History GoodBadBugs / PlatformGame

19th Jun '17 3:31:06 PM JohnnyTightlips
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*** Spore Spawn: [[spoiler:The Super Missile pack from the beginning of Brinstar, which normally requires the Speed Booster, can be collected either by shoulder boosting, or using a well-timed Mockball. You can even return later to get the super missiles from it by doing a [[http://www.metroid2002.com/3/boss_tricks_spore_spawn.php crystal flash]] in the tunnel you'd normally return from after you kill it--or simply scroll the screen off to the left just enough that it still loads the super missile block (even if you can't see it) and shoot said block open.]]

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*** Spore Spawn: [[spoiler:The Super Missile pack from the beginning of Brinstar, which normally requires the Speed Booster, can be collected either by shoulder boosting, or using a well-timed Mockball.Machball. You can even return later to get the super missiles from it by doing a [[http://www.metroid2002.com/3/boss_tricks_spore_spawn.php crystal flash]] in the tunnel you'd normally return from after you kill it--or simply scroll the screen off to the left just enough that it still loads the super missile block (even if you can't see it) and shoot said block open.]]



** The Mockball is a glitch that maintains running velocity while in morph ball form, which is usually limited to walking speed. If performing a running jump and performing a quarter-circle forward control pad sweep at the right moment can glitch out this limit. With the speed booster it is possible to perform this after the speed booster has executed for a Speed Ball.

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** The Mockball Machball is a glitch that maintains running velocity while in morph ball form, which is usually limited to walking speed. If performing a running jump and performing a quarter-circle forward control pad sweep at the right moment can glitch out this limit. With the speed booster it is possible to perform this after the speed booster has executed for a Speed Ball.
16th Jun '17 2:24:18 AM alex34567
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** Notably, after doing the hat-in-hand glitch, any other object Mario picks up will not be visible; presumably because his hat is already occupying the hand's "held item" memory slot. When you try to throw the item, Mario does the motion but no item appears. You can then walk around the level a bit and suddenly see the object appear out of mid-air in the same state as it was when thrown. The item was thrown at the holp. The holp in SM64 is a global variable that stores an items x and y position when Mario is holding an item. When the hat in hands glitch occurs, the holp remains at its previous value because the item is invisible. For example if you picked up a box and threw it, after doing the glitch and throwing another, the second will appear at the same position as the first. You can even take this from level to level if you throw an item in one level, quit or die, then preform the glitch in another, it will appear at the same x and y as the last. This allowes you the throw items in places that Mario can't reach. The downside with cross level hat in hands is unless you have a tool that displays Mario's x and y position, you have little control where the item goes. The reason why it appears out of midair is that the levels are also loaded and unloaded as Mario moves to save memory. If he's not in the area, objects are deactivated and temporarily cease to exist as far as the game is concerned. This can be viewed if you enter any level with a large field and some enemies, they clearly "blink into existence" as you approach, and will appear to have been "paused" in motion.

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** Notably, after doing the hat-in-hand glitch, any other object Mario picks up will not be visible; presumably because his hat is already occupying the hand's "held item" memory slot. When you try to throw the item, Mario does the motion but no item appears. You can then walk around the level a bit and suddenly see the object appear out of mid-air in the same state as it was when thrown. The item was thrown at the holp. The holp in SM64 SuperMario64 is a global variable that stores an items x and y position when Mario is holding an item. When the hat in hands glitch occurs, the holp remains at its previous value because the item is invisible. For example if you picked up a box and threw it, after doing the glitch and throwing another, the second will appear at the same position as the first. You can even take this from level to level if you throw an item in one level, quit or die, then preform the glitch in another, it will appear at the same x and y as the last. This allowes you the throw items in places that Mario can't reach. The downside with cross level hat in hands is unless you have a tool that displays Mario's x and y position, you have little control where the item goes. The reason why it appears out of midair is that the levels are also loaded and unloaded as Mario moves to save memory. If he's not in the area, objects are deactivated and temporarily cease to exist as far as the game is concerned. This can be viewed if you enter any level with a large field and some enemies, they clearly "blink into existence" as you approach, and will appear to have been "paused" in motion.
16th Jun '17 2:01:11 AM alex34567
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** Notably, after doing the hat-in-hand glitch, any other object Mario picks up will not be visible; presumably because his hat is already occupying the hand's "held item" memory slot. When you try to throw the item, Mario does the motion but no item appears. You can then walk around the level a bit and suddenly see the object appear out of mid-air in the same state as it was when thrown. Each level that allows this glitch has a specific location where the thrown item will reappear. The reason why it appears out of midair is that the levels are also loaded and unloaded as Mario moves to save memory. If he's not in the area, objects are deactivated and temporarily cease to exist as far as the game is concerned. This can be viewed if you enter any level with a large field and some enemies, they clearly "blink into existence" as you approach, and will appear to have been "paused" in motion.

to:

** Notably, after doing the hat-in-hand glitch, any other object Mario picks up will not be visible; presumably because his hat is already occupying the hand's "held item" memory slot. When you try to throw the item, Mario does the motion but no item appears. You can then walk around the level a bit and suddenly see the object appear out of mid-air in the same state as it was when thrown. Each level The item was thrown at the holp. The holp in SM64 is a global variable that allows this stores an items x and y position when Mario is holding an item. When the hat in hands glitch has occurs, the holp remains at its previous value because the item is invisible. For example if you picked up a specific location box and threw it, after doing the glitch and throwing another, the second will appear at the same position as the first. You can even take this from level to level if you throw an item in one level, quit or die, then preform the glitch in another, it will appear at the same x and y as the last. This allowes you the throw items in places that Mario can't reach. The downside with cross level hat in hands is unless you have a tool that displays Mario's x and y position, you have little control where the thrown item will reappear. goes. The reason why it appears out of midair is that the levels are also loaded and unloaded as Mario moves to save memory. If he's not in the area, objects are deactivated and temporarily cease to exist as far as the game is concerned. This can be viewed if you enter any level with a large field and some enemies, they clearly "blink into existence" as you approach, and will appear to have been "paused" in motion.
9th Apr '17 10:12:38 PM gophergiggles
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Added DiffLines:

** With Yoshi and some carefully timed shell spits in Yoshi Island 2, you can get Lakitu's Cloud ''in your item box''. [[https://www.youtube.com/watch?v=1Ep6VxmmuHM Take a look]]. Using it against Bowser lets you end the fight in seconds since the developers happened to use the same byte of memory for the cloud's [=XY=] coordinates as they did for Bowser's "timer" before he throws enemies: By flying up to the upper left of the screen, Bowser will immediately stop and throw enemies. This has been abused ''mercilessly'' by speed runners.
** That said, that same glitch can also be used to rewrite game data and ''trigger the end credits''. If you're nimble enough, you can [[https://www.youtube.com/watch?v=FkQdwUns7H8 complete the game in under a minute]].
23rd Mar '17 3:42:27 PM KamenRiderOokalf
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* ''Mega Man 2'':

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* ''Mega Man 2'':''VideoGame/MegaMan2'':
15th Mar '17 10:37:57 PM ChilledXSocks
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** It's possible to push Blast Processing to do this in the original ''VideoGame/SonicTheHedgehog'' game. It's hard and mostly harmless, save for the blind running, but you die if you pass beneath the bottom of the screen as the game treats it as a bottomless pit. [[http://www.youtube.com/watch?v=Ek588vY6RnI In fact, it's possible in the first zone.]]

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** It's possible to push Blast Processing to do this in the original ''VideoGame/SonicTheHedgehog'' game. It's hard and mostly harmless, save for the blind running, but you die can actually ''die'' if you pass beneath the bottom of the screen as the game treats it as a bottomless pit. [[http://www.youtube.com/watch?v=Ek588vY6RnI In fact, it's possible in the first zone.]]
6th Dec '16 7:43:18 AM MegaMarioMan
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** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use a separate oxygen meter instead, except for ''SuperMario3DLand'', which lacks drowning due to its nature as what Creator/ShigeruMiyamoto calls "a 3D Mario game that plays like a 2D Mario game.")

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** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use a separate oxygen meter instead, except for ''SuperMario3DLand'', ''VideoGame/SuperMario3DLand'', which lacks drowning due to its nature as what Creator/ShigeruMiyamoto calls "a 3D Mario game that plays like a 2D Mario game.")



* In ''Anime/DragonBallZ: Buu's Fury'', you can eat the Senzu Bean before you give it to the person. Does this mean the game wants you to get another one? No! It takes the one you don't have, which gives you 255 Senzu Beans.
1st Nov '16 9:13:26 AM MisterVercetti
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** Due to the game being released unfinished, several debug functions were left in the game, all of which are activated by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).

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** Due to the game being released unfinished, several debug functions were left in the game, all of which are activated by using a controller plugged into the second port. One of these allowes renders Mega Man to never die. It NighInvulnerable: it involves holding Right on the D-pad of the 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).
1st Nov '16 9:12:52 AM MisterVercetti
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** Due to the game being released unfinished, several debug functions were left in the game, activating by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).

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** Due to the game being released unfinished, several debug functions were left in the game, activating all of which are activated by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).
1st Nov '16 9:12:25 AM MisterVercetti
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** a glitch (bug? hidden code?) allowed Mega Man to never die. It involves holding Right on the D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.
** You can't be killed by HP depletion, but healing would likely kill you, since it gives back just enough HP to get killed by the next hit. You could also make use of the Arm Cannon by selecting the Rush Coil. You can fire as long as Rush is present.
** It was also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''VideoGame/MegaMan4'' on.

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** Due to the game being released unfinished, several debug functions were left in the game, activating by using a glitch (bug? hidden code?) allowed controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the ''second'' 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.
** You can't be killed by HP depletion, but healing would likely kill you, since it gives back just enough HP to get killed by the next hit. You could also make
Buster (that is, unless you use one of the Arm Cannon by selecting the Rush Coil. You can weapons, which allow you to fire the buster as long as Rush is present.
on the screen).
** It was It's also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could can get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are a single page, like ''VideoGame/MegaMan4'' on.
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