History GoodBadBugs / ShootEmUps

29th Sep '13 9:25:44 AM TinyTedDanson
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[[redirect:Main/GoodBadBugs]]
29th Sep '13 9:14:55 AM TinyTedDanson
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* In the original ''SpaceInvaders'', the "random" point value of the flying saucer was actually a completely predictable function of how many time the player had fired. It was worth 50 points if hit with one of the first 8 shots, 100 points if hit with shots 9 10 11 or 12, 150 points if hit with shots 13 or 14, and 300 points if hit with shot 15; then the cycle started over. A savvy player could count his shots and get 300 points each time.
** A far more overreaching one; when the game was originally designed, the amount of sprites on the screen seriously lagged the system. But by shooting them, and hence removing those sprites from the screen, the system sped up, so the Invaders did too. This introduced the entire concept of a difficulty curve to the gaming industry at large!
* ''{{Sinistar}}'' had a bug that allowed you to acquire 255 ships. It takes a second or two for the Sinistar to eat your ship, during which a Warrior ship can shoot you, making you lose two lives at once. If you started with one life, your number of lives would drop from 1 to 0 to -1. Since this number was stored as an 8-bit unsigned integer, -1 would register as 255.
* Later games in the ''VideoGame/{{Touhou}}'' series have Marisa's B firing mode glitched up. In ''Mountain of Faith'' and ''Subterranean Animism,'' using Marisa B with 3-3.95 Power caused insane damage, enough to cut lengthy cards to a third of the length. It's a bit nerfed in SA, though, as you need to shotgun with a specific formation. It also fails in [=MoF=] if the player focuses.
** And akin to this, "Malice Cannon" in ''Imperishable Night''. As the Magician Team (Marisa and Alice), repeatedly tapping the focus button allows both characters' attacks to be used simultaneously. This bug doesn't break the game, but rather moves the ridiculously underpowered Marisa/Alice team closer to the damage output of the other teams.
*** The Malice Cannon actually buffs up the Magic Team (Alice/Marisa) to the strongest team in the game, with a ridiculous damage output, although the player still has to deal with the fact that it only fires in front of them. Technically, all four teams have the ability to perform this bug, however, the Malice Cannon is the most notable, because Alice's attack is a narrow laser that reaches across the whole screen in basically the same instant it's deployed, the Malice Cannon can deal consistent damage, instead of waiting for both teammates' bullets to reach the enemy.
** Lunasa from Perfect Cherry Blossom can glitch at times, making her "Fake Strings 'Pseudo-Stradivarius'" card last unusually little for Reimu A, should you choose to fight Lunasa after the sisters' first joint attack. While the glitch can be observed with a certain degree of consistency during Normal and Lunatic gameplay, it's currently unknown whether or not it can trigger on Hard, given that the script for "Spirit Strings 'Stradivarius'" is noticeably different on this particular difficulty. The glitch, nonetheless, trivializes the card, which comes to ease the heavy-dodging you're normally subject to with Lunasa. [[http://www.youtube.com/watch?v=PTHtus7zoHU you can watch the glitch on action here]] (skip to 5:53).
** In ''Ten Desires'', due to a glitch in the way [[BonusBoss Mamizou]]'s creature bullets are animated, the script that tells the game that a bullet has already been grazed doesn't activate. What this means is that by simply sticking close to any creature bullet, the player can accumulate ridiculous amounts of graze, far more than the actual number of grazed bullets. While all of Mamizou's cards feature this to some extent, it's most noticeable during [[http://www.youtube.com/watch?v=0rncEnJerb4 Wild Deserted Island]], which fills the whole screen with nothing but creature bullets.
** In the later games with spellcard practice (as of this writing, ''Ten Deisres'' and ''Double Dealing Character'') you can practice any spell you've seen with any character. This is intentional. What isn't, though, is that doing this unlocks the relevant ''stage practice'', even if the card in question isn't even in that character's version of the stage.
* OlderThanTheNES. In the ''Combat'' game packed in with the original Atari 2600, running your tank into the inside of a corner--usually a corner of the screen--would teleport you to the opposite side.
** In Tank Pong, after one player successfully kills the other and his tank is still in motion during the "death sequence" (i.e. the "dead" opponent spinning), if the victor's moving tank touches the wall bounding the playfield, his tank will suddenly start sliding rapidly along the wall, warping around off the edge of the screen and back out the opposite edge, until the next round begins. If the same victor's tank touches the beaten tank while doing so, he also takes the spinning tank with him in that joyride.
** In any Tank game, having both players' tanks positioned one right in front of the other (i.e. one Tank's gun right on the other's rear) and touching, and having both move forward, will cause both to suddenly begin spinning rapidly in a circle (and passing through any nearby wall or barrier).
* In ''{{Afterburner}} Climax'', after lighting the afterburners for a while they would automatically turn off and your plane would slow down to cruising speed. By deliberately throttling back from the standard middle position and then shoving the throttle forward again periodically, you could maintain afterburner near-continuously. This was not removed from the XBLA and PSN releases.
* In the original ''EscapeVelocity'', one could suppress planetary defense fleets entirely by hiring enough escorts to achieve the {{cap}} on the number of ships in a system.
15th Aug '13 10:11:06 PM Hylarn
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** In the later games with spellcard practice (as of this writing, ''Ten Deisres'' and ''Double Dealing Character'') you can practice any spell you've seen with any character. This is intentional. What isn't, though, is that doing this unlocks the relevant ''stage practice'', even if the card in question isn't even in that character's version of the stage.
29th Mar '13 3:44:24 PM Nimkip
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** A far more overreaching one; when the game was originally designed, the amount of sprites on the screen seriously lagged the system. But by shooting them, and hence removing those sprites from the screen, the system sped up, so the Invaders did too. This introduced the entire concept of a difficulty curve to the gaming industry at large!
3rd Jan '13 3:16:48 PM tracer
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* In the original ''SpaceInvaders'', the "random" point value of the flying saucer was actually a completely predictable function of how many time the player had fired. It was worth 50 points if hit with one of the first 8 shots, 100 points if hit with shots 9 10 11 or 12, 150 points if hit with shots 13 or 14, and 300 points if hit with shot 15; then the cycle started over. A savvy player could count his shots and get 300 points each time.
24th Dec '12 1:13:27 AM Magnaillusion
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** Lunasa from Perfect Cherry Blossom can glitch at times, making her "Fake Strings 'Pseudo-Stradivarius'" card last unusually little for Reimu A, should you choose to fight Lunasa after the sisters' first joint attack. While the glitch can be observed with a certain degree of consistency during Normal and Lunatic gameplay, it's currently unknown whether or not it can trigger on Hard, given that the script for "Spirit Strings 'Stradivarius'" is noticeably different on this particular difficulty. The glitch, nonetheless, trivializes the card, which comes to ease the heavy-dodging you're normally subject to with Lunasa. [[http://www.youtube.com/watch?v=PTHtus7zoHU you can watch the glitch on action here]] (skip to 5:53).
8th Nov '12 7:11:40 AM Enlong
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*** The Malice Cannon actually buffs up the Magic Team (Alice/Marisa) to the strongest team in the game, with a ridiculous damage output, although the player still has to deal with the fact that it only fires in front of them. Technically, all four teams have the ability to perform this bug, however, the Malice Cannon is the most notable.

to:

*** The Malice Cannon actually buffs up the Magic Team (Alice/Marisa) to the strongest team in the game, with a ridiculous damage output, although the player still has to deal with the fact that it only fires in front of them. Technically, all four teams have the ability to perform this bug, however, the Malice Cannon is the most notable.notable, because Alice's attack is a narrow laser that reaches across the whole screen in basically the same instant it's deployed, the Malice Cannon can deal consistent damage, instead of waiting for both teammates' bullets to reach the enemy.
11th Oct '12 1:31:52 PM EarlOfSandvich
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* Later games in the ''{{Touhou}}'' series have Marisa's B firing mode glitched up. In ''Mountain of Faith'' and ''Subterranean Animism,'' using Marisa B with 3-3.95 Power caused insane damage, enough to cut lengthy cards to a third of the length. It's a bit nerfed in SA, though, as you need to shotgun with a specific formation. It also fails in [=MoF=] if the player focuses.

to:

* Later games in the ''{{Touhou}}'' ''VideoGame/{{Touhou}}'' series have Marisa's B firing mode glitched up. In ''Mountain of Faith'' and ''Subterranean Animism,'' using Marisa B with 3-3.95 Power caused insane damage, enough to cut lengthy cards to a third of the length. It's a bit nerfed in SA, though, as you need to shotgun with a specific formation. It also fails in [=MoF=] if the player focuses.
6th Aug '12 1:23:08 AM Malkyrian
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** In ''Ten Desires'', due to a glitch in the way [[BonusBoss Mamizou]]'s creature bullets are animated, the script that tells the game that a bullet has already been grazed doesn't activate. What this means is that by simply sticking close to any creature bullet, the player can accumulate ridiculous amounts of graze, far more than the actual number of grazed bullets. While all of Mamizou's cards feature this to some extent, it's most noticeable during [[http://www.youtube.com/watch?v=0rncEnJerb4 Wild Deserted Island]], which fills the whole screen with nothing but creature bullets.
4th Jul '12 8:42:21 AM Austin
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* In ''Afterburner Climax'', after lighting the afterburners for a while they would automatically turn off and your plane would slow down to cruising speed. By deliberately throttling back from the standard middle position and then shoving the throttle forward again periodically, you could maintain afterburner near-continuously. This was not removed from the XBLA and PSN releases.

to:

* In ''Afterburner ''{{Afterburner}} Climax'', after lighting the afterburners for a while they would automatically turn off and your plane would slow down to cruising speed. By deliberately throttling back from the standard middle position and then shoving the throttle forward again periodically, you could maintain afterburner near-continuously. This was not removed from the XBLA and PSN releases.
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