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March 16, 2010
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Some Things Just Should Not Be by spookydoom Some Things Just Should Not Be by spookydoom
Missingno. is a pokemon eldritch abomination, plain and simple.


It comes from seemingly nowhere out of the ocean to inflict it's unintelligible mass of garbled horror upon your character's mind, breaking it in the process of trying to understand what he's seeing. This is shown, as the glitch has side effects after seeing it, like the mangled up hall of fame and somehow believing he has infinite copies of some item in his bag. Furthermore, when you meet him in the later versions, Gold and Silver, the poor guy's been rendered so insane that he can no longer speak, and has become a recluse in a cave.

...Well that's my theory anyway. XD ;
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CJCroen Featured By Owner 18 hours ago  Hobbyist Traditional Artist
I still like to think it's a reality bending and/or illusion casting lyrebird-like pokemon. But to each their own XD
Sammy-Dragon92 Featured By Owner Nov 18, 2014
Missingno is the DIFININITIVE example of a Game Breaking Bug.
White-Mage-Cid Featured By Owner Sep 3, 2014
OOOooooh shit! D8
Onikage108 Featured By Owner Sep 3, 2014
Game-Breaking Bug from TV Tropes
tenchibaka Featured By Owner Jan 13, 2014
considering missingno is there to keep the game from outright dying it is more of an angel than an abomination(though depending on the angel you imagine when you read this they could in fact mean the same thing)
PoroCYon Featured By Owner Apr 18, 2014
Did they really have to insert this dummy/placeholder Pokémon instance? If it really was the case, the programmers did a horrible job at the code design (Really, just removing a part in an evolution cycle... maybe it was programmed in C or another non-OO language), but inserting such things are always fun...

For the side effects (item amount, fossil sprite, ...), the glitch is corrupting the stack/heap... (always fun to debug).
Other pars were probably still left in because it would 'never be found anyway' *rolleyes*.
tenchibaka Featured By Owner Apr 18, 2014
actually yes they did. coding is numbers and they had too few pokemon to fill the numbers they had to fill, missingno kept it from crashing as bad as it did on yellow(permanent stallouts, crashed data, broken games)

of course to understand why we ever saw missingno at all you must understand that mew was put in super late and they had to rush, because of mew some coding was not protected as well as it needed to be when the game was translated and people were able to hack the game and allow the missingno to be used. if it helps in the japanese games you generally white-out the screen if you try hacking a lot of the stuff in there

some of it, other parts were just a time thing, pokemon took years to be made and there were a lot of delays and corners cut to get the product out and not risk having it die in production
PoroCYon Featured By Owner Apr 18, 2014
So a dummy instance, instead of reading memory that isn't actually a Pokémon... >__> (std::vector and std::array, anyone?)

And indeed, delivering a product in time is very hard... (Starbound had a delay of... 1 year?)

For translating the game, it shouldn't be harder than just replacing string literals in the code and other aestethic things, not rewriting its engine. (again, bad code design)
tenchibaka Featured By Owner Apr 18, 2014
i am not going to click those links so your post makes no sense to me

except all of this was handwritten and physically hardcoded into the game, it was not as simple as writing over some code, there were actual physical components needing fixed too as well as rewriting several key features so they could understand mew. it had a different set of parameters than any other pokemon and took up a space that no pokemon was supposed to take up, it also was done in a way that was different from any other pokemon so a lot of adjustments had to be made there too, adding, removing, altering and physically burning th information into the chip was all needed to get mew in and back then the process was not simple like it is now

frankly though, every time you say 'bad code design' you kind of make me mad. it was a rush design for certain but only a thickheaded neanderthal would call it that. the coding in the original pokemon is nothing short of amazing and many games now cannot even compare to it let alone anything then
PoroCYon Featured By Owner Apr 19, 2014
You do not start the code design at the end of the developement, but at the beginning.

Indeed, they had to change more back then because everything was more low-level.
But still, they had to use a more flexible object model for a Pokémon. Only do hacky stuff when you have no other choice.
I do understand they did it because they didn't have enough time to change the object model.

I cannot say the end product wasn't amazing, but that doesn't mean that the source is well-written (Terraria, for example).

The first two links go to the C++ reference (things about a programming language), the third is to the website of a game. (they aren't harmful at all)

Your probably don't understand parts of what I'm saying because I am a programmer.
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