Summary
Players love exploring everything that a game has to offer. Oftentimes, this comes from venturing outside the intended coding. Some developers seem to plan for this, including hidden debug functions to satiate fans' curiosity. However, including a simple menu is too pedestrian.
Devoted developers craft entiredebug rooms. These secret spaces usually contain various options for navigating the game. This enables users to test modes, levels, and other assets. In addition, they might contain equipment designed to bypass much of the normal grind. These aspects mean that debug rooms are a gift that keeps on giving.

TheUltimaseries is aboutforging one’s destiny as the Avatar. There are few better ways to excel in that than finding hidden treasure, but doing so takes ingenuity.Ultima 7: The Black Gatehides a debug room in its first town, Trinsic–specifically at the top of a particular building. Players can reach it by stacking crates to form makeshift stairs. They then go through the chimney to discover a room full of portals to various locations. The story takes them to these places later on, but this room provides a head start. It even includes the items that the Avatar needs during those visits. In short, fans have everything they need for the road ahead.
The Serpent Islecontinues that trend. The follow-up contains two more cheat rooms. On Cat and Mad Mage Isles are hidden teleporters. These devices take the Avatar to rooms brimming with chests and items. They gift players with potent weapons, spell scrolls, and currency. Of course, they also house a bunch of nude women and cheerleader statues. Clearly, the developers don’t intend for kids to find these spots.

TheFinal Fantasyfranchise is mostly devoid of debug rooms, but the most famous entry–Final Fantasy 7–has one such place. Fans can only reach it through hacks, save editing, or a GameShark code. Despite the hassle, it doesn’t seem like much on the surface. It’s just a black screen with words scattered throughout. However, these link the room with several game actions, such as cutscenes, fights, and towns. The outcome isn’t always simple, though, as it partly hinges on the player’s progress in the story. That said, one cheat turns that story on its head.
Within this room,fans can find Aerith after Sephiroth has already killed her, but that’s not even the wildest part. The flower girl acts as a teleporter. Players select a destination, and she beams them there. Hades is one of these options, but she asserts that they’re already here. This eerie response makes players wonder if she really is dead. Maybe it’s another mysterious Cetra power.

This game’s mystery lives up to its name.Pokemon Mystery Dungeon: Rescue Teamholds a debug room for those messing with the coding. Depending on the Red or Blue version, the method involves either the GameShark or Action Replay. However, to call it a debug “room” is somewhat misleading.
It’s more of a debug meadow. This place houses severalPokemondancing the day away, and they’re not just for show. Fans can interact with these guys to test out certain aspects of the game. These range from level selection to side stories, animations, and music.The Pokemon even introduce themselves as being in charge of these functions. That’s awfully considerate of the developers since this field is supposed to be a secret.

Link travels to many fantastical locales inThe Legend of Zelda, but debug rooms are among the most shocking. Two titles have physical spaces for fans to explore via cheat codes. The first isOcarina of Time. This adventure has a handful of test areas for the different maps. True, most are little more than set dressing, but one has a curved ramp akin to a skate park. For the first 3D entry, the developers would naturally want to test the waters.
Next comesThe Wind Waker. This debug zone has a bunch of structures. Fans can freely climb these objects, and that even goes for the tower. Beware, though, as it’s taller than any building or land mass in the main game. Granted, that might make it more enticing. Given the spirit of adventure endemic toZelda, players could take the tower asa challenge reserved for the worthy few who find it.

The folks at Bethesda are notorious fortheir glitchy games, be theyElder ScrollsorFallout. Both series have their share of spots off the edge of the map. The former franchise, for instance, features an area inMorrowindcalled “ToddTest.” By inputting that name as a COC command, players can test various aspects regarding NPCs, enemies, books, and weapons. What’s more, is that similar debug rooms exist inOblivionandSkyrim. Taking advantage of the goodies within, fans can spare themselves from the typical hoarding.
Of course, that defeats the purpose of theFalloutfranchise, which presents a post-apocalyptic world where resources are scarce. Like withThe Elder Scrolls, players come upon a few treasure troves using a console command or specialized plugin. Such troves usually contain mines, items, computers to hack, and safes to crack.

Considering the labyrinthine nature ofCastlevania, it figures Dracula would have one or two debug rooms lying around. The simplest method to access it inCastlevania: Symphony of the Nightis through a GameShark code. This lets them explore the area as either Richter or Alucard. Moreover, they do so in an E3 version of the game. Sadly, there’s not much to see.
It’s mostly a barren room made of purple blocks and a black background. Some blocks have letters, numbers, and arrows. Fans can use these objects to practice some basic platforming without dying. Aside from that, this place has nothing to offer in terms ofgame-breaking enjoyment.