History GameBreaker / Platform

2nd May '16 5:31:07 AM CutePenguin123
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** In ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' there is even a warning in the upgraded version's description that it is a game breaking weapon and use of it may make the game no longer fun.

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** In The RYNO 4 from ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' there is even a warning in Destruction]]'', to the upgraded point where it's omega version's description warns player that using it is a game breaking weapon and use of it may could make the game no longer fun.fun to play.
30th Apr '16 3:30:16 PM Vir
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* ''{{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.

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* ''{{Bionicle}} ''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.



** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheDragon Meta Knight]], who says "screw you" to your GameBreaker and forces you to [[SwordFight fight on his level]].
** Back to Kirby Super Star, there's the Bomb ability. It's fast, easy to aim, easy to find, and one of the most powerful basic abilities in the game. Most bosses are a joke when using the bomb, and it's even funnier when Poppy Bros. Jr is your partner for double the bombing action.

to:

** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss bosses that wasn't weren't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheDragon Meta Knight]], who says "screw you" to your GameBreaker and forces you to [[SwordFight fight on his level]].
** Back to Kirby ''Kirby Super Star, Star'', there's the Bomb ability. It's fast, easy to aim, easy to find, and one of the most powerful basic abilities in the game. Most bosses are a joke when using the bomb, and it's even funnier when Poppy Bros. Jr Jr. is your partner for double the bombing action.



* ''Kirby's Dreamland 2''. Coo + Parasol. The resulting tornado attack provides invincibility frames ''and'' an easily maneuvered hitbox. It's so bad that ''angry Propeller Bombs'' (which normally OneHitKill the animal friend) can be destroyed by it. Needless to say, Coo ''and'' the combo itself deserved to be nerfed in KDL3; Coo is harder to control there, and the combo can actually be pierced by certain attacks, at least including the nose poke counterattack by ''Whispy Woods''.

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* ''Kirby's Dreamland 2''.''VideoGame/KirbysDreamLand2''. Coo + Parasol. The resulting tornado attack provides invincibility frames ''and'' an easily maneuvered hitbox. It's so bad that ''angry Propeller Bombs'' (which normally OneHitKill the animal friend) can be destroyed by it. Needless to say, Coo ''and'' the combo itself deserved to be nerfed in KDL3; [=KDL3=]; Coo is harder to control there, and the combo can actually be pierced by certain attacks, at least including the nose poke counterattack by ''Whispy Woods''.



* Hal Laboratories designed the [[InfinityPlusOneSword U.F.O. ability]] in Kirby's Adventure to smash the game's balance to pieces; it grants hovering and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''.
* In ''Kirby Return To Dreamland'', the Tornado returns and is more powerful than ever with increased power and invincibility frames than before, it makes most levels and bosses [[JustForPun a breeze.]] This is even extremely powerful on EX-mode, to the point of almost being a requirement to beat all of the challenges on that mode.

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* Hal Laboratories designed the [[InfinityPlusOneSword U.F.O. ability]] in Kirby's Adventure ''VideoGame/KirbysAdventure'' to smash the game's balance to pieces; it grants hovering and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''.
* In ''Kirby Return To Dreamland'', ''VideoGame/KirbysReturnToDreamLand'', the Tornado returns and is more powerful than ever with increased power and invincibility frames than before, it makes most levels and bosses [[JustForPun a breeze.]] breeze]]. This is even extremely powerful on EX-mode, to the point of almost being a requirement to beat all of the challenges on that mode.



** Spark ability is essentially Plasma 2.0, taking everything that made plasma awesome and making it even ''more'' powerful. There are only three levels of charge to get through (as opposed to Plasma's five), you can shoot powerful far-reaching lightning bolts directly up or down regardless of charge level (and can spam them in midair without losing altitude), and you can charge by rapidly shaking the wiimote. Also, instead of only having a dinky plasma needle when you're at no charge, you get the classic spark ability that surrounds you with a damaging aura of crackling electricity.

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** Spark ability is essentially Plasma 2.0, taking everything that made plasma Plasma awesome and making it even ''more'' powerful. There are only three levels of charge to get through (as opposed to Plasma's five), you can shoot powerful far-reaching lightning bolts directly up or down regardless of charge level (and can spam them in midair without losing altitude), and you can charge by rapidly shaking the wiimote. Wiimote. Also, instead of only having a dinky plasma Plasma needle when you're at no charge, you get the classic spark Spark ability that surrounds you with a damaging aura of crackling electricity.



* Speaking of ''VideoGame/KirbyTripleDeluxe'', the Archer ability is amazing for both bosses and normal gameplay, due to one single attack: Magic-Star Arrow. You can charge your arrow in about 2.5 seconds to get an arrow that reaches the same damage as the very powerful Stone ability. Thanks to its very fast charging speed and really good damage, you can take out bosses with ease. Only exceptions being [[GoddamnedBoss Pyribbit]] and [[spoiler:[[FinalBoss Sectonia Vine]]]]

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* Speaking of ''VideoGame/KirbyTripleDeluxe'', the Archer ability is amazing for both bosses and normal gameplay, due to one single attack: Magic-Star Arrow. You can charge your arrow in about 2.5 seconds to get an arrow that reaches the same damage as the very powerful Stone ability. Thanks to its very fast charging speed and really good damage, you can take out bosses with ease. Only exceptions being [[GoddamnedBoss Pyribbit]] and [[spoiler:[[FinalBoss Sectonia Vine]]]]Vine]]]].
24th Feb '16 5:28:30 PM MegaMarioMan
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** The Rift Inducer of ''RatchetAndClankUpYourArsenal'' (and later ''[[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.

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** The Rift Inducer of ''RatchetAndClankUpYourArsenal'' ''VideoGame/RatchetAndClankUpYourArsenal'' (and later 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.



** 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 [[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 in [[RatchetAndClankUpYourArsenal ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]] Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.



* ''VideoGame/WarioLand4'' has the Black Dog, Black Dragon, Big Lips and Big Fist icons. Buy them with minigame coins before a boss fight, and with the exception of the last one (who still takes decent damage), you get to leave your opponent two hits from being dead before the battle formally 'begins'. It makes boss battles a hell of a lot shorter, especially given how it takes another hit before (of the two or three the boss will have left out of about 20) before it TurnsRed, giving you another easy target right as the battle begins.

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* ''VideoGame/WarioLand4'' has the Black Dog, Black Dragon, Big Lips and Big Fist icons. Buy them with minigame coins before a boss fight, and with the exception of the last one (who still takes decent damage), you get to leave your opponent two hits from being dead before the battle formally 'begins'. It makes boss battles a hell of a lot shorter, especially given how it takes another hit before (of the two or three the boss will have left out of about 20) before it TurnsRed, giving you another easy target right as the battle begins.
23rd Feb '16 5:53:39 AM MegaMarioMan
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* In ''RatchetAndClank'', the RYNO often qualifies. In ''[[RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' there is even a warning in the upgraded verion's description that it is a game breaking weapon and use of it may make the game no longer fun.
** The Rift Inducer of ''RatchetAndClankUpYourArsenal'' (and later ''[[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:

* In ''RatchetAndClank'', ''Franchise/RatchetAndClank'', the RYNO often qualifies. qualifies.
**
In ''[[RatchetAndClankFutureToolsOfDestruction ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' there is even a warning in the upgraded verion's version's description that it is a game breaking weapon and use of it may make the game no longer fun.
--->''The RYNO 4-Ever had been declared a myth by the Galactic Society of Implausible Weapon Designs. Rumors had persisted on the Holo-Web that this upgrade to the R.Y.N.O IV was theoretically possible, but the subject was so controversial that merely mentioning it made a person become grounded for six months in an intergalactic penitentiary. If you heard any information about the RYNO 4-Ever, let alone encounter the actual weapon itself, you were advised to cover your eyes and ears and loudly hum show tunes of your choice. This weapon, should it even exist, was [[ArsonMurderAndJaywalking far too dangerous, illegal and downright gameplay destabilizing]] to ever be used. Ever. We mean it.''
** The Rift Inducer of ''RatchetAndClankUpYourArsenal'' (and later ''[[RatchetAndClankFutureACrackInTime ''[[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.



** The (Heavy) Bouncer in ''[[RatchetAndClankGoingCommando Going Commando]]'' and ''[[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).

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** The (Heavy) Bouncer in ''[[RatchetAndClankGoingCommando ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[RatchetAndClankUpYourArsenal ''[[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).



* {{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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* {{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 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.
25th Jan '16 9:05:59 PM HHShetland
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Added DiffLines:

** 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.
28th Dec '15 12:37:56 PM Berrenta
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** The (Heavy) Bouncer in ''[[RatchetAndClankGoingCommando Going Commando]]'' and ''[[RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits ForMassiveDamage, 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 ''[[RatchetAndClankGoingCommando Going Commando]]'' and ''[[RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits ForMassiveDamage, 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).
24th Sep '15 5:40:27 AM Drbazooka
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Added DiffLines:

** 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 [[RatchetAndClankUpYourArsenal Up Your Arsenal]] with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.
16th Sep '15 6:05:47 PM GF93
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** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheRival Meta Knight]], who says "screw you" to your GameBreaker and forces you to [[SwordFight fight on his level]].

to:

** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheRival [[TheDragon Meta Knight]], who says "screw you" to your GameBreaker and forces you to [[SwordFight fight on his level]].
16th Sep '15 6:04:54 PM GF93
Is there an issue? Send a Message


** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheRival Meta Knight]], who says "screw you" to your GameBreaker, tosses you a sword, and forces you to [[SwordFight fight on his level]].

to:

** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheRival Meta Knight]], who says "screw you" to your GameBreaker, tosses you a sword, GameBreaker and forces you to [[SwordFight fight on his level]].
16th Sep '15 6:04:14 PM GF93
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** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were the digger, with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and Meta Knight, who says "screw you" to your GameBreaker and forces you to fight on his level.

to:

** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were the digger, [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheRival Meta Knight, Knight]], who says "screw you" to your GameBreaker GameBreaker, tosses you a sword, and forces you to [[SwordFight fight on his level.level]].
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http://tvtropes.org/pmwiki/article_history.php?article=GameBreaker.Platform