History Main / ScriptBreaking

7th May '17 5:25:45 PM nombretomado
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* In the ''{{Starcraft}}'' mission "Agent of the Swarm" (the Zerg mission where you have to defend the Chrysalis until it hatches), normally you're supposed to wait until it hatches then infest a Terran Command Center, but there's nothing stopping you from just waltzing into the base and taking the command center as soon as the mission begins (although, through legit means it'll probably hatch before you get near the command center). This makes the conversation at the end of the mission weird since [[spoiler: Infested Kerrigan]] hasn't hatched yet but they're talking to Raynor as if they already hatched.

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* ''VideoGame/StarCraftI'':
**
In the ''{{Starcraft}}'' mission "Agent of the Swarm" (the Zerg mission where you have to defend the Chrysalis until it hatches), normally you're supposed to wait until it hatches then infest a Terran Command Center, but there's nothing stopping you from just waltzing into the base and taking the command center as soon as the mission begins (although, through legit means it'll probably hatch before you get near the command center). This makes the conversation at the end of the mission weird since [[spoiler: Infested Kerrigan]] hasn't hatched yet but they're talking to Raynor as if they already hatched.
8th Apr '17 7:27:31 AM Gosicrystal
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* In the second-gen ''{{Pokemon}}'' 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 pokemon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.
** More benign script breaking can happen in the first gen games when you attempt to go to the bike-only road without a bike. The guard will tell you to get lost until you have a bike but if you're persistent, you can end up on the road anyway - riding the bike you don't have!
** In first gen games, you're supposed to get a drink from the vending machine in Celadon before you can enter Saffron. However, if you have ''Pokemon Stadium 2'' and use a transfer pack, you can transfer a drink to one game from another and enter Saffron as soon as you reached Cerulean. When the Remakes came out, Pokemon could now hold items, so you could give a drink to a Pokemon and then trade it...[[ObviousRulePatch which is why you now need a key item to get past the guards.]]
* In the N64 game ''VideoGame/GoldenEye1997'', the player can have much fun by exploiting the cutscenes with a cheat code that gives Bond an unlimited supply of every weapon in the game. The player can stop just short of the area where a cutscene will activate, load the area with explosives, such as proximity mines, and then step into said area, resulting in a cutscene where [[OutOfTheInferno Bond will walk unscathed through an environment erupting in fireballs]] and sending any [=NPCs=] [[RagdollPhysics flying]]. Fortunately, this does not result in a mission failure if one of the [=NPCs=] killed was supposed to [[EscortMission stay alive]].
** Also, fiddling with the second player controller, with the addition of luck, one can simply shoot down many of the cutscene characters. Causing, in one instance, the memorable scene of Bond in his VictoryPose with his BondGirl Natalya dead at his feet.
** It's also possible to kill every named baddy in ''VideoGame/GoldenEye1997'', whether or not they are supposed to die at that point. Generally, though, you can only get away with killing Ourumov without failing your mission. Unfortunately, the storyline never changes.
*** Baron Samedi, in particular, can be killed in the ending cutscene of his level. ''During his maniacal laughter.''

to:

* ''{{Franchise/Pokemon}}'':
**
In the second-gen ''{{Pokemon}}'' 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.
**
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 pokemon Pokémon battles without actually having any pokemon in your party, which also results in funky (and game-breaking) glitches.
** More benign script breaking can Can happen in the first gen games when you attempt to go to the bike-only road without a bike. The guard will tell you to get lost until you have a bike but if you're persistent, you can end up on the road anyway - riding the bike you don't have!
** In first gen games, you're supposed to get a drink from the vending machine in Celadon before you can enter Saffron. However, if you have ''Pokemon ''Pokémon Stadium 2'' and use a transfer pack, you can transfer a drink to one game from another and enter Saffron as soon as you reached Cerulean. When the Remakes came out, Pokemon Pokémon could now hold items, so you could give a drink to a Pokemon Pokémon and then trade it...[[ObviousRulePatch which is why you now need a key item to get past the guards.]]
* In the N64 game ''VideoGame/GoldenEye1997'', the ''VideoGame/GoldenEye1997'':
** The
player can have much fun by exploiting the cutscenes with a cheat code that gives Bond an unlimited supply of every weapon in the game. The player can stop just short of the area where a cutscene will activate, load the area with explosives, such as proximity mines, and then step into said area, resulting in a cutscene where [[OutOfTheInferno Bond will walk unscathed through an environment erupting in fireballs]] and sending any [=NPCs=] [[RagdollPhysics flying]]. Fortunately, this does not result in a mission failure if one of the [=NPCs=] killed was supposed to [[EscortMission stay alive]].
** Also, fiddling Fiddling with the second player controller, with the addition of luck, one can simply shoot down many of the cutscene characters. Causing, in one instance, the memorable scene of Bond in his VictoryPose with his BondGirl Natalya dead at his feet.
** It's also possible to kill every named baddy in ''VideoGame/GoldenEye1997'', whether or not they are supposed to die at that point. Generally, though, you can only get away with killing Ourumov without failing your mission. Unfortunately, the storyline never changes.
***
changes. Baron Samedi, in particular, can be killed in the ending cutscene of his level. ''During his maniacal laughter.''



** DX has been [[http://it-he.org/deus.htm hilariously, systematically broken]] by some of its more "devoted" fans.



* In ''VideoGame/{{Hitman}} 2: Silent Assassin'', it is possible to kill the final boss by strangling him with a garotte through a wall. If you do this, then the cutscene before the boss fight will show a shotgun floating in mid-air, and during the battle you'll fight the ''boss' flying corpse.''
** And if you strangle him after the boss battle start, he will be on the ground in a HUUUUUGE puddle of blood. The Dev team assume you would shoot him with the M60 or another really heavy gun.

to:

* In ''VideoGame/{{Hitman}} 2: Silent Assassin'', it is possible to kill the final boss by strangling him with a garotte through a wall. If you do this, then the cutscene before the boss fight will show a shotgun floating in mid-air, and during the battle you'll fight the ''boss' flying corpse.''
**
'' And if you strangle him after the boss battle start, he will be on the ground in a HUUUUUGE puddle of blood. The Dev team assume you would shoot him with the M60 or another really heavy gun.



* In ''VideoGame/HalfLife1'', near the beginning of the game, the player climbs a ladder to see two zombies fighting a security guard. The guard talks to the player upon seeing him. A particularly lucky and/or skilled player can shoot the guard to kill him as soon as he begins delivering his line, therefore causing the guard's corpse to speak.
** A more serious one occurs when Freeman gets captured. In older versions of the game, you may break the script if you try moving around during the cutscene, leaving you in a dark "script-holding" room which you can't escape from.

to:

* In ''VideoGame/HalfLife1'', near ''VideoGame/HalfLife1'':
** Near
the beginning of the game, the player climbs a ladder to see two zombies fighting a security guard. The guard talks to the player upon seeing him. A particularly lucky and/or skilled player can shoot the guard to kill him as soon as he begins delivering his line, therefore causing the guard's corpse to speak.
** A more serious one occurs One happens when Freeman gets captured. In older versions of the game, you may break the script if you try moving around during the cutscene, leaving you in a dark "script-holding" room which you can't escape from.
6th Apr '17 8:03:08 PM Karxrida
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* In ''VideoGame/FireEmblemTheSacredStones'', you can instigate some support conversations that refer to characters that haven't joined. A few of these were actually just translation errors though.
** Similarly, in ''VideoGame/FireEmblemBlazingSword'', you can have supports refer to events that haven't yet happened, most notably in Matthew and Serra's level A support, in which [[spoiler: Matthew is still grieving over Leila's death]], but the conversation can be triggered before [[spoiler: Leila dies]].
** Avioded in ''Path of Radiance'', where supports are now based off the number of chapters both partners are deployed in, as opposed to amount of turns standing next to eachother. Probably the main reason for this is Jill, who has most of her A supports refering to [[spoiler: the death of her father]], which doesn't occur until a specific chapter. Her supports are rigged so those conversations can't happen before said plot event.

to:

* ''VideoGame/FireEmblem'':
**
In ''VideoGame/FireEmblemTheSacredStones'', you can instigate some support conversations that refer to characters that haven't joined. A few of these were actually just translation errors though.
** Similarly, in ''VideoGame/FireEmblemBlazingSword'', ''VideoGame/FireEmblemTheBlazingBlade'', you can have supports refer to events that haven't yet happened, most notably in Matthew and Serra's level A support, in which [[spoiler: Matthew is still grieving over Leila's death]], but the conversation can be triggered before [[spoiler: Leila dies]].
** Avioded in ''Path of Radiance'', ''VideoGame/FireEmblemPathOfRadiance'', where supports are now based off the number of chapters both partners are deployed in, as opposed to amount of turns standing next to eachother. Probably the main reason for this is Jill, who has most of her A supports refering to [[spoiler: the death of her father]], which doesn't occur until a specific chapter. Her supports are rigged so those conversations can't happen before said plot event.
19th Mar '17 2:57:42 PM mlsmithca
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-->-- '''The King''', ''PhantasyStarIII'', after you escape from prison [[DevelopersForesight the unauthorized way.]]

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-->-- '''The King''', ''PhantasyStarIII'', ''VideoGame/PhantasyStarIII'', after you escape from prison [[DevelopersForesight the unauthorized way.]]
21st Nov '16 8:24:00 AM Morgenthaler
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* The infamous "Red Key Card bug" from ''LittleBigAdventure'' / ''Relentless'' is caused by script breaking. Normally, in order to break into the museum, you need to get said key card from a character and use it on the back door of the museum to get in and do some stuff here (including stealing several items). However, it is perfectly possible to steal these items by just fighting your way in from the front door, and if you do this, ''the game will assume you already have the key card, so you can no longer get it''. The nasty part is that ''you'll need the card later on and won't be able to complete the game without it''.
* In the final mission of the single player campaign in ''Age of Mythology'', you are supposed to get Arkantos turned into a demi-god and have him kill a statue of Poseidon. But if you're good you can just destroy the statue with your mortal army, at which point, sure enough, there's a cutscene of demi-god Arkantos fighting and finishing off the statue.
* The first-person-shooter ''RedFaction'' had rebel miners that were scripted to be killed by certain guards, either through grappling or general combat. Killing said guards before they could kill the miners (or were in the process of), would often cause the miners to grapple with 'invisible' enemies while the guards' corpse lay at his feet, or merely fall down dead when reaching the end of their script.

to:

* The infamous "Red Key Card bug" from ''LittleBigAdventure'' ''VideoGame/LittleBigAdventure'' / ''Relentless'' is caused by script breaking. Normally, in order to break into the museum, you need to get said key card from a character and use it on the back door of the museum to get in and do some stuff here (including stealing several items). However, it is perfectly possible to steal these items by just fighting your way in from the front door, and if you do this, ''the game will assume you already have the key card, so you can no longer get it''. The nasty part is that ''you'll need the card later on and won't be able to complete the game without it''.
* In the final mission of the single player campaign in ''Age of Mythology'', ''VideoGame/AgeOfMythology'', you are supposed to get Arkantos turned into a demi-god and have him kill a statue of Poseidon. But if you're good you can just destroy the statue with your mortal army, at which point, sure enough, there's a cutscene of demi-god Arkantos fighting and finishing off the statue.
* The first-person-shooter ''RedFaction'' ''VideoGame/RedFaction'' had rebel miners that were scripted to be killed by certain guards, either through grappling or general combat. Killing said guards before they could kill the miners (or were in the process of), would often cause the miners to grapple with 'invisible' enemies while the guards' corpse lay at his feet, or merely fall down dead when reaching the end of their script.
25th Oct '16 5:20:34 PM DustSnitch
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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 ResetButton and try again."''

to:

->''"You used your [[EscapeRope escapipe]]! escapipe! Normally a smart move, but now I'm afraid the game can't be continued. Please press the ResetButton Reset Button and try again."''
25th Oct '16 5:20:05 PM DustSnitch
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* A certain stealth mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge, which is rigged with bombs, and guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible for Logan to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]]. For some reason, you still lose the mission when the timer reaches 00.

to:

* A certain stealth mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge, which is rigged with bombs, and guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible for Logan to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]].well. For some reason, you still lose the mission when the timer reaches 00.
27th Sep '16 10:50:38 AM treehugger0369
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Added DiffLines:

** In first gen games, you're supposed to get a drink from the vending machine in Celadon before you can enter Saffron. However, if you have ''Pokemon Stadium 2'' and use a transfer pack, you can transfer a drink to one game from another and enter Saffron as soon as you reached Cerulean. When the Remakes came out, Pokemon could now hold items, so you could give a drink to a Pokemon and then trade it...[[ObviousRulePatch which is why you now need a key item to get past the guards.]]
9th Aug '16 5:24:15 PM UmbrellasWereAwesome
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** A particular easy-to-achieve example is on the ''Combat Evolved'' level "Assault on the Control Room". Near the end of the level, the Chief crosses a bridge above an open area containing a pyramid which is the entrance to the eponymous Control Room point As soon as the patrolling enemies on the bridge see the player, an Elite takes off in a Banshee to harass you. Apparently, the game expects the player to fight across the bridge, through another [[CopyPasteEnvironment series of identical rooms]], emerge at the bottom of the pyramid, then fight back ''up'' the pyramid to the entrance; a sequence of events involving fighting several Hunters and a tank. Many players are unaware of this, however, since it is trivially easy to reach the invitingly empty Banshee ''before'' the Elite, then simply fly to the top of the pyramid and enter the Control Room, spawning no new enemies along the way.

to:

** A particular easy-to-achieve example is on the ''Combat Evolved'' level "Assault on the Control Room". Near the end of the level, the Chief crosses a bridge above an open area containing a pyramid which is the entrance to the eponymous Control Room point As soon as the patrolling enemies on the bridge see the player, an Elite takes off in a Banshee to harass you. Apparently, the game expects the player to fight across the bridge, through another [[CopyPasteEnvironment [[CutAndPasteEnvironments series of identical rooms]], emerge at the bottom of the pyramid, then fight back ''up'' the pyramid to the entrance; a sequence of events involving fighting several Hunters and a tank. Many players are unaware of this, however, since it is trivially easy to reach the invitingly empty Banshee ''before'' the Elite, then simply fly to the top of the pyramid and enter the Control Room, spawning no new enemies along the way.
9th Aug '16 5:21:31 PM UmbrellasWereAwesome
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* Crafty players can jump down very deep pits in ''Franchise/{{Halo}}'' to sequence break. However, more than sequence break, the player skips all the event flags in the map as well; Master Chief can trot to victory! Neither friend nor foe will spawn in the entire map due to the linear nature of Halo's event tripping.
** A particular easy-to-achieve example is on the level "Assault on the Control Room". Near the end of the level, the Chief crosses a bridge above an open area containing a pyramid which is the entrance to the eponymous Control Ropoint As soon as the patrolling enemies on the bridge see the player, an Elite takes off in a Banshee to harass you. Apparently, the game expects the player to fight across the bridge, through another [[CopyPasteEnvironment series of identical rooms]], emerging at the bottom of the pyramid,then fighting back ''up'' the pyramid to the entrance; a sequence of events involving fighting several Hunters and a tank. Many players are unaware of this, however, since it is trivially easy to reach the invitingly empty Banshee ''before'' the Elite, then simply fly to the top of the pyramid and enter the Control Room, spawning no new enemies along the way.
** In ''VideoGame/{{Halo 3}}'''s The Covenant mission, landing the Hornet on the Citadel can prematurely trigger the next chapter, and when you reach the point where the Flood team up with you, the game freezes.

to:

* ''Franchise/{{Halo}}'':
**
Crafty players can jump down very deep pits in ''Franchise/{{Halo}}'' ''VideoGame/HaloCombatEvolved'' to sequence break. However, more than sequence break, the player skips all the event flags in the map as well; Master Chief can trot to victory! Neither friend nor foe will spawn in the entire map due to the linear nature of Halo's the game's event tripping.
** A particular easy-to-achieve example is on the ''Combat Evolved'' level "Assault on the Control Room". Near the end of the level, the Chief crosses a bridge above an open area containing a pyramid which is the entrance to the eponymous Control Ropoint Room point As soon as the patrolling enemies on the bridge see the player, an Elite takes off in a Banshee to harass you. Apparently, the game expects the player to fight across the bridge, through another [[CopyPasteEnvironment series of identical rooms]], emerging emerge at the bottom of the pyramid,then fighting pyramid, then fight back ''up'' the pyramid to the entrance; a sequence of events involving fighting several Hunters and a tank. Many players are unaware of this, however, since it is trivially easy to reach the invitingly empty Banshee ''before'' the Elite, then simply fly to the top of the pyramid and enter the Control Room, spawning no new enemies along the way.
** In ''VideoGame/{{Halo 3}}'''s The Covenant 3}}'':
*** In "The Covenant"
mission, landing the Hornet on the Citadel can prematurely trigger the next chapter, and when you reach the point where the Flood team up with you, the game freezes.
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