History Main / ScriptBreaking

10th Apr '18 12:13:19 PM Malady
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* ''VideoGame/{{Portal 2}}'' contains some very subtle tweaks to avoid script breaks. The most obvious is that the color of the very last portal you shoot in the game is ignored.

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* ''VideoGame/{{Portal 2}}'' ''VideoGame/Portal2'' contains some very subtle tweaks to avoid script breaks. The most obvious is that the color of the very last portal you shoot in the game is ignored.


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* ''VideoGame/TheLogomancer'': The dialogue in the cutscene at the start of Aspect of Family assumes that you've broken the rules in the Aspect of Blood at least once, even if you never did.
19th Mar '18 8:14:39 PM gophergiggles
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* Sequence breaking is possible in certain ''Franchise/{{Castlevania}}'' games. A glitch in ''VideoGame/CastlevaniaPortraitOfRuin'' makes it possible to enter a cutscene room from the wrong side -- in which case the scene still happens, but with you standing behind the bad guys, who don't turn around. The fact that there are ''gestures'' in this scene makes it even more surreal.

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* Sequence breaking is possible in certain ''Franchise/{{Castlevania}}'' games. games:
** Entering [=X-X!V''Q=] as a name in ''VideoGame/CastlevaniaSymphonyOfTheNight'' and letting a certain enemy hit you will fling you through the room where Death appears, skipping the scripted moment when you are supposed to lose your TasteOfPower and allowing you to keep end-game weapons and equipment for the entire game[[note]]"Luck Mode", which is enabled by that name, drops Alucard's HP to 25 and Defense to 0. This is the only time in the game you can lose more than half of your maximum health from a single attack, which will send Alucard flying uncontrollably until he hits something due to the way the knockback is implemented[[/note]].
**
A glitch in ''VideoGame/CastlevaniaPortraitOfRuin'' makes it possible to enter a cutscene room from the wrong side -- in which case the scene still happens, but with you standing behind the bad guys, who don't turn around. The fact that there are ''gestures'' in this scene makes it even more surreal.
31st Jan '18 8:18:55 AM Cryoclaste
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* The ''OperationFlashpoint'' single-player campaign features at least two instances of this:

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* The ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' single-player campaign features at least two instances of this:
29th Dec '17 1:05:05 PM nombretomado
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** In the second-gen games, using a "Walk Through Walls" GameShark code and walking up to sprites you are not supposed to touch will either make the sprites say "object event" or crash the game. The same thing happens in the first gen games too, and you can encounter some [[TheMissingno pretty bizarre glitch trainer battles]] with it. You can also break sequence in both Game Boy titles and get into Pokémon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.

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** In the second-gen games, using a "Walk Through Walls" GameShark VideoGame/GameShark code and walking up to sprites you are not supposed to touch will either make the sprites say "object event" or crash the game. The same thing happens in the first gen games too, and you can encounter some [[TheMissingno pretty bizarre glitch trainer battles]] with it. You can also break sequence in both Game Boy titles and get into Pokémon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.
5th Dec '17 7:54:39 PM HotelDon
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** It was formerly possible to get the PacifistRun GoldenEnding despite having killed monsters. Due to a glitch, starting the "befriend Alphys" sidequest and going back to the Core let you still fight and kill monsters. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out normally. This is because, after starting the Golden Ending route, the game stops checking if you've killed anyone. A patch eventually got rid of this by removing all RandomEncounters in any area but TheVeryDefinitelyFinalDungeon, but the monsters there can't be killed the conventional way anyways.

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** It was formerly possible to get the PacifistRun GoldenEnding despite having killed monsters. Due to a glitch, starting the "befriend Alphys" sidequest and going back to the Core let you still fight and kill monsters. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out normally. This is because, after starting the Golden Ending route, the game stops checking if you've killed anyone. A patch eventually got rid of this by removing all RandomEncounters except for the ones in any area but TheVeryDefinitelyFinalDungeon, but the monsters there can't be killed the conventional way anyways.[[spoiler:all of which are unkillable by design]].
16th Nov '17 3:14:30 PM gophergiggles
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* ''VideoGame/MetalGearSolid'' has a mid-game event take place behind the Level 6 Key door in the holding cells, an area you reach within minutes of starting the game (and possibly before you've even picked up a single weapon). It's possible to glitch your way past the door by clipping through the walls of the air vent, tricking the game into thinking you've made it that far and allowing you to skip five bosses albeit at the cost of a reduced health bar. It's a favorite tactic for {{Speed Run}}s.
7th Nov '17 11:31:05 AM KingLyger
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** Due to some mistimed EventFlags, it's possible to get the PacifistRun GoldenEnding despite having killed monsters in the last area. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending just ignores this and plays out totally normally.
** Muffet becomes sparable after surviving 3 "waves" of her attacks or by using one of her "spider products". Doing the latter after the former causes the scene where she receives a telegram showing you aren't an enemy to spiders to play twice.

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** Due to some mistimed EventFlags, it's It was formerly possible to get the PacifistRun GoldenEnding despite having killed monsters in monsters. Due to a glitch, starting the last area. "befriend Alphys" sidequest and going back to the Core let you still fight and kill monsters. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending just ignores this and plays out totally normally.
normally. This is because, after starting the Golden Ending route, the game stops checking if you've killed anyone. A patch eventually got rid of this by removing all RandomEncounters in any area but TheVeryDefinitelyFinalDungeon, but the monsters there can't be killed the conventional way anyways.
** Muffet becomes sparable spareable after surviving 3 three "waves" of her attacks or by using one of her "spider products". Doing the latter after the former causes the scene where she receives a telegram showing you aren't an enemy to spiders to play twice.
4th Nov '17 10:40:25 AM Ferot_Dreadnaught
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->''"You used your [[EscapeRope escapipe]]! Normally a smart move, but now I'm afraid the game can't be continued. Please press the Reset Button and try again."''

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->''"You used your [[EscapeRope escapipe]]! escapipe! Normally a smart move, but now I'm afraid the game can't be continued. Please press the Reset Button and try again."''
4th Nov '17 10:33:20 AM gophergiggles
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* ''VideoGame/FinalFantasyIV'':
** You can pass Mist without entering with careful timing and the use of a tent, thus bypassing the EventFlag which triggers the earthquake. You can't go very far with just Kain and Cecil (The game crashes if you try and talk to Tellah) but this does allow you to enter Mist from the wrong side and actually explore the town, getting your hands on some late-game equipment that will turn Rydia into a [[DiscOneNuke walking nuclear bomb]].
** Casting warp in the crystal room after the Calcobrena battle will bring back the dark crystal, and grabbing it triggers the EventFlag of the dark crystal in the Sealed Cave. Now merely entering said cave will make the game think you've completed it, allowing you to bypass ThatOneLevel that's crawling with [[DemonicSpiders Trap Doors]].
29th Oct '17 12:21:41 PM thatother1dude
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* A minor-but-amusing case in ''VideoGame/FinalFantasyV''. Normally, the first time you enter the Sealed Castle in the second world, Galuf will explain to you exactly what the Castle is all about. It is never required that you visit the Sealed Castle in the second world, and if you put it off until [[spoiler:Galuf dies]], then [[spoiler:Krile will explain everything Galuf does, in the exact same way Galuf would have, and the text even will be credited to "Galuf".]]

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* A minor-but-amusing case in ''VideoGame/FinalFantasyV''. Normally, the first time you enter the Sealed Castle in the second world, Galuf will explain to you exactly what the Castle is all about. It is never required that you visit the Sealed Castle in the second world, and if you put it off until [[spoiler:Galuf dies]], then [[spoiler:Krile [[spoiler:[[ConvenientReplacementCharacter Krile]] will explain everything Galuf does, in the exact same way Galuf would have, and the text even will be credited to "Galuf".]]
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