History GameBreaker / Platform

5th Dec '16 2:34:26 AM Killerikala
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** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
** The Shield Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}. It's still one in the 2016 game, as it can be bought on Novalis for 100 bolts, Heavy Bouncer's bomblets release explosions on each ''bounce'', destroying most bosses with ease. They also now home into flying enemies, destroying everything both on land and on air. It's only drawback is that it's pre-order DLC, with no known plans for public release.

to:

** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
above). It's still one in the 2016 game, as it can be bought on Novalis for 100 bolts, and Heavy Bouncer's bomblets release explosions on each ''bounce'', destroying most bosses with ease. They also now home into flying enemies, destroying everything both on land and on air. It's only drawback is that it's pre-order DLC, with no known plans for public release.
** The Shield Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}. It's still one in the 2016 game, as it can be bought on Novalis for 100 bolts, Heavy Bouncer's bomblets release explosions on each ''bounce'', destroying most bosses with ease. They also now home into flying enemies, destroying everything both on land and on air. It's only drawback is that it's pre-order DLC, with no known plans for public release.
5th Dec '16 2:33:03 AM Killerikala
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** The Shield Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.

to:

** The Shield Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}. It's still one in the 2016 game, as it can be bought on Novalis for 100 bolts, Heavy Bouncer's bomblets release explosions on each ''bounce'', destroying most bosses with ease. They also now home into flying enemies, destroying everything both on land and on air. It's only drawback is that it's pre-order DLC, with no known plans for public release.
20th Oct '16 7:37:10 PM GuiRitter
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** In ''A New Beginning'', Earth element, specifically its sub elemental shot, is very great. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.

to:

** In ''A New Beginning'', Earth element, specifically its sub elemental shot, is very great. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their they're still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.
14th Jul '16 9:30:42 PM Vir
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* Franchise/{{Metroid}}, while generally averting or subverting this trope where it can, has several tricks that can lead to this. Infinite bomb-jumping and wall jumping are common tricks among the fans that can lead to sequence breaks; with enough skill and knowledge of where to apply abilities, one can entirely break the game. One example; in Zero Mission getting the Super Missiles before making it to Kraid destroyed him as even a minor threat; three super missiles kill him before he even manages to attack once.

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* Franchise/{{Metroid}}, ''Franchise/{{Metroid}}'', while generally averting or subverting this trope where it can, has several tricks that can lead to this. Infinite bomb-jumping and wall jumping are common tricks among the fans that can lead to sequence breaks; with enough skill and knowledge of where to apply abilities, one can entirely break the game. One example; in ''[[VideoGame/MetroidZeroMission Zero Mission Mission]]'' getting the Super Missiles before making it to Kraid destroyed him as even a minor threat; three super missiles kill him before he even manages to attack once.
14th Jul '16 9:29:58 PM Vir
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** Back in ''Going Commando'', the upgraded Sheepinator: the ''Black'' Sheepinator. It [[BalefulPolymorph transforms enemies into Sheep]] at an alarmingly fast rate, enough to make it not-completely-useless against medium-to-large-sized enemies. On top of that, the Sheep themselves are now evil, [[RedEyesTakeWarning red-eyed]] [[BaaBomb EXPLODING]] Sheep that [[DrawAggro draw the enemy's attention to them]], and it has infinite ammo. Not quite as game-breaking as the other examples, but its unlimited ammo and enemy-distracting properties turn the [[BrutalBonusLevel Impossible Challenge]] into a cake-walk, and unlike just about every other weapon, it works just as well in [[NewGamePlus Challenge Mode]] as it does in the regular game, making it a good DiscOneNuke to fall back on when you're still grinding for money to buy all the Mega Weapons. It's useless against bosses, though.

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** Back in ''Going Commando'', the upgraded Sheepinator: the ''Black'' Sheepinator. It [[BalefulPolymorph transforms enemies into Sheep]] sheep]] at an alarmingly fast rate, enough to make it not-completely-useless against medium-to-large-sized enemies. On top of that, the Sheep sheep themselves are now evil, [[RedEyesTakeWarning red-eyed]] [[BaaBomb EXPLODING]] Sheep exploding]] sheep that [[DrawAggro draw the enemy's attention to them]], and it has infinite ammo. Not quite as game-breaking as the other examples, but its unlimited ammo and enemy-distracting properties turn the [[BrutalBonusLevel Impossible Challenge]] into a cake-walk, and unlike just about every other weapon, it works just as well in [[NewGamePlus Challenge Mode]] as it does in the regular game, making it a good DiscOneNuke to fall back on when you're still grinding for money to buy all the Mega Weapons. It's useless against bosses, though.
14th Jul '16 9:24:23 PM Vir
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** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.

to:

** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
** The Shield Charger/ Tesla Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.
9th Jul '16 8:41:11 PM DoctorTItanX
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** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.

to:

** In ''A New Beginning'', Earth element, specifically it's its sub elemental shot, is insane.very great. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.



** The RYNO 4 from ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', to the point where it's omega version's description warns players that using it could make the game no longer fun.

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** The RYNO 4 from ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', to the point where it's its omega version's description warns players that using it could make the game no longer fun.



** The Rift Inducer of ''VideoGame/RatchetAndClankUpYourArsenal'' (and later, the Rift Inducer 5000 ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'') is this for any small to medium-sized enemy, which are instantly sucked into the black hole/eaten by Fred the EldritchAbomination. It's totally worthless for Giant Mooks and bosses though, at least the UYA incarnation.

to:

** The Rift Inducer of ''VideoGame/RatchetAndClankUpYourArsenal'' (and later, the Rift Inducer 5000 ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'') is this for any small to medium-sized enemy, which are instantly sucked into the black hole/eaten by Fred the EldritchAbomination. It's totally worthless totally ineffective for Giant Mooks and bosses though, at least the UYA incarnation.



** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was nerfed in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.

to:

** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was nerfed less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.



* Dixie Kong in ''VideoGame/DonkeyKongCountryTropicalFreeze''. Not only does she have by ''far'' the best jump-assist out of the three partners in the game, her LimitBreak transforms every enemy on screen into a special yellow heart. Yellow hearts break the normal limit of four hearts in your life meter, meaning that barring exceptionally poor play on the player's part, you essentially ''cannot die''. As for the threat of BottomlessPits, well, that's what Dixie's jump-assist was originally designed to deal with - and even if you do miss a jump, the game has green balloon items that pull you out of a bottomless pit.

to:

* Dixie Kong in ''VideoGame/DonkeyKongCountryTropicalFreeze''. Not only does she have by ''far'' the best jump-assist out of the three partners in the game, her LimitBreak transforms every enemy on screen within range into a special yellow heart. Yellow hearts break the normal limit of four hearts in your life meter, meaning that barring exceptionally poor play on the player's part, you essentially ''cannot die''. As for the threat of BottomlessPits, well, that's what Dixie's jump-assist was originally designed to deal with - and even if you do miss a jump, the game has green balloon items that pull you out of a bottomless pit.
9th Jul '16 12:44:59 PM DoctorTItanX
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** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too broken, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as broken because also does high damage to your mana.
** Electricity is also broken in ''A New Beginning'' too if you know how to use it, on top of the fact that you get it pretty early on. On paper, it's an element that let's you stun and toss enemies, while not doing much damage. Doesn't sound too spectacular, until you realize that enemies in this game take FallDamage, and often get {{One Hit Kill}}ed even when falling off short drops, and when you throw them into bottomless pits, you still get their spirit gems regardless. If you level the basic breath version of it up all the way, you can toss even the biggest of enemies off cliffs and ledges, killing them instantly, making it amazing crowd control when the game starts getting spam happy with enemies.

to:

** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too broken, great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as broken great because also does high damage to your mana.
** Electricity is also broken very great in ''A New Beginning'' too if you know how to use it, on top of the fact that you get it pretty early on. On paper, it's an element that let's you stun and toss enemies, while not doing much damage. Doesn't sound too spectacular, until you realize that enemies in this game take FallDamage, and often get {{One Hit Kill}}ed even when falling off short drops, and when you throw them into bottomless pits, you still get their spirit gems regardless. If you level the basic breath version of it up all the way, you can toss even the biggest of enemies off cliffs and ledges, killing them instantly, making it amazing crowd control when the game starts getting spam happy with enemies.



** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are more broken than itself (see Rift Inducer above).

to:

** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are more broken greater than itself (see Rift Inducer above).



** When playing as Wyatt, there's the Seraphic Blades weapon. Relatively easy to acquire (if you [[GuideDangIt know where to look]]), the ridiculous speed of the twin-swords allows for nearly infinite combos. It's meant to be balanced out by each of those hits having low power compared to Wyatt's default sword, but the fact that it boosts aerial damage and drastically slows Wyatt's falling speed to allow him to stay airborne indefinitely means that the player can simply take most of the combo to the air. The weapon becomes even more broken at max level, where it starts increasing damage based on the player's combo count - by the time the combo finally can't be sustained, most enemies will be dead many times over. It's rather telling that most players' reaction to acquiring the game's InfinityPlusOneSword was to try it out and then switch right back to the Seraphic Blades.
* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.

to:

** When playing as Wyatt, there's the Seraphic Blades weapon. Relatively easy to acquire (if you [[GuideDangIt know where to look]]), the ridiculous speed of the twin-swords allows for nearly infinite combos. It's meant to be balanced out by each of those hits having low power compared to Wyatt's default sword, but the fact that it boosts aerial damage and drastically slows Wyatt's falling speed to allow him to stay airborne indefinitely means that the player can simply take most of the combo to the air. The weapon becomes even more broken powerful at max the maximum level, where it starts increasing damage based on the player's combo count - by the time the combo finally can't be sustained, most enemies will be dead many times over. It's rather telling that most players' reaction to acquiring the game's InfinityPlusOneSword was to try it out and then switch right back to the Seraphic Blades.
* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken effective in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.
9th Jul '16 11:28:00 AM nombretomado
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* ''Franchise/{{Bionicle}} Heroes'' seems to have included this in order to avoid frustrating young fans: if you collect enough LEGO elements to fill up a meter at the top of the screen, you automatically enter Hero Mode, in which you are invincible, have double firepower, have a track playing over and over again, and can activate certain gold things (making it necessary to beat the game). The catch? These elements are EVERYWHERE and the required number is exceedingly low except in certain parts of certain boss fights; if you have any selectivity at all (even unintentional) about when you pick up pieces, you'll be invincible for about 4/5 of the game, so the challenge disappears.

to:

* ''Franchise/{{Bionicle}} ''VideoGame/{{Bionicle}} Heroes'' seems to have included this in order to avoid frustrating young fans: if you collect enough LEGO elements to fill up a meter at the top of the screen, you automatically enter Hero Mode, in which you are invincible, have double firepower, have a track playing over and over again, and can activate certain gold things (making it necessary to beat the game). The catch? These elements are EVERYWHERE and the required number is exceedingly low except in certain parts of certain boss fights; if you have any selectivity at all (even unintentional) about when you pick up pieces, you'll be invincible for about 4/5 of the game, so the challenge disappears.
5th Jul '16 12:06:38 PM Stealth
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Added DiffLines:

* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.
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