Hubbry Logo
Minus WorldMinus WorldMain
Open search
Minus World
Community hub
Minus World
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Minus World
Minus World
from Wikipedia
Minus World
Mario location
The "Minus World" in the NES version
First appearanceSuper Mario Bros. (1985)
GenrePlatform
In-universe information
TypeGlitched World
CharactersMario or Luigi, Cheep Cheep, Blooper, Goomba, Koopa Troopa, Bullet Bill, Hammer Bro, Princess Peach, Bowser

The Minus World (Japanese: マイナスワールド) is an extraneous level created by a glitch found in the 1985 video game Super Mario Bros. It can be encountered by maneuvering the player character, Mario or Luigi, in such a way as to trigger an oversight in the game's level transition system. Players who enter this area are greeted with an endless, looping water level in the original Nintendo Entertainment System cartridge version, while the version released for the Famicom Disk System sends them to a sequence of three different levels; this difference is due to the data being arranged in different ways between the two versions. It gained exposure in part thanks to the magazine Nintendo Power discussing how the glitch is encountered. Super Mario Bros. creator Shigeru Miyamoto denied that the addition of the Minus World was intentional, though he later commented that the fact that it does not crash the game could make it count as a game feature.

The existence and revelation of this glitch led to rumors being spread about further secrets existing in Super Mario Bros. It is recognized as one of the greatest secrets and glitches in video game history, with the term "Minus World" coming to refer to areas in games that exist outside of normal parameters, such as in The Legend of Zelda. Frog Fractions designer Jim Stormdancer cited it as inspiration for making Frog Fractions the way he did, while Spelunky creator Derek Yu talked about his nostalgia for Minus World, lamenting a lack of mystique in modern games. References to the Minus World can be found in both Super Paper Mario and Super Meat Boy.

Summary

[edit]

The Minus World is accessed from World 1–2. In order to encounter it, players must exploit a glitch in order to maneuver Mario through the bricks separating the normal exit from the Warp Zone area. So long as players do not lock the screen in position, they can make Mario enter the first Warp Pipe before the text is revealed. However, if the glitch is performed carefully, players can make it to the other pipes. The second pipe will lead to world 5, while the third will also lead to the Minus World.

The console did not have a method to check for collisions between tiles, and the task of checking all points around a tile for possible collision points was too difficult for the console's MOS Technology 6502. To compensate for this, the designers put boundary boxes around objects and compared a limited number of collision boundaries. Mario's sprite has two points, one on each foot, each detecting his collision with the floor. The game would normally eject Mario in the opposite direction he is going if he is considered inside a block, which can be averted by crouching while jumping into it and, at the exact right moment, pushing left, causing him to be ejected on the other side of the wall. The game then erroneously sets the far-left and far-right Warp Pipes to send him to World -1.[1]

When players successfully pull this off, they are presented with a screen reading World -1, and then Mario is put in a water level that loops the end with the beginning, and as a result, cannot be beaten. It is a copy of the stage World 7-2, aside from the looping.[2] Despite the appearance and the popular name "Minus World", it is not, in fact, a negative level number. Rather, the level is identified in the internal memory as "World 36-1", but when it displayed a blank tile is shown, as 36 is the tile number for a blank space.[3] The reason the glitch occurs is because of a misread byte.[4]

The Japanese version of the game on the Famicom Disk System has a different result from performing the glitch; instead of looping after Mario reaches the end of the level, it goes through three different levels until players reach the goal and the game ending.[5][3][1] The Japanese levels start with an underwater level as well, with floating Princess Peach and Bowser sprites at multiple points.[1] The reason why the two versions' Minus Worlds differ is due to the North American version using a ROM cartridge and the Japanese version using a floppy disk. Cartridges and disks store data in different ways, resulting in the different versions sending the offset the Warp Pipe receives arriving at a different byte in the programming.[1]

History

[edit]

When Super Mario Bros. creator Shigeru Miyamoto was asked about the Minus World, he denied authorship and said that it was not intended.[4] When asked later about the Minus World, Miyamoto commented that while it was a glitch, the fact that it does not crash the game makes it a feature as well.[6] Since its discovery, the Minus World has resulted in people believing that Super Mario Bros. designers hid secret levels for skilled players to find.[1] It was featured in the third issue of Nintendo Power, describing it as "an endless water world from which no one has ever escaped." This appearance provided photographic evidence of the glitch.[4][1]

Reception

[edit]

The Minus World was an "incredible phenomenon" and has become well-known over time according to Screen Rant, becoming a part of the video game design lexicon.[7][2] Siliconera staff called it "legendary," while Game Informer writer Ian Boudreau called it "one of gaming's most famous glitches."[8][9] Kotaku writer Jason Schreier wrote that it was "seared into video game history."[10] Nintendo Life writer Gavin Lane called it "one of the most famous" of Nintendo's glitches.[11] Edge staff discussed how its impact was "purely symbolic and contextual," discussing it as the glitch with the most "lasting influence." They felt that it was so appealing because it was relatively easy to accomplish, suggesting that its early popularity influenced the trend of secret levels.[2] Both Screen Rant and GamesRadar+ made note of the fact that it is an infinite water level, with Screen Rant calling it "every gamer's worst nightmare."[12][13] GamesRadar+ Justin Towell called it "one of the greatest" video game secrets.[14] According to a game play counselor for Nintendo, the Minus World was one of the most often-requested tricks by callers.[15]

Legacy

[edit]

The term 'Minus World' has become a term to refer to an area outside of the parameters of the game, with The Escapist identifying the Super Mario Bros. instance as "one of the first and most classic" examples.[16] Glitches in other games have been referred to as a Minus World, including the first The Legend of Zelda.[17] Frog Fractions and Frog Fractions 2 designer Jim Stormdancer cited moments like the Minus World as his inspiration for creating these games, wanting to "recapture the sense of mystery" these moments evoked.[18] Derek Yu, creator of Spelunky, discussed how he holds nostalgia for the Minus World, calling it an "incredible [piece] of lore for [Super Mario Bros.]" while lamenting how modern games lack that kind of mystique.[19]

The 2007 video game Super Paper Mario featured an area called The Underwhere, which acts as an underworld and is called "World −1" by one of its residents, in reference to the glitch.[16][20] The 2010 video game Super Meat Boy features levels called Minus Warp Zones, which make reference to the glitch.[21]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Minus World, also known as World -1, is an unintended level in the 1985 video game , accessible via a programming error that allows players to enter an endlessly looping underwater stage resembling a warped version of earlier levels. Access to the Minus World requires exploiting a flaw in World 1-2: at the level's end, players must swim into the right side of the large green pipe (instead of entering from the top), clipping through the bricks to reach a hidden warp zone containing three pipes. Selecting the leftmost pipe triggers the glitch, as the game fails to properly scroll and load the intended warp zone data, defaulting to the configuration from World 4-2 (pipes leading to Worlds 5, blank/36, and blank/36). This results in Mario being transported to "World 36-1," but the world number displays as "-1" because tile 36 in the game's sprite set is a , causing the numeric display to interpret it as negative or missing. Technically, the glitch stems from the game's level loading mechanism, which supports 256 possible worlds (0–255) stored in a single byte; when the warp zone loads incorrectly, it pulls garbage data from memory, creating an underwater environment similar to World 7-2 but with infinite looping via a pipe that teleports back to the start. In the original Famicom Disk System version, the level layout differs slightly, progressing through variants of Worlds 1-3, 2-3, and 4-4 before becoming completable, though the NES port's implementation renders it inescapable without dying or resetting. The glitch has no official purpose and was not intended by developer Shigeru Miyamoto or Nintendo, arising from optimizations in the game's 40KB ROM that prioritized performance over boundary checks. Discovered accidentally shortly after Super Mario Bros.' release in Japan (September 1985) and (October 1985), the Minus World spread through word-of-mouth among players before being documented in magazine in , which instructed readers on how to access it. It quickly became a cornerstone of gaming , celebrated for transforming a bug into an "easter egg" that fueled speculation about hidden secrets in titles. Hailed by Edge magazine in 2015 as "the greatest of all time," the Minus World exemplified the era's raw, unpolished code and inspired developers to intentionally embed surprises in games, reinforcing the belief that "anything was possible in video games." Its legacy persists in remakes and fan analyses, with recent 2025 discoveries of similar "minus worlds" in Super Mario Bros.: The Lost Levels further extending its influence on and glitch-hunting communities.

Description

Overview

The Minus World is an extraneous, unintended level designated as World -1 in the 1985 (NES) game , arising from a that exposes hidden, incomplete game data. This level manifests as an endless underwater environment where swims through repeating scenery, unable to progress or exit normally, and the status bar displays "WORLD -1" because the tens digit of the world number (internally 36-1) uses a blank sprite , causing it to appear as if the number is missing the tens place. Version differences affect the glitch's behavior significantly. In the NES cartridge release, the Minus World repeatedly loops the underwater portion of World 7-2, trapping the player indefinitely. By contrast, the version sequences three distinct levels—an underwater stage resembling 1-3 or 5-3, followed by an overworld stage like 2-3 or 7-3, and concluding with an underground castle akin to 4-4—ending in a confrontation with a glitched, headless sprite before returning to the title screen. Super Mario Bros., including this glitch, was released on September 13, 1985, in Japan for the Famicom, and on October 18, 1985, in North America for the NES. The glitch gained notoriety shortly after launch, highlighting the game's unpolished edges despite its revolutionary platforming design.

Level Characteristics

The Minus World manifests as a horizontally scrolling underwater level in Super Mario Bros., characterized by its infinite repetition of a layout derived from World 7-2, featuring stone bricks forming the floor and ceiling structures. Hazards include rotating Firebars positioned at intervals along the path and schools of Cheep Cheeps that loop in predictable swimming patterns, creating a relentless gauntlet of obstacles. Visual glitches arise from unbounded graphics data, resulting in blank tiles that create empty voids in the scenery and occasional gaps in the environment. anomalies permit to clip through select walls or floors, though these do not aid in escaping the loop. The status bar persistently reads "WORLD -1" because the tens digit of the world number (internally 36-1) uses a blank sprite tile, causing it to appear as if the number is missing the tens place, while the underwater theme music loops continuously without variation. Power-ups, such as coins and mushrooms, spawn and function as in standard levels, with scoring mechanics intact, but the endless cycle ensures no advancement to a goal. In the Famicom Disk System version, the sequence differs, progressing through World -1 as a swimmable underwater stage akin to World 1-3, followed by -2 in an overworld style with modified enemy placements, and -3 as an incomplete castle level, ultimately returning to the title screen upon completion.

Access and Gameplay

Methods of Access

The primary method to access the Minus World in Super Mario Bros. involves exploiting a collision detection flaw at the end of World 1-2 in the original NES version. The player should navigate to the underground section near the level's end and break the second and third brick blocks in the ceiling to the left of the exit pipe, leaving the block immediately adjacent to the pipe intact. This allows for a wall clip: position on the top-right edge of the exit pipe (ideally as Super Mario or Fire Mario for easier hitbox alignment, though Small Mario works with precise timing), crouch, then jump while holding right to clip through the remaining block and the pipe's right wall. This transports the player to the warp zone room without the screen scrolling or the "Welcome to Warp Zone!" text appearing, preventing proper level data loading. Immediately drop into the leftmost pipe to enter World -1 (internally World 36-1). Alternative methods exist using hardware modifications or cheats. One technique involves cartridge swapping: with the NES powered on and Super Mario Bros. running, the player removes the cartridge, inserts the Tennis cartridge, performs specific actions (such as tossing the ball twice, serving, and walking a set number of steps to alter RAM values), then swaps back to Super Mario Bros. and uses the A + Start world select input to access negative worlds, including the Minus World. Another approach uses Game Genie codes, such as AANAAXZG to enable world select, allowing direct entry to World -1 or related glitched areas; additional codes like LXAPYA can start the game directly in the Minus World. Access is feasible with either Small or Super Mario, though the larger hitbox of Super Mario simplifies the clip. This glitch is exclusive to the original 1985 NES release (and Famicom Disk System variant, with slight differences in level progression); it was intentionally fixed in remakes, including Super Mario All-Stars (1993), Super Mario Bros. Deluxe (1999), and later ports, where warp zone data loads correctly to prevent the invalid world entry. Upon entering the Minus World, players face an infinite horizontal scroll to the right, making it impossible to reach a conventional end of the level. Navigation requires swimming continuously rightward through the while dodging swarms of Cheep Cheeps that jump from below and up to five rotating Firebar arms positioned on coral platforms. The dense enemy placement, including periodic Bloopers that emerge from the water, heightens the difficulty of progress without taking damage. To escape the loop, one reliable method is to immediately swim left against the scrolling current to reach the original pipe entrance at the start of the level and re-enter it, which transports the player back to World 1-2. Alternatively, a precise mid-air jump near the level's boundaries can clip out of the playable area, effectively resetting the game or level without loss of life. These techniques demand exact timing, as the rightward scroll can quickly push the pipe off-screen. The primary challenges stem from the limited oxygen meter, which depletes steadily during the swim but does not immediately end the run in the looping , allowing repeated attempts at escape; however, the increasing enemy density over distance amplifies frustration and risk of collision. Without of the exit methods, the absence of a or goal creates a potential softlock, forcing reliance on , time-out, or manual reset to continue. Notably, the version of Super Mario Bros. differs, featuring a finite sequence of three distinct levels in the Minus World (Worlds -1, -2, and -3) that culminate in the standard game completion screen, bypassing the entirely.

Technical Explanation

Cause of the Glitch

The Minus World in Super Mario Bros. arises from a programming oversight in how the game handles warp pipe destinations within the warp zone of World 1-2. When Mario clips through the side of the rightmost warp pipe without fully scrolling the screen to load the "WELCOME TO WARP ZONE" text and numbers, the game's reads the destination value from the VRAM position above the pipe entrance before the proper tile data is populated. This results in the destination byte being set to the tile ID of the blank space (0x24 in , or 36 in decimal) that occupies that screen position by default, rather than a valid digit like 2, 3, or 4 from the intended warp zone numbers. Internally, warp pipe destinations are stored as a single byte representing the target world number, loaded dynamically from the on-screen tiles above each pipe to allow for flexible level design in the warp zones. The 6502 CPU routine responsible for pipe entry (located in the game's level processing code around address 0xE4A0 in the disassembly) copies the tile value directly into the world destination variable ($075F) without validation for valid ranges (1-8), enabling out-of-bounds values like 36 to propagate. The level number is then defaulted to 1, creating "World 36-1," which points to an unused offset in the level data table, loading a corrupted version of an underwater level (resembling World 7-2) with infinite looping due to faulty exit conditions. This behavior is exacerbated by the NES hardware's Picture Processing Unit (PPU), which streams 8x8 pixel tiles into VRAM (at 20002000-2006 registers) in a fixed manner without immediate bounds checking on CPU reads, allowing the 6502 processor to access uninitialized or off-screen data during the brief window of incomplete scrolling. The collision detection for pipe entry, handled via simple bounding box checks in the sprite-object interaction code, permits the wall-clipping exploit because it does not halt horizontal screen scrolling (00F2/00F2/00F3 variables) until after the destination read occurs. The number display contributes to the "Minus World" moniker through a visual artifact rather than a signed arithmetic overflow. The rendering routine (around disassembly 0xE2A0) outputs "" followed by the font corresponding to the world byte value, then " - " and the level digit. For world byte 0x24 (36 ), the game's font table maps this value to a blank (no visible character), resulting in the display appearing as " -1," which players interpret as "WORLD -1." No explicit signed interpretation is applied in the display code; the effect is purely graphical due to the blank ID aligning with spacing before the dash. Repeating the access method from World -1 in the NES version of leads to World -2, an underwater duplication of World 3-4, and subsequently to World -3, which loads as a corrupted castle level with invalid tile arrangements. In contrast, the version features a distinct progression: World -1 is a swimming variant of World 1-3, World -2 is an underground level resembling World 7-3, and World -3 is an underground variant of World 4-4, after which the game returns to the title screen. The Minus World glitch belongs to a larger family of unintended levels enabled by the game's 8-bit world addressing, which supports 256 possible worlds numbered 0 through 255; attempting to access World 256 causes an overflow back to World 0. Higher-numbered worlds, such as those beyond 33, frequently result in crashes due to invalid data or memory corruption, while others generate random layouts by pulling from uninitialized game data. Representative examples include World 54-1, a playable level displaying the "But our is in another " message upon completion, and World 68-3, where navigates an as if swimming through the sky with altered enemy behaviors like a headless flying . Additional glitch worlds can be accessed through external modifications, such as codes or direct memory edits, which reveal duplicates of Worlds 1 through 4 featuring palette swaps; for instance, the code GTTTTL transforms World 4-4 into an underwater overworld variant designated as World 0-1. These variants often apply color shifts, such as cool-toned palettes via code PINAOO, to existing level data without altering core geometry. The core addressing glitch responsible for these variants was addressed in certain ports and remakes; it is absent from the arcade adaptation VS. Super Mario Bros., where warp zone behaviors were modified to prevent invalid world loads, and from the SNES collection , which updated level loading routines. However, the and its related worlds remain intact in emulation-based releases of the original ROM, including the and , to preserve the authentic NES experience.

History

Discovery and Documentation

The Minus World glitch in Super Mario Bros. was first encountered shortly after the game's release in on September 13, 1985, and in on October 18, 1985, through accidental player experimentation in World 1-2, where Mario could be maneuvered to enter an unintended warp pipe leading to the glitched level. No single individual is credited as the initial discoverer, as the anomaly spread rapidly via word-of-mouth among players in arcades, schools, and playgrounds during late 1985, with fan recollections confirming early sightings within months of launch. Additionally, Japanese cards produced in 1985 depicted the Minus World, indicating Nintendo's early awareness of the glitch. Early formal documentation appeared in the November/December 1988 issue of (Issue 3), which described the Minus World as a "mysterious" secret level accessible via a specific wall-jump technique, presenting it as an explorable hidden area rather than an error and thereby cementing its status in gaming culture. This coverage amplified its fame, with the further disseminated through subsequent gaming magazines and player letters to Nintendo's Game Counselors throughout the late and . By the mid-, discussions emerged in nascent online forums and systems, where enthusiasts shared access methods and variations, transitioning the phenomenon from playground lore to digital communities. The glitch's documentation expanded in the early through dedicated retro gaming sites, including technical breakdowns on AtariAge forums in February 2004, which explained the level's structure as a repeating World 36-1 derived from memory overflow. Video platforms like contributed significantly from 2008 onward, with tutorials demonstrating access techniques, including variants in the version that featured altered enemy behaviors and layouts, such as land-based Bloopers. Deeper analyses continued on sites like Retrocomputing in November 2016, where users dissected the warp zone mechanics responsible for the without altering its core appeal. Recent media coverage, such as a September 24, 2025, Culture article, revisited the Minus World's enduring fascination, noting its obsessive draw for glitch hunters and critiquing the era's incomplete encyclopedic entries on the topic at the time of publication.

Developer Comments

, the creator of , has described the Minus World as an unintentional bug rather than a deliberate design element. In a 2010 interview with magazine, he acknowledged it as a but emphasized that, since it does not cause the game to crash, it functions more like a feature in line with Nintendo's approach to preserving non-disruptive anomalies that enhance player exploration. The glitch emerged during the game's accelerated development cycle in 1985, when Nintendo faced pressure to launch a flagship title alongside the Famicom console. Development began with test specifications in December 1984, followed by official specifications on February 20, 1985, culminating in the September release—a roughly nine-month timeline driven by the need to finalize core mechanics quickly under executive urging. The small team, including Miyamoto and collaborators from SRD Co., Ltd., focused on delivering engaging over comprehensive bug testing, resulting in harmless exploits like the Minus World amid the era's resource constraints. In later reflections, Miyamoto highlighted that not all glitches in were accidental; for instance, the infinite 1-up technique using Koopa shells was intentionally coded to reward skilled play. He has noted the presence of similar non-breaking bugs across other early titles, viewing them as acceptable trade-offs in the pursuit of fun rather than perfection. No patches were ever issued for the original NES cartridge, preserving the glitch as part of the authentic experience. Nintendo has maintained the Minus World in re-releases that emulate the original hardware, such as the 2016 , to honor its historical authenticity and allow players to encounter the as intended. However, it was removed in enhanced compilations like (1993), where developers addressed level-loading issues for smoother performance.

Cultural Impact

Reception

The Minus World glitch in Super Mario Bros. has garnered significant acclaim from fans and critics alike, often hailed as one of the most iconic unintended secrets in video game history due to its accessibility and the sense of discovery it provides. Publications have emphasized its enduring fascination, with in 2022 describing it as "one of the most famous es of all time," highlighting how it creates an entire extra level through quirks in the game's code, turning a simple error into an obsessive "infinite water level" experience that captivated players. Critical analyses have praised the for blending mystery with frustration, making it a cornerstone of early gaming lore. A 2025 BBC Culture article portrayed the Minus World as a that "obsessed " through its accidental revelation, evoking a mix of wonder at the hidden content and irritation from the inescapable loop, which fueled word-of-mouth sharing and . This duality has positioned it as emblematic of glitch-hunting culture, where enthusiasts celebrate such flaws as portals to the game's inner workings, though online discussions from the mid-2010s onward reflect its role in inspiring broader interest in retro gaming anomalies. The glitch is frequently compared to other legendary errors, such as the MissingNo. in the original Pokémon games, for delivering similar thrills of unintended discovery and player agency over the game's boundaries. Opinions on its difficulty remain mixed, with experts viewing the precise maneuvering required to access it as an engaging challenge that enhances replayability, while casual players often find the resulting endless cycle more aggravating than amusing. In media coverage, the Minus World has appeared prominently in retrospectives and lists of top Mario glitches, solidifying its status as a touchstone for discussions on imperfections. has featured it in comprehensive guides to Super Mario Bros. secrets, underscoring its memorability nearly four decades after release. It has also been highlighted in video essays and documentary-style explorations of NES-era glitches, where creators analyze its cultural resonance as a symbol of gaming's unpredictable charm.

Legacy and References

The term "Minus World" has become a staple in gaming terminology, broadly denoting any unintended out-of-bounds, glitched, or negative-indexed area accessible through exploits in video games, extending beyond its origins in to similar phenomena in titles like , where a comparable "minus world" was uncovered in 2019 via code modifications. This influence manifests in direct homages within later games. (2010) incorporates "Minus Warp Zones" as optional glitch levels that echo the endless loop and warped aesthetics of the original glitch, deliberately referencing ' famous anomaly to evoke retro discovery. Similarly, (2012) draws on the Minus World's unpredictability for its procedural twists, with creator Jim Stormdancer citing the glitch's surprise element as inspiration for subverting player expectations in glitch-like designs. In broader media, the glitch appears in collectibles and lore nods, such as a weapon description in (2017) that alludes to the Minus World as a platforming hazard. Its modern relevance persists through fan-driven emulations and recreations, including hacks that replicate the glitch in ports like Super Mario Bros.: The Lost Levels and community projects exploring variant "minus worlds" in other classics. A 2025 analysis highlights the Minus World's foundational role in , where its accidental beauty and infinite loop have inspired artists and designers to celebrate errors as creative opportunities, while communities honor it as a symbol of exhaustive game exploration despite its impracticality for record times.

References

  1. https://strategywiki.org/wiki/Super_Mario_Bros./World_-1
Add your contribution
Related Hubs
User Avatar
No comments yet.