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« Blogs Index < Game Guides < HATPC Guides < Useful Tricks and Glitches
« Quirvy's Blog

Background

The Zero G glitch was first discovered by canadianstickdeath in 2006, shown in his cave, "Zero Gravity Zone." The glitch occurs when 59 objects are falling at the same time, usually in endless motion. When 59 objects are in motion:

  • No objects will fall (unless they are already in motion)
  • Boulders cannot be pushed

The easiest way to put 59 objects in endless motion is by having a large number of objects fall into a floorless segment of a cave. One interesting note is that if you push a boulder while the Zero G glitch is present, and then you deactivate the Zero G glitch, the boulder will then push itself. There is also a sporadic lag that occurs in the physics of the game just before the Zero G glitch is activated, when there are still only 58 objects in endless motion.

Canadianstickdeath's cave simply outlined what the glitch is. The glitch was never used to it's potential until Quirvy released Zero G in March of 2008. The cave was made so that the player is forced to navigate through the cave prior activating the glitch, and solve minor puzzles to make treasure reachable once the glitch is activated.

Deactivation of the Zero G glitch

A way to control the Zero G glitch wasn't found until March, 2009, when Quirvy noticed that a metal crate in endless motion, came out of endless motion in his cave Midnight V, and then revealed it the next day, with the cave, Zero G II. Basically, the first step requires that you need to use a commonly-used glitch where you push a boulder under an object, which will cause that object to fall, through the boulder and the ground under the boulder. The object will keep falling through through tiles forever, unless it can find an empty spot to stop on. If the object cannot find an empty space to land on, then it will continue onto endless freefall at the bottom of the screen.

While these objects are in freefall, they cannot be destroyed, but the objects behind then can. If tiles behind or below objects in free fall are destroyed, then the free fall objects will have a new empty space to land in, thus ending the once-endless freefall of that object and lowering the total amount of objects that are falling at once, which will deactivate the Zero G glitch. This is further explained in the picture below:

As you can see, by using this method to change the amount of falling objects from 59 to 58, you can essentially deactivate the glitch.

Uses

The Zero G Glitch is not used often, mainly because of how complicated and inconvenient it is to find a way to make 59 objects fall at once. This generally scares most amateur cavers away from using it. Another reason why it was not often used is because of how few traps you can use it for.

The cave Zero G used this trap to make puzzles. The cave started out with most treasures being unreachable, in various ways, mostly having wooden crate crawlspaces that lead to a treasure, where if you were to go through the crawlspaces, you would be killed by falling metal crates. The real use of the zero G glitch here is to force the player to take actions before activating the Zero G glitch, or else they will not be able to reach certain treasures. This includes pushing boulders to break platforms, pushing boulders to allow the player to reach an area, knocking down metal crates that give access, destroying wooden crates to align a crawlspace of wooden crates that lead to a treasure, ect.

The cave Zero G II implemented the glitch differently, this time using it to make speed traps, forcing the player to reach a certain area before the zero G glitch is disabled.

These caves, however, were entirely dedicated to the Zero G glitch, because it is usually challenging to use the glitch in a cave that is not entirely based around the Glitch. Midnight VI, however, accomplishes this task, using the Zero G glitch in only 1 of its 3 different paths to beat the cave, and shows that it is possible to use it without having to dedicate an entire cave to it.

The Regeneration Glitch

If you have a treasure chest on top of a wooden crate, for example, and then you activate the Zero G glitch, destroying the wooden crate would set the treasure into freefall, but the Zero G glitch would keep it from moving. So, while the treasure chest is still hanging up in the air, if you collect it, you'd "destroy" the treasure before it got the chance to start falling. If you deactivated the Zero G glitch, the game still thinks that there should be a treasure falling at that spot, so it will recreate the treasure and follow through with the freefall animation as planned! This essentially makes it possible for you to collect more treasures than the maximum amount.

Note that this glitch doesn't have to be with treasures, which is why this glitch has been misnamed several times as the "Regenerating Treasure Glitch" mainly because that's how it was discovered. You can do this with any object, actually. All you have to do is destroy the object while it's set to fall but before it starts falling, and the best way to do that is with the Zero G glitch.

Videos Displaying the use of the Zero G Glitch







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User Comments (9)
« Forum Index < The Hannah and the Pirate Caves Board

Kenneth
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Sunday, February 28 2010, 6:53 am EST
Hat in a PC (HATPC)

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it's cool how the freefalling treasure in M_L_3 became collectible...


We could have had it allllllllllllllllll~ TROLLING IN THE DEEEEEERRRPPPPP~
Yaya
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Thursday, May 8 2014, 4:38 pm EST

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Does anyone know any surefire ways to AVOID this glitch? I'm making a cave that involves a lot of falling boulders, but I don't want to activate the glitch. But it continually happens no matter what I've tried. It's a tall level. I've put a chamber separated from everything at the bottom of the level where everything could theoretically fall into. When it was completely empty, the boulders still managed to screw it up and activate the glitch. Then I tried arrays of steel crates or terrain to try and better separate whatever's falling down, still hasn't worked. I'm out of ideas. Thoughts?



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Isa
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Thursday, May 8 2014, 4:53 pm EST
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The glitch happens when a lot of objects are falling - not necessarily endless falling, though. To avoid it I recommend adding small lines of wooden boxes above a pile of dynamite that gets strategically blown up at some point.
Yaya
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Thursday, May 8 2014, 5:32 pm EST

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I guess that makes sense. There's so many objects falling that the ones that have already landed can't properly sort themselves out without falling through each other. Not really sure what you're suggesting, are you talking like what Quirvy did in Zero G II? Maybe a code representation? Not sure when was the last time you had to do anything HATPC code related. I guess the obvious solution is to make less objects fall, which admittedly I did not think of until I made the previous post. No kill like overkill, but there's not much else I can do with the level as long as the glitch activates.  



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Isa
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Thursday, May 8 2014, 5:39 pm EST
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Code:
xxxxxxxxx
xooooooox
x=======x
x|||||||x
v  ^    
   #
 ========


 bbbbbbbx
 |||||||x
>      ^


like this, basically, but on a bigger scale.
soccerboy13542
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Thursday, May 8 2014, 6:08 pm EST
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What type of boulder cave is it? If it's something where a ton are falling, just find a way to stop them before moving onto the next trap.


Livio said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
Yaya
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Thursday, May 8 2014, 7:39 pm EST

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soccerboy13542 said:
What type of boulder cave is it? If it's something where a ton are falling, just find a way to stop them before moving onto the next trap.
That's the problem, there isn't an efficient way to stop them partially because of the amount of objects falling and also because the area isn't big enough. I can blame Cavegen for that second issue, right? I'm gonna scale things back along with maybe trying what Isa said and see how things go.



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soccerboy13542
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Thursday, May 8 2014, 7:44 pm EST
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mail me the code? might be able to help find a solution.


Livio said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
Yaya
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Thursday, May 8 2014, 7:48 pm EST

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I will if the fix doesn't work. Looking at the code, I realized that the whole thing was actually a bit bigger than I intended and it was leeching boulders from an unrelated trap, so that may have had something to do with it.



COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma.

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