Ways to Crash Wonderland

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billy bob
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Ways to Crash Wonderland

Post by billy bob » Mon Jan 19, 2015 10:02 pm

Ways to Crash Wonderland


This list excludes methods that require editing game files in the file manager and methods that require exiting the game manually.


TOW & RTW & WSW

Memory access violation
Just after completing a level pause the game on the frame just before you are taken back to the level selection screen. If timed perfectly then you will have the pause menu up while on the level selection screen. Now select one of the four options or press Esc.

WA & MOFI & POTZ

Memory access violation
Play an adventure that contains an item that closes the inventory when clicked on (keys, ID items). From afar, click to move to the item then open the inventory before you reach it. Just before (a few frames before) the item is collected open the pause menu then extremely quickly select the options for resetting the adventure. If timed correctly the item will be the only item showing. Now quickly click on the item before the restart adventure fade out screen ends.
All parts of this method have to be done quickly. There are ways of making it easier:
Get the glitched inventory state first. Get the glitched inventory state by clicking on something from a distance that will start a dialogue, then before reaching that something opening the inventory then skipping through the dialogue boxes. Then load a save that takes place inside an adventure that contains an item that closes the inventory when clicked on (if you are not already inside one). Then without closing the inventory perform the same method except you will no longer have to navigate the menu quickly.
Another way of making it easier is to pause in the restart adventure fade out screen when the item is the only item showing in the inventory. Then the item will still be showing in the pause menu and can be clicked without having to worry about the restart adventure fade out screen ending first. Note that this way of making the method easier doesn't work in POTZ because you can't pause in fade out screens in POTZ.

Memory access violation
Charge your magic gloves then kill a Wee Stinker or Baby Boomer then open the pause menu (preferably open the pause menu just after the Wee Stinker/Baby Boomer has died otherwise the screen will be dark when the save is reloaded). Make sure that it has been at least a minute since you last loaded/saved a save. Select "Exit Game", then with your cursor select "Yes, Please" (Esc won't work here you have to select the option with your cursor), then select "No, save my game!" then save in one of the slots. Now reload that save. There will be some unusual effects, but to crash the game simply cast a spellball.

In WA & MOFI: Memory access violation
In WA with the shard method, this is only an example of the sort of error message that could be received because the error message is always slightly different:
Error: Access violation at 0x100F56EF (tried to read from 0x0A231BEC), program terminated.

In POTZ: Array index out of bounds
You will need to have a large or huge inventory bag and you will need to have a save with an inventory bag that is of a smaller size than the one that you have. Click on something from a distance that will start a dialogue, then before you reach that something open the inventory. Skip through the dialogue boxes then without closing the inventory load the save that has a smaller inventory bag. Swap the slot in the top left corner with another slot to crash the game, or alternatively if the inventory bag in the save is two sizes smaller then you can swap the slot one slot right of the slot in the top left corner with another slot to crash the game. Using a token in one of these slots also crashes the game. Using a shard in one of these slots sometimes also crashes the game (sometimes there are other outcomes, it's seemingly random), but the error message is a different error message. The error message will look something like this: "Error: Access violation at 0x100F56EF (tried to read from 0x0A231BEC), program terminated.", but the "0x0A231BEC" part is usually completely different and the "0x100F56EF" part can be slightly different depending on the colour of the shard.

WA & MOFI

Memory access violation
In WA with the Floing menu method: (No Error Message)
When restarting adventure or stepping onto an adventure star or a red arrow pause the game on the frame just before the adventure starts/a new area is loaded. If timed perfectly then when you resume game then everything will be blank. Now wait on this blank screen until the game crashes.
In WA there is a more difficult alternative method of crashing that has no error message. In order to get this you need to reach Guggenheimer without the Floing menu registering that you have completed an adventure. To get to Guggenheimer from starting new game you will need to perform this trick on every adventure star that is in the way:
Move onto the adventure star and start the adventure. Abort the adventure. Move back onto the adventure star then pause on the last frame just before the adventure starts. If timed perfectly then when you resume game then everything will be blank. When you resume game wait just over 15 seconds of the blank screen then press ESC. If timed perfectly then you will be at the win location of the adventure with the adventure star still being yellow. If ESC is pressed too late then the game will crash with the Memory access violation message. If ESC is pressed too early then the game will be paused. If the game is paused too early then resume the game then very quickly press ESC again and repeat until success. In fact I would recommend pausing the game slightly early then resuming then quickly pausing again as it has less risk of failure.
Once as you finally reach Guggenheimer simply open the Floing menu then select any of the options: <Back 10>, <Back>, <Next>, <Next 10>.
This alternative method doesn't work in MOFI because the win locations of both the adventures Pop Magic and Gemstone Lagoon are on the adventure stars themselves, so performing the trick would just restart the adventure.

Memory access violation
In the hub click on an adventure star then open the inventory before you move onto it. Once as you have reached the adventure star the item boxes in the inventory will disappear. Pause the game after the inventory boxes have disappeared but before the adventure has started.

MOFI & POTZ

Memory access violation
You will need to have already collected some sort of item since you started the game and you will need to have a save where no items have been collected since the game was started. Click on something from a distance that will start a dialogue, then before you reach that something open the inventory. Skip through the dialogue boxes then without closing the inventory load the save that no items have been collected on. Now close the inventory by either using an item in the inventory that closes the inventory (a key or an ID item for example) or by starting a swap in the inventory by right clicking on an inventory slot then without completing the swap pausing the game (if you complete the swap then the inventory will act as if it has previously collected an item and the crash won't work from then on).

RTW

Memory access violation
In the player selection screen press the Delete key while a player is highlighted. Instead of asking you if you are sure whether you want to delete the player (like in TOW or WSW) the game will crash.

WA

(No Error Message)
On save #1 you will need to have shard teleportation enabled and access to the arcade and in the arcade not have less inactive adventures than shards in the inventory (the less shards on this save the faster). On save #2 you will need to have at least one token and at least one shard. Load save #2 then place a token onto the same inventory slot that has a shard kept on in save #1. Now click on something from a distance that will start a dialogue, then before you reach that something open the inventory. Skip through the dialogue boxes then load save #1 without closing the inventory. Go to the arcade then use your token from save #2 on an arcade machine, then save over save #1 then load save #2 again then repeat the process overwriting another shard in save #1's inventory. Once as there are no more shards in save #1's inventory then save in save #1 then load save #2 again. Again click on something from a distance that will start a dialogue, then before you reach that something open the inventory. Skip through the dialogue boxes then load save #1. With the inventory still open from save #2 click on a shard three times.

POTZ

Memory access violation
In either of the adventures Gem Challenge or Magic Defense Challenge cast Brr magic onto the Shadow Stinker.

Array index out of bounds
From the start of the adventure Open the Blast Doors! move out of the beginning area and through the first suction tube. Take the suction tube that leads to the Floing charger then move down through the rainbow teleporter. Move up and charge your gloves with Blink. Move down the path where the rainbow teleporter was and to the suction tube there. Blink into the corner of the suction tube, then Blink left as far as possible. Now Blink into the corner of the first suction tube that you passed through. Repeatedly Blink upwards very fast then when you are above water quickly Blink to the floor on the right (this is difficult). Now charge your gloves with Flash then cast Flash onto the Chomper. Flash the Chomper back onto any space to crash the game.
Last edited by billy bob on Wed Jul 20, 2016 10:18 am, edited 10 times in total.
billy bob
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Post by billy bob » Mon Jan 26, 2015 7:05 pm

Just found a new method of crashing WA1 by activating a shard song without actually having any shards. This is done using the Inventory Across Saves glitch. Look at the description on the list above for further detail.

With this crash there is no error message to come with it. In fact, the game is a bit of an ordeal to close after doing this.
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Post by billy bob » Thu Apr 30, 2015 9:03 pm

Found some crazy stuff in the WA trilogy which uses the Inventory Across Saves glitch. I think there will be lots of different messed up errors we can get with this but for now I'll just add the item swapping one for a start, which in WA1 and WA2 gives you a Memory access violation, but in WA3 gives you an Array index out of bounds. It is done by moving an inventory with a large or huge size across to a save which has a smaller inventory size using the Inventory Across Saves glitch, then swapping the top left slot with another slot (or if the inventory in the save is two sizes smaller then swapping the slot right of the top left slot with another slot will also work).

It seems that when you take a larger inventory across to a save with a smaller inventory then certain slots correspond to different slots. For example, when taking a huge inventory across to a small inventory then the three rightmost columns are normal but the leftmost column corresponds to the second rightmost column except one row higher, and the second leftmost column corresponds to the rightmost column except one row higher. So the top slots in the two leftmost columns correspond to... well, it would be a row higher in the two rightmost columns but we're already as high up in the inventory as we can get. So those two slots are very interesting. As I said swapping them crashes the games, but using items in them might give some more interesting effects, for example I just tried using the orange shard in the top left slot to hear what sound it would make and got this:
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garirry
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Post by garirry » Fri May 01, 2015 1:03 am

billy bob wrote:Found some crazy stuff in the WA trilogy which uses the Inventory Across Saves glitch. I think there will be lots of different messed up errors we can get with this but for now I'll just add the item swapping one for a start, which in WA1 and WA2 gives you a Memory access violation, but in WA3 gives you an Array index out of bounds. It is done by moving an inventory with a large or huge size across to a save which has a smaller inventory size using the Inventory Across Saves glitch, then swapping the top left slot with another slot (or if the inventory in the save is two sizes smaller then swapping the slot right of the top left slot with another slot will also work).

It seems that when you take a larger inventory across to a save with a smaller inventory then certain slots correspond to different slots. For example, when taking a huge inventory across to a small inventory then the three rightmost columns are normal but the leftmost column corresponds to the second rightmost column except one row higher, and the second leftmost column corresponds to the rightmost column except one row higher. So the top slots in the two leftmost columns correspond to... well, it would be a row higher in the two rightmost columns but we're already as high up in the inventory as we can get. So those two slots are very interesting. As I said swapping them crashes the games, but using items in them might give some more interesting effects, for example I just tried using the orange shard in the top left slot to hear what sound it would make and got this:
That's funny! :lol: I'm kinda confused by how to perform this glitch. Are you supposed to move an item from slot #10-#25 to a save file where the inventory is smaller? I didn't understand the item cloning glitch either so I'm very confused.
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Post by billy bob » Fri May 01, 2015 5:10 pm

How to perform the Inventory Across Saves glitch:
Normally you can't get an inventory from one save to another because it closes when you pause.
So what you need to do first is get a glitched inventory.
To get a glitched inventory you have to start a dialogue with the inventory already open.
To do this, from a distance click on an NPC or a sign or a space which starts a dialogue then open the inventory before the dialogue starts.
Now finish the dialogue and you will be able to walk and pause with the inventory open.
So now pause and load another save and you will have performed the Inventory Across Saves glitch; the inventory from before you loaded the save will still be with you.

Now if you close the inventory and reopen it then the glitch will be undone; the items will turn into the items in the inventory from the save that you loaded.
If you swap two items round then those two items will turn into the items in the inventory from the save that you loaded.

Now for the difficult to understand bit, what actually happens to the items that you take across the save:
Can you imagine, every item has a type and a value.
The type decides whether an item is a key or ID item or magic gloves or a spy-eye.
The value decides whether that key is red or blue or whether that ID item is a blue flower or a floing orb.
Now, when you take an inventory across to another save, only the types get taken across. The values of the items change to the values of the items from the inventory in the save that you just loaded.
So if in inventory slot #3 you have a red key, then use the Inventory Across Saves glitch to take it across to a save where in inventory slot #3 there is a blue key, then that red key that you took across will now function as a blue key.
Tokens always unlock arcade machines regardless of what value they are, so they still always work when taken across saves.
Shards make different sounds depending on which value (in this case, colour) they are. So if we use the inventory across saves glitch to take an inventory with an orange shard in inventory slot #5 to a save with an inventory with a red key in slot #5 then the shard will make an unusually high sound that you wouldn't normally get to hear in the game.
If you try to teleport with any shard with an unusual value like this then the inventory will close but the screen won't fade out and you won't be taken anywhere.
For some reason glyphs don't lose their value when taken across saves. Either that or each glyph is of its own type.

Now for taking a large or huge inventory across to a save with a smaller size inventory:
When you take a large inventory (4x4) or a huge inventory (5x5) across to a save which has a smaller size inventory then certain slots correspond to different slots.
For example, here we'll look at taking a huge inventory (5x5) across to a save with a small inventory (3x3).
The three rightmost columns act normal.
The leftmost column corresponds to the second rightmost column except one row higher.
The second leftmost column corresponds to the rightmost column except one row higher.
So that means that the top slots in the two leftmost columns correspond to... well, it would be one row higher in the two rightmost columns, but we're already as high up in the inventory as we can get.
So those two slots, the one in the top left corner and the one right of it, are very broken.
Swapping one of them with another slot crashes the games (MAV in WA1 and WA2, AIOOB in WA3).
In WA1 using a shard in one of them usually crashes the game with an error message that will look something like "Error: Access violation at 0x100F56EF (tried to read from 0x0A231BEC), program terminated.".
If you take a huge inventory (5x5) across to a save with a large inventory (4x4) then only the top left slot will be broken.
If you take a large inventory (4x4) across to a save with a small inventory (3x3) then only the top left slot will be broken.
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Post by billy bob » Wed May 06, 2015 5:41 pm

The crash with taking a huge/large inventory across to a save with a small inventory then using a shard in the top left slot doesn't always consistently crash. I have found three things that can happen when the shard is clicked, and there seems to be no reason as to which one happens:

1. A random shard sound can be played (usually of an irregular tone; one that would not get heard without the Inventory Across Saves glitch).
2. The last shard sound that the game heard will play. So if you click on a red shard then click on the top left shard then the red shard sound will play, then if you click on an orange shard then when you click on the top left shard then the orange shard sound will play.
3. The game will crash with the message "Error: Access violation at __________ (tried to read from __________), program terminated.". The first blank is often the same but can be different but still similar. The second blank is usually completely different.



If anyone is still confused about Inventory Across Saves then this video might help. It only covers Token Duplication and Deleting Items.
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Post by garirry » Wed May 06, 2015 5:43 pm

I just watched your newly uploaded video. Nice trick! I also like how you skip the inventory upgrade. :lol:
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Post by billy bob » Wed Feb 24, 2016 2:40 am

A new MAV in MOFI and POTZ. It is done by having the inventory closed without the icon to open the inventory ever having appeared. You see, after you start a new game and before any items are collected the icon to open the inventory won't be present. However, using inventory across saves we can take inventory slots across to a save that hasn't had any items collected since the game was started. So we can have inventory slots on the screen, without having the open inventory icon on the screen.
Now from here all we need to do to crash the game is close the inventory, and we can do this by either clicking on an item in the inventory slots that closes the inventory (a key or ID item for example), or right clicking on an inventory slot then without completing the swap pausing the game. The latter works because starting a swap takes the glitched inventory state required for inventory across saves back into its normal state, and when the inventory is in its normal state then pausing the game closes the inventory. Completing a swap actually makes the game believe that an item was previously collected in the inventory, and so the inventory icon will appear and stay.
This method of crashing doesn't work in WA1 because when you perform inventory across saves the icon required to open the inventory crosses over as well as the inventory slots, so when you close the inventory the inventory icon is there to be changed from open to closed as normal. There is no way in WA1 to have the inventory slots on screen without having the inventory icon on screen.
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Post by Wonderland King » Wed Feb 24, 2016 3:00 am

You never fail to amaze me with these discoveries. :)
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Post by Wonderman109 » Wed Feb 24, 2016 3:10 am

mind=blown

How do you find these things? :lol:
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Post by cloudrac3r » Wed May 04, 2016 9:06 am

bump

New (unexciting) MOV in RTW:
In the file manager: Create a folder in CustomLevels
In RTW player: Navigate to that folder, then press ESC to go to the previous screen
In the file manager: Delete the folder that you entered in the player
In RTW player: Select Custom Levels.
The game will crash with Memory Acces Violation.

This does not happen when you use the RTW player to try to play a level that you just deleted, the game shows a proper error message in that case. Interesting.
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Post by billy bob » Wed May 04, 2016 4:13 pm

cloudrac3r wrote:New (unexciting) MOV in RTW:
You mean MAV right? This is interesting. In terms of the list though methods that require going into the file manager are currently excluded, because simply going into the file manager and deleting a res file would be another method of crashing the games.

I'm currently also excluding methods that require exiting the game manually. If I did include manually exiting then a method of crashing the WA trilogy would be to manually exit during a game being saved.

If I did include manually exiting then there would be an interesting method in WSW. If you start a new profile then manually exit the game before completing the first story picture then reopen the game and profile that you just made then the cursor will be where it is displayed in the picture below. From there if you press the down or right arrow key then the cursor will go to "Welcome back, Stinky!". If you press Enter then the game will crash like displayed in the picture.
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Post by cloudrac3r » Thu May 05, 2016 9:28 am

Uh huh, interesting. Perhaps you should put the file manager/exiting game thing in your first post so others don't get confused like I did!
And yes, I did mean MAV, not MOV. I don't know why I wrote MOV.
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Post by billy bob » Wed Jun 15, 2016 12:10 am

I have just found out that classic trilogy profiles can be deleted by pressing the Delete key in the profile selection screen.

In WSW the delete key works fine. What happens is, the game goes to a screen that says "CONFIRM PLAYER DELETION?" then allows you to select between "YES" and "NO".
One strange thing to note is, during this time in the confirm player deletion screen, the background stops moving, which is the only time that background is still.

In RTW the delete key doesn't work for me at all. The game MAVs as soon as I press the button! Could this be a genuine method of crashing or is it just for me?

In TOW, well... my copy of TOW currently isn't functioning at all so I can't test this.


It would be really useful if any of you could test these (especially TOW, but also RTW). It would also be good to know if you have in the past manually deleted profiles in the file manager.
It's possible maybe that deleting profiles manually is the cause for my RTW crash but I'm doubtful because I've also manually deleted profiles in WSW and that works fine.
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Post by garirry » Wed Jun 15, 2016 12:18 am

TOW works fine, but...

Yes, RTW crashes when you press the delete key for me as well. On a brand new profile. How could this have been missed I don't even know. :lol:
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Post by anklejbiter » Wed Jun 15, 2016 12:21 am

It didn't for me ever.
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Post by Qloof234 » Wed Jun 15, 2016 12:48 am

Cleaned up the duplicate posts and such upon request.
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Post by billy bob » Wed Jun 15, 2016 1:41 am

So I guess that's a method then! :D

That's the second crash so far in the classic trilogy.

Strange how, it works in TOW, then it stops working in RTW, then it starts working again in WSW. :lol:

Can I ask, did the background freeze in TOW like it does in WSW?
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Post by garirry » Wed Jun 15, 2016 1:47 am

Like in your situation, WSW freezes its background when you delete a profile. That doesn't seem to be the case in TOW, it works fine.
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