer it this way. You hear less of that annoying taunt. And my god, is that thing annoying. I'm telling you, this is one of the worst sound effects in this game for for rage. It's a rage bait. I'm telling you, I can't speak right now. So angry.
Another simple glitch that I forgot to mention whilst we were in town square earlier is that the bull's attack hitboxes extend upwards pretty much infinitely. If you pass over them, they'll manage to attack you no matter how high up in the air you are. It makes no difference whether you jump over one or glide from all the way up here. It makes it really easy to grab this egg thief, too, which is You've got to love a glitch that helps you catch an egg thief early. I'm just saying.
Wherever the bull manages to attack you, you'll get a little boost up into the air, but it doesn't really help much unless you're trying out the challenge hack that Deoman completed a few years ago. This is the only situation that I have ever ever seen that this could be useful in, honestly.
The glitch that you're about to see with this enemy in Ice Cavern, though, isn't helpful at all. Usually, you're meant to push these armored NOCs off the edge of the level to their death. But if you hit this one from the other side and push it towards this raised platform, it'll go straight through the rock and die anyway. So, that's something. It's definitely solid for Spyro at least.
There's no way that he's getting through there.
Now, I'm sure you all remember the level treetops and that one dragon that you need to follow this ridiculous path you're seeing here to get to. How anyone figured out that this was the intended way to get over to the dragon is beyond me, but you'll be glad to know there are a few easier methods of getting over there. The supercharge ramps work better the higher up you start, which to make it clearer, trying to jump to the dragon from the first ramp normally, you can only get to about here. If however you jump and then charge onto the supercharge ramp at the peak of the jump, you can gain enough height to make it over there without having to take the massive long convoluted route. Again, this is harder than it looks. The timing is a little tricky at first, but after a few attempts, you'll have it down no problem, I'm sure. If you find that's still too difficult, it's easy enough just to turn hard right after the first jump. Land on the ramp that you're meant to use and make it over to the island every single time you try, so long as you can hit the ramp anyway. There's also a finicky gap in the fence to the left of the supercharge ramp that you can pop right on through to the other side, then glide over to the island if you hit it at just the right angle.
Getting through the fence and timing a glide can be kind of hard work, though.
I failed a lot before I got over here.
And again, if that's too difficult, you can always try to navigate around the outside edges of the area to get within gliding range of the island. And let me tell you, this just isn't worth it.
Getting to this point is hard. And then after getting here, I think I just barely managed to get lucky gliding over to the island after 30 minutes of trying. And you wonder why this episode took so long to make. Still, after all these years, there were much easier ways than trying your luck with the maze of supercharge ramps all over the level.
So, aren't you glad you know that? Now, 27 years later, there's also one other way to get over there using a glitch called a lura launch, which is one of the easier ways and only needs timing to get right.
Whenever you're standing on supercharge paths, Spyro's physics works slightly differently to normal. When charging, you don't reach max speed instantly.
There's a slight buildup of speed that you don't really notice normally, but when compared to charging on a supercharge pad, there's a clear difference because you'll reach max speed in one frame.
You can easily tell where the supercharge effect takes over in this clip because of the camera change. Not only that, but physics change in the air to allow those huge jumps that you get when using them. Because of these slight differences, you can charge towards a ledge, then jump with perfect timing as you touch it, and Spiral will get launched up into the air, making it easy to get to some of the more difficult to reach places in the game. This is one of the easiest ways to get to the island since there's no penalty for getting it wrong. And the timing is pretty forgiving, too. So, give it a try if you're playing through the game again for some reason. And let's make sure the reason is because of this video.
All right, it's time to take a look at a glitch that dwarfs the rest that we've seen today. The LSD Dream Emulator glitch. And if you didn't get the reference at the start of the video, that was a game for the PS1 that would only make sense if you licked an acid patch before playing it. That's my interpretation anyway. Honestly, if you didn't go and check it out earlier, go and check it out after this video.
As you make your way through the level Haunted Towers, you'll eventually smash your way through this door using the Super Flame power up, then up some stairs to a corridor with a supercharge pad inside. As soon as you walk through the archway into the corridor, the game starts to load the rest of the level that's hiding behind all the scenery.
So, walking through it whilst holding R2 to keep the camera trapped outside of the archway means that you can get some really glitchy stuff to happen. Most of the time, the game will just crash with nothing interesting to note. Other times it'll crash with these weird VRAMm corruption tiles on screen, which is something you'll have seen if you watch the Crash 3 glitch picnic because it's exactly the same kind of glitch. The final and most impressive result is that the game will freeze then manage to unfreeze itself with the graphics looking like a complete mess. But if you thought triggering this on Crash 3 was impossible, like a lot of the comments mentioned, you're going to have a seriously hard time with this one cuz it took me around 400 attempts to trigger the corruption once here. I wasn't actually convinced that this would even work at all in the end. But persistence paid off as you can see. Eventually, I got it to trigger twice, which again means it's time to buy a lottery ticket.
And just like in the Crash 3 episode, the effect was different both times. The first time was pretty basic and boring.
I really thought we were going to find something more interesting. Though the chests in this version did look amazing.
To be honest, I was pretty disappointed with how this looked. So, I tried again for another hour and managed to get this. Yeah, this is real. A lot of the floor and wall textures disappear as you get close, so you can see what's on the other side as you approach. And if the textures don't turn invisible, they're pixelated beyond all recognition. And the tin soldiers, man, they reminded me of a tie-dye shirt from back in the day, but animated. The eyes on the Extra Life crate were pretty funky, too. And you'll find as we go through the series, this is not an uncommon glitch for Spyro games.
I spent a while exploring and it was totally worth the effort. But if you're ever going to attempt this for yourselves, make sure to save because the graphics are so messed up that rescuing a dragon will cause a crash.
And for some reason, even exiting the level using the pause menu left me flying in the portal in dead space forever. So, if you have 9 or 10 hours to get it working in the first place on the original console, then go nuts. I'm sure you'll trigger it eventually. The only other time I've seen this glitch in action is in Waffle Wizards silly percent taz of the game, and that was done with ultimate frame by frame control, and I still don't think it matches this level of glitchy fun. Not to take away from the awesomeness of that video, because it really showcases some insane stuff. Plus, Waffle Wizard was the one that showed me this glitch in the first place and taught me how to do it, so I've got to give him credit.
I'm sure without a doubt we've all bonked on walls in Spyro by going too fast when not paying attention or by making risky moves.
Usually a bonk just waste a second of time while Spyro recovers. But this wall in the Magic Crafters Home World has a weird property that makes the camera change position after every bonk.
Genuinely, I'm not holding anything except the square button to charge right now, and the camera just rotates around him. Even though it's not that impressive, it made me wonder if there's other places in the game that this works. So, I tried it here and there in my playthrough and found this one other place in Twilight Harbor, too. Though, I could only get it to happen once. And then every other time I tried after that, I managed to fall off the edge.
This is probably something to do with the supercharge path since both of these places have supercharge physics, but I'm not really sure. What I do know is that whilst we're in Twilight Harbor, there's another cool trick you can do with the supercharge pad that I found just by playing around. From the top of the ramp, charge down the hill over the ramp at the bottom through the room. Then take this path and use the edge of the scenery to your advantage so you can turn around and charge back towards it from the wrong side. With the right jump and angle, you'll be able to clip through the tip of the mountain here and get out of bounds. And even though there's not much to do here, gliding back in bounds causes another scenery proxy. Yeah, I still haven't forgotten about proxies, but we're going to wait a little longer to see them, though. Now, back to camera glitches.
The portals in this game work in a way that you might not expect. Rather than Spyro being the trigger to load a level, the devs programmed it so that the level only loads when the camera touches the portal. Because of that, rotating the camera into weird angles when entering certain portals means that you can abuse that fact to go through them, but not be taken into the level, leading to the other form of level disassociation, the much cooler form. In the Beast Maker's home world, head down into the well where the level Wild Flight is hiding and position yourself so that the portal is offcreen when rotating the camera.
Then roll into it. If you manage to get your roll and camera angle right, Spyro will pass through it and start gliding through the wall before voiding out and being put back to the last dragon pedestal you touched in a kind of glitchy way. Once you gain control, he'll be in that half zombie state that isn't exactly zombie again. Nothing can hurt you like enemies or basically anything else in the level, and you're able to get off sludge and enter into level portals, which you can't do with the full fat zombie glitch. You'll see the best effect in this home world if you trigger it over and over again in the wild flight portal because each time you do it, you'll notice that Spyro gets respawned above the last pedestal he touched higher and higher every single time. You can get some serious height with this and even high enough that falling back to the level will void him out since he'll fall for longer than the 4-se secondond void out timer.
You can still get back to the level by either charging to fall faster or switching between gliding and falling since both of these methods cancel the void timer. But it's better to just keep voiding because even that'll respawn you higher until you eventually reach a parallel or duplicate world. This place works exactly the same way as when we found parallel worlds by falling out of bounds with zombie, but instead of being 4 minutes below the level, you're 4 minutes above it instead. There's still no collision, no gems, no NPCs, and you can even fly through portals that the loading zones don't exist for, so I guess there's no anything. But it's still pretty cool, so who cares if you can't do anything with it. You can trigger this one in pretty much the exact same way by using the portal leading to Haunted Towers in the Dreamw Weaver's home world, too. You just need to use a different angle and position, and to be honest, it's quite an awkward one to get right. Actually, it's difficult for me to say if its effects are exactly the same as in Beast Makers because the camera locked onto the pedestal that I rescued Maisy on, so I couldn't really tell where Spyro was most of the time. Though, gliding did force the camera to follow him around a bit. It was way too difficult to know where Spyro was, though, so I kept flying out of bounds and dying. If you try this out for yourself, make sure your respawn point is at another dragon pedestal, and you might have a little more luck when testing things out.
The last place I know of that you can trigger level disassociation is using the portal into metal head in the beast makaker's home world again, but this one has a different effect to all of the others. And I really, really don't get it. Not even going to bother trying to explain either. You'll need to make sure that the whirlwind is activated on the lower ground near Tuck. Then find the right angle for Spyro and the camera again before rolling into the portal.
And this time, if you manage to glitch through, Spyro will start the flying animation, but then instead of voiding out, everything will go back to normal when he touches the whirlwind. Or so it seems. For some reason, if you stop making direct contact with the area the whirlwind is in, then the camera gets sucked towards the portal and you'll enter the level. So, if you walk out of it or even just jump, the spiral will fly off and the loading screen will pop up once the camera hits the portal.
Again, I have no idea why this happens, but I'm willing to bet it's one of the ones that most of you haven't seen before. Now that we've ended the glitch and been taken into Metal Ed, you'll find that you can just fall through the floor of the first doorway that the boss passes through if you walk too slowly in the wrong place. Seems pretty fair. This one seems to happen at random, and it was way harder than I thought it'd be to clip through, but some people, like Zingo Chris, have their entire speed runs ruined by touching the dodgy collision. I mean, he was three minutes behind Pace anyway, but still.
>> Why?
This has happened like once before. Once many a year ago. I can't believe it happened again.
>> It doesn't happen all the time, but it's definitely annoying if you're not expecting it.
Moving on from level disassociation, there's an odd coding problem which has been given the name key glitch. This one makes it so that even if you've collected the key for a chest, the chest won't unlock, meaning you can't collect whatever gummy goodness is hiding inside. You've probably never come across this during a casual playthrough since it's quite specific. But if you open a level's key chest, then reset the game anytime before opening another one, you'll have triggered it without even knowing. If you head back to the level you open the chest in after quitting out or resetting the console, then collect the key again, it'll disappear if you spawn too many gems by defeating enemies or breaking chest before heading over to the locked chest. Look, pause the game key. Break the chest. No key. Really weird. Exiting to the title screen, game overing. Pressing the reset button. None of it will fix this glitch. The only way to fix it is to turn the power off completely or open another key chest further on in the game. The cause of this glitch is a dangling pointer related to the root gem of a key chest to be exact. And that sentence probably means absolutely nothing to you. So this long and concise explanation that Composer gave me might give a little more insight, but honestly probably not.
I'm still lost on this like most of the glitches in this episode, honestly. But I've got to thank the community for the detailed info they've been feeding me.
If your brain hurts and needs a break from all these complicated glitches for a second, there is something simple to see in Dark Passage. You can stand on the purple goop here without taking damage. You can stand there all day long and it won't affect Spyro. You can even charge if you want to. Wow. And no, the zombie glitch isn't active right now.
It's just that this one spot doesn't seem to work like it should. Time for our first boss glitch of the game. The boss Jax can be a little annoying when he's constantly pulling presents out of his ass to throw at you, but there is a glitch that'll let you steal the presents so he can't throw anymore throughout the rest of the level. All you've got to do is jump up onto the first platform he stops on, then try to charge the present as it spawns, and that's it. With the right timing, the present will be gone forever. You can chase him all the way to the end of the level, but every time he tries to throw a present, he'll just throw thin air instead. Makes it way easier to deal with this fight.
Okay, the break from the complicated glitches is over. It's time for the confusing stuff again. If you've watched older episodes of Glitch Picnic, you'll know that there's always more than one way to break through the dev's ideas and get out of bounds. So, it's time to take a look into proxies.
A proxy is something that happens when you try to squeeze something into the same space that something else is occupying. And the result, one of the things in the space gets launched out at high speed. And not to spoil the fun, but it's generally Spyro, and you can sometimes get some huge air time out of it, too. Of all the games I've covered on this channel, we've seen proxies in Space Station Silicon Valley, Sly Cooper, and The Simpsons Hit and Run, which is arguably one of the best ones. But the best way to understand proxies is to think of them like a fail safe that stops you getting trapped inside of random things in games. And there are different ways to trick this one into thinking that Spyro is inside something he shouldn't be. There are three different types of proxies in Spyro 1. A regular proxy, a squeeze proxy, and a scenery proxy. But I'll give you the full explanation on them when we get into the Spyro 2 glitch picnic because they exist in the sequel and they are way more impressive and way more helpful, too.
So, for a nice easy regular proxy, head over to N Cove and find any of the barrel spawners in the level cuz these things will give us a perfect simple example. If you charge one out of the way, then glide into the space that it's about to respawn into, then Spiral will get thrown up into the air if you jumped into it at just the right time. It's not the best example in the world, but you can see that it definitely makes a difference to your height here. There's even a really specific way that you can proxy off Nasty to get out of bounds in the final boss fight. First, you'll need to be in the exact right spot. Charge glide into the right part of nasty. And then, if you hit everything just right, you'll bounce up high enough to get over the walls and see things in that weird one-way visual graphic style. This proxy is used in the 120% speedrun of the game to cut out 3 minutes of the final cutscene, but I have absolutely no idea how runners can do this when they're playing under so much pressure. They make it look really easy, and I can confirm it is not. It took me about an hour and a half and a ton of questions to even know what I was meant to be doing with this one. So, kudos to you people. I I don't know how you do it.
Squeeze proxies are a little different.
In Cliff Town, you can trigger one by defeating this mammoth, then quickly getting into the corner where it'll flop onto you. And when the space gets too small, Spyro will get squeezed up to get you onto the rooftop. So, I guess it's pretty obvious why it's called a squeeze proxy. You can do it with this enemy in Treetops 2 by charging into it at the right angle and getting into the corner before it lands there, which will launch Spyro up to the platform above. It's not the world's best proxy, but it is a little better than the mamma squeeze.
You'll get the biggest squeezes in zombie state because for some reason they get a bit more powerful.
If you manage to get one using the rams by the tower in Stone Hill while in zombie, it can force you all the way to the top. And just as a bonus, you can rescue Gilders from underneath the tower platform if you hit it in just the right place.
>> Spiral, my friend.
>> And for the seventh time today, way harder than it looks.
In the final home world, Nexus, you can use the rats to proxy if they happen to run in just the right place at just the right time while you just so happen to be charging at them. And if you do manage to learn how to do this, you can get to the nasty portal before unlocking the head. I genuinely never thought I'd be able to hit this because so much can go wrong with it that I almost gave up.
But persistent twins again. Oh yeah.
It's probably obvious why scenery proxies are called scenery proxies, too, cuz they use scenery. Duh. Generally, anytime that you're out of bounds, you can fly back through a wall to get back in bounds. And flying through the wrong side of a solid wall will make the game think that Spyro and the wall are in the same space. So, we'll get launched out at the same angle the wall you proxied off is facing. You can get pretty good height and speed using this depending on the angle of the wall that you make contact with. And if you find yourself out of bounds, you're pretty much guaranteed to be able to get one. So, it's the easiest one to do as long as you can get out of bounds in the first place. Anyway, back over in the boss realm Toasty, there's a different kind of proxy, which is actually a combination of a regular proxy and a damage boost. It's called Dog Proxy, and it's not the easiest thing in the world to pull off, but at least it's easier than pedestal clip. And yeah, I'm still talking about that because it's [ __ ] ridiculous to get right. Plus, this is actually helpful since you can get some serious hype by doing it. In fact, it's one of the biggest proxies in the game.
All you've got to do in slow motion is get hit by the first dog and shepherd in the level at the exact same time, which sounds easy, but you need to approach them from a certain angle so that they see you at the same time. Get under the dog when it jumps and be within range of the shepherd's attack. Then jump into the dog during its belly flop at the same time the shepherd hits you. Yeah, there's a lot going on here. And even though it looks pretty easy at full speed, it took a bit of practice to know what the exact approach and timing of the jump into the dog needs to be. It's totally worth it though for the incredible heights that you can get out of it. You can get straight to the vortex every time, skipping pretty much the entire level. I won't go into the nitty-gritty massively detailed method of how to do it, but there is a perfectly good tutorial that helped me massively linked in the description. So, if you want to try it out, it's worth watching. Also, I did mention that this is a proxy combined with a damage boost.
So, I guess that leads us onto the next question of what exactly is a damage boost? Damage boosts are the result of getting hit while Spyro still has momentum stored and the D-pad or analog sticker left in neutral position, so he's not moving. There's a few different ways to store momentum, but the easiest is to bonk into a wall, then instantly release any movement buttons. If you do this, Spyro's momentum will be stored, and when an enemy attacks him, all of the stored up momentum that you had will be transferred into movement instead. 10 years ago in the original Spyro Glitch Picnic, I talked about Wizard Proxy in the Magic Cfter's home world, but it turns out it's not a proxy at all. It was a damage boost after all this time.
The reason that you get launched up so high is because of the momentum stored from the supercharge path, which in hindsight makes a ton of sense. And it makes for another good place to do a scenery proxy, too.
It is really simple to do this glitch if you just stand next to a wall, then jump and bunk against it right before something damages you. This method even got me high enough to get over the wall and into wild flight before doing anything else in the Peacemakaker's home world. It can be triggered by an enemy, a cannonball, basically anything that puts Spyro into a damage state. And this is an awesome glitch just because of how accessible it is. I mean, it can be used pretty much everywhere in the game. And just to prove it, Xando Toaster uploaded a 19-minute compilation of places that you can trigger these. And some of them will lead you to some places that you wouldn't have thought were possible.
There's one more type of boost in the game called an animation boost, and it can be super helpful for finishing N Cove quickly. The dock worker enemies here raise barrels above their heads before launching them towards Spyro. But if you approach them at the right angle, you can jump above the barrel before they raise it, causing them to throw you into the air, where you can easily glide out of bounds. It can be pretty fun up here. You can kind of glide between the valley in a glitchy way. You can do the roll glitch all over the place since you're never meant to be up here.
And you can just fly over to the home vortex and skip most of the level if you want to.
There's only really one other place I know that you can do this, and that's by using the slap happy armored monks in Dreamweavers. If you jump right above their slap, that'll throw you up into the air, too. But as far as I know, it's not really useful for anything in this world, other than landing on this pillar, anyway.
There are levels where you can defeat an enemy and the gem that pops out will fall off the edge of a cliff, never to be seen again. Well, I say never to be seen again, but the devs put in a fail safe where if a gem falls off a ledge, it automatically gets collected so you don't miss out. But if you've ever found that you're missing a gem in a level and have no idea where it is after hours of being in there, I'm sorry to say, but you might have been a victim of an invisible ledge. Yes, sometimes if you watch a gem fall down the edge of a cliff, it'll just sit on an invisible ledge. And no, you can't jump down there because it's lower than the death plate.
So, you either lose a life and try again or just enter the level again later.
Whatever you choose to do, both ways are a huge waste of time, obviously. But at least now your years of frustration on that one missing gem in the level might have been solved. And bonus glitch. If you can get a gem to land right on the very edge of a cliff, it'll rotate at 90°. Though this was complete luck, and I doubt I'll ever get it to happen again.
There's another gem related glitch that can happen to you over in Dreamweavers, and this is the most powerful one of all. If you find and rescue Baruti while Sparks isn't with you in this home world, there's a strange glitch that'll cause the game to crash if you respawn onto his pedestal whilst there are gems scattered around it. Specifically, if you leave this one single gem on his pedestal, then void out. The game just decides it's going to stop working after the screen fades out. This is it. The screen will just stay black until you reset the console.
You can actually prove this theory by collecting the gem, then voiding out and boom, respawned, no problem. As with every glitch in this episode, I don't know the technicals behind it, but apparently it happens because anytime Spyro dies then respawns, Sparks is at the level origin coordinates of 0000 for the very first frame. In this situation, he's set to come back to Spyro. But there's also a gem that needs to be collected. So instead of making a decision, the game just says nope and crashes instead. Just to prove that this is a real thing, there's one other place that you can test this theory, and it's by leaving a gem on this pedestal in Ice Cavern, then voiding out. This time, the game won't crash, but it does take Sparks a couple of seconds to reappear, and the gems will collect before he even makes it back to you.
In comparison, if you collect the gem, then fall off the edge, you'll see how quickly Sparks appears when the level reloads. It might be easier to show you side by side, actually.
Ah, see, there you go. Way quicker without a gem on the pedestal.
There's one last Dragon Rescue crash in the game that I don't think too many people who played it would have triggered back in the day. It definitely could have happened to you, but if it did, then you had really bad luck. When you find Latif outside of the lofty castle portal, you'll see that just in the nook to the left of where he's facing, there's a firework chest waiting to be flamed. If you flame the chest, then quickly run onto the dragon pedestal, there's a chance that when the crystal explodes off him, the game will randomly freeze. I hope you saved recently or you'll have some retracing of steps to do like I did. Even with save states, I didn't make a backup, so I had to backtrack. Silly me.
Speaking of backtracking, we breezed through Nexus earlier when looking at Rat Proxy without really looking at anything else. So, since I didn't explain, there are three dragon heads in this area blocking your access to the levels inside. The first two heads can be opened up by completing the levels in order. So, if you finish North Cove, the Twilight Harbor head will open. And if you finish Twilight Harbor, the Nasty Nad will open. The final head, however, won't open until you've got 100% completion by collecting every dragon, every egg, and every gem in the game, which we'll take a deeper look at shortly. We've already seen one way of skipping into the nasty portal, but there's a few more ways to get in here early, too. Though, the only other one I'm interested in showing you today is called Coveless, which looks like it should be one of the easiest tricks in the game, but it's actually one of the hardest by far. And that's not opinion.
It's pure fact only. So, you'll have to forgive this clip you're about to see because pause buffering was legitimately the only way I managed to get this to work and it still took me a few hours.
The idea is to wall glide around the back of the closed up boss head.
Charge into the back of it to bonk and hope that the camera is in the right place to keep the charge going. Get to this second set of rivets on its neck.
Then, really square frame perfectly so that Spyro flops upwards. Then just do a few frame perfect angle adjustments whilst wall gliding and rotating the camera to gain enough height to get into the head from the front, skipping the need to unlock it. Absolutely nothing about this trick is easy whatsoever. It doesn't even sound easy to do, and it's a trick that's pretty unmanageable, even if you happen to be a top level speedrunner, practicing day in day out, making attempts every single day of your life. And even then, there's only about a 5% chance you'll hit it successfully.
So that makes me feel pretty good about getting it to work, even if I had to use constant save states and pause buffering.
>> [ __ ] What? No.
No.
No.
>> Then there's early loot, which is just about equal in difficulty if you ask me.
Anyway, this glitch, of course, skips all of the levels in the home world and gets you into the bonus level of the game before collecting everything, which is pretty handy. It can also lead to another oddity if you use it in the right circumstances, too. Early loot is a trick that was thought to be impossible for as long as speedrunning has existed. Since the whole visible part of the dragon head is solid, unlike the nasty nog dragon head that we've just broken into, it's easy to see that it's true by using the moon jump to fondle around all over it. But of course, there's actually a couple of different ways to glitch into the head from underneath where there's a giant hole that you can just jump through. One of the ways is pretty much impossible to do in real time unless you're a robot.
But to prove that there is a way in there, Waffle Wizard once again made a task to showcase it. And I've got to say, it's pretty obvious why this isn't possible for a person to do, but it works. The method we're interested in, though, is the one that'll get you in there on a regular console as a regular human being. It's not as hard as Corless, but I imagine this will still take you some time to get right if you're planning on testing it out for yourselves. The easiest way to get in here uses the closed nasty head. So use rat proxy, tooth roll, or a boosted skitter jump to get inside.
Whichever method tickles your fancy.
Once you're in here, there's a polygon that you can clip into at the back of the head that'll let you fall into the water below. And from there, you can jump back onto the main platform of the home world by using a charge jump where you're technically out of bounds underneath the closed dragon head. Now you need to place Spyro around this spot so that a right-hand roll will get him half into and half out of the dragon's jaw. Then tap forward and pause buffer until you see Spyro very slightly clip into the floor. When or if you eventually see this, hold square, then hold X to unpause, and you should fling forward underneath the platform towards Nasty's loot where you'll be able to jump into the dragon head and finally enter into the portal. I have no idea how this is possible whilst under pressure during a run, but legendary speedrunners like Deoman seem to be able to do it without a problem. So, I guess it's true that practice makes perfect.
You perfect man.
>> Okay, this is it. This early loop record here if I don't [ __ ] up credit skip.
Very nice. Very nice early loop.
>> It's all well and good getting in here early, but what exactly does it accomplish? What's the oddity that it can cause that I mentioned earlier?
Well, usually 80 dragons, 12 eggs, and 12,000 gems gives you the grand total of 100%. But this isn't always the case.
The game assumes that if you have over 12,000 gems, you have to be in Nasty's loot since there's no other way to get over that amount. So, it kind of makes sense, right? That means that if you enter loot early and tick the gem counter over 12,000 whilst you're in there, your game completion will be set to 100% even if you have eggs and dragons missing from the inventory. This is caused by a chunk of coding that basically tells the game to start basing percentage on how many gems you've collected instead of what you've actually collected. So, if you head back to any levels you've missed gems in and collect them, you'll have the full 120% completion as soon as you hit 14,000 gems. Sadly, I can't prove it cuz I'm not going back to the earlier levels to collect the 66 gems that I missed, but it's proof enough that 13,934 gems gives you 119%.
All right, it took me long enough to get into early loot in the first place. You really think I'm going to waste time finding 66 gems? There is absolutely no chance. This whole glitch from discovery to first application is explained in full detail in Xando Toasters video, the biggest skip that no one was looking for, which is linked in the description.
The video was made when the trick was first discovered, but it really gives some insight into how much effort some of the awesome people in the Spyro community are willing to put in to break the game wide open. So, thanks to those people because without them, this video definitely wouldn't exist.
The final two glitches of today's episode are audio related, which is great because it's a type of glitch that we haven't seen in the game yet. First up, there are some levels that standing around in for 15 to 30 minutes will cause the music to change to some other song that lives on the disc. This could be a track from another level or even a track that didn't get its own level. In Dark Hollow, after probably about an hour of sitting through music loops, eventually the Wizard Peaks alternative track started playing, which was kind of jarring to hear.
There's even a couple of tracks that play that people don't really know which level they were meant to belong to. One of them is this, which is also known as the having trouble in treetop soundtrack around YouTube for obvious reasons.
And the other is apparently found only in the PAL version if you stand around in certain levels, but I couldn't get it to trigger. But there is a link in the description to what it sounds like.
I've got to give huge shoutouts to Sebastian the Great for commenting about this 10 years ago on the first Spyro video because it triggered a question which was confirmed by the Spyro community and it was honestly so exciting to hear some unused music for the first time. Some of these are absolute jams too. The other sound glitch isn't quite as impressive, but if you unlock either Twilight Harbor or Nasty N, then break the chest in the Dragon Head, but only collect the purple gem, then lose a life to respawn in the home world. Pausing the game repeatedly as the gems in the dragon heads respawn causes the pause sound effect to pitch up every time.
The reason for this is that the gems you didn't collect from the chest in front of the level share the same sound effect coding as the pause menu. So when the gems spawn again and the sound pitches up, so does the pause sound.
This really wasn't the best glitch to end on, but still. Where else are you going to find out something as pointless as this? Nowhere on the internet, that's where.
Okay, I lied. There's one more Spyro the first glitch that I noticed while wrapping up the video since we're still in Nexus. Getting Sparks to pick up these gems in front of Toko, then getting in range of him to talk will freeze the gems in midair. And what's cool about this one is that you can see that the rotation of the gem isn't what causes the reflection effect, cuz even though it's frozen here, the gem still seems to shimmer as if it's spinning.
But this effect is actually linked to the camera. I've never noticed this before, but whichever way the camera is facing is the way that the white glimmer effect reflects back at. So there's something new for you. Never in all my years of Spyro did I notice this, but maybe you did. And with that, that's the end of today's glitch picnic. Thank you all so much for watching until the end as always, and make sure to throw a comment down below to let me know what your favorite glitch was. I've already completed the scripts for the next two videos, and I bet you can't guess what they're going to be. As always, a huge shout out to this video's top Patreon supporters, who this month are Him Dog, Max Vegner, Sailor, Talentless Hack, The Girl Without a Name, Dean Ward 7820, Gigab Busizzy, and Warpster. Thanks so much for your continued support. You know it means the world to me, and you deserve every single minute of this content. I will see you all in the next video and don't forget I love you all.
Mwah.
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