History GoodBadBugs / PlatformGame

9th Apr '17 10:12:38 PM gophergiggles
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** 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.
19th Aug '16 3:16:06 PM CamelCase
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** The issues with levels intended for previous games in [=LBP3=] can have some pretty hilarious consequences. To provide an example from the DC Premium Level Kit for ''2'', when trying to play it in ''3'', ComicBook/WonderWoman will hold up an empty cage that's ''supposed'' to have Cheetah trapped while she brags about her capture, and when Franchise/{{Batman}} tries to demonstrate the glide-enabling Hero's Cape powerup, [[WatchOutForThatTree he misses the ledge he's supposed to land on and crashes to the ground]]. (These two bugs have been fixed now.)
** A glitch with the Sackpocket and the Boost Boots can allow the player to fly anywhere with the Boost Boots. First, equip the Boost Boots and dash in the direction you want to go in. Then, while you're dashing, quickly open the Sackpocket and switch to another item, then back to the Boost Boots. When you put the Boost Boots back on, you'll be able to dash again. Now repeat this, and you'll be able to go anywhere that isn't blocked off. This can cause hilarious effects, like flying over all of the traps and skipping straight to the end of the level. It's even possible to get to "The Heroes Finally Defeat Newton...Oh"[[note]]this level is linked to by the level link you unlock after getting Swoop, and it segues into the final few levels.[[/note]] without even unlocking Swoop or the two marbles you need to get him. Instead, it's possible to play "Masque Maker's Tower," get the Boost Boots, leave, and skip to the former level. An example of the Flying Boost Boots can be seen [[http://www.youtube.com/watch?v=L6w3xr20SLg&index=7&list=UUqy6dWrU0EWp-8MND9Jh8Cg here.]] (This glitch has been patched.)
** Another glitch, as discovered by [=FattyMcIntosh=], allows the player to [[http://www.youtube.com/watch?v=nthV2T59Ocs&index=12&list=PL47cKdy5sz9I_vARFCtRBmwnK6TDuXZjA access Create Mode while in the Pod.]] (This has been patched.)
** Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players [[http://www.youtube.com/watch?v=EzSVnDnhtLk got their hands on some things.]] These include [[http://www.youtube.com/watch?v=u5kX64f6i0k an unreleased costume]], logic that detects what system the player is on, an RGB color editor for making VERY specific colors, the Bunkum Planet decoration used in the Introduction, and even the freaking [[http://www.youtube.com/watch?v=EzSVnDnhtLk&feature=youtu.be&t=2m5s CREDITS!]] (Now patched.)
** In "Newton's Airship", at the end of the level, you have to use the Pumpinator to blow two things into place to open access to the "Super-Vertical Infiltration Station". The game expects you to put them in place quickly, but if you use the Pumpinator to make the thing go up very slowly by tapping the [=R1=] button, the cutscene where Newton jumps into the SVIS triggers early, causing him to jump into the not-yet-open hatch. Then Sackboy can jump into the SVIS and enter the Controllinator, which causes the rocket to take off without Newton and the SVIS to begin flying around without Newton.
19th Aug '16 2:50:23 PM CamelCase
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** The Robobun and the Mechapup in LBP2 can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.

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** The Robobun and the Mechapup in LBP2 [=LBP2=] can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
19th Aug '16 2:49:28 PM CamelCase
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** The Robobun and the Mechapup in LBP2 can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
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