History Main / UnwinnableByInsanity

11th Apr '16 11:50:19 PM SMaster777
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** A specific method occurs in ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of the Holy War]]'' - if [[spoiler:Cuan and Ethlin]] survive Trabant's ambush in Chapter 5 and if you let them conquer Phinora Castle, which is your next step at that point... Congratulations, now Phinora is an allied castle and you can't conquer it back, meaning that you're stuck in Yied Desert with no way to advance further in the game (since your progress is very linear, conquering a castle disables the InvisibleWall guarding the next one). Though you have to try [[http://www.serenesforest.net/fe4/survive.html really, really, REALLY hard]] to pull the whole thing off.

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** A specific method occurs in ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of the Holy War]]'' - if [[spoiler:Cuan and Ethlin]] survive Trabant's ambush in Chapter 5 and if you let them conquer Phinora Castle, which is your next step at that point... Congratulations, now Phinora is an allied castle and you can't conquer it back, meaning that you're stuck in Yied Desert with no way to advance further in the game (since your progress is very linear, conquering a castle disables the InvisibleWall guarding the next one). Though you have to try [[http://www.serenesforest.net/fe4/survive.html [[http://serenesforest.net/genealogy-of-the-holy-war/miscellaneous/hints-and-secrets/cuan-and-ethlins-survival/ really, really, REALLY hard]] to pull the whole thing off.
3rd Apr '16 10:09:57 AM WillKeaton
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** The rules on stalemates in chess have varied wildly over time. One particular ruling stated that the stalemated player simply misses their turn, so that the other player moves twice in a row. However, there's even ways to set up a ''double'' stalemate [[https://en.wikipedia.org/wiki/Stalemate#Double_stalemate where neither side has a legal move]], theoretically breaking that ruling.

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** The rules on stalemates in chess have varied wildly over time. One particular ruling stated that the stalemated player simply misses their turn, so that the other player moves twice in a row. However, there's even ways to set up a ''double'' stalemate [[https://en.wikipedia.org/wiki/Stalemate#Double_stalemate where neither side has a legal move]], move,]] theoretically breaking that ruling.
3rd Apr '16 10:09:13 AM WillKeaton
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** It's possible to find a 2-blocks deep hole in the (indestructible) Bedrock, and jump in with nothing in your inventory. Be sure that the area around you is also lit up and sealed off so that it will be impossible for any mobs to enter into the hole and kill you/aid in your escape. ''RageQuit''. After Beta 1.8 added a hunger meter, it became possible to starve to death[[note]]though the mechanics of hunger make this tedious, because you can't simply walk away from your computer for an hour and come back to the death screen[[/note]], taking this out of Unwinnable territory... but 1.0 added [[FinalDeath Hardcore mode]], which puts it right back in.

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** It's possible to find a 2-blocks deep hole in the (indestructible) Bedrock, and jump in with nothing in your inventory. Be sure that the area around you is also lit up and sealed off so that it will be impossible for any mobs to enter into the hole and kill you/aid in your escape. ''RageQuit''. After Beta 1.8 added a hunger meter, it became possible to starve to death[[note]]though death,[[note]]though the mechanics of hunger make this tedious, because you can't simply walk away from your computer for an hour and come back to the death screen[[/note]], screen[[/note]] taking this out of Unwinnable territory... but 1.0 added [[FinalDeath Hardcore mode]], which puts it right back in.
3rd Apr '16 10:08:40 AM WillKeaton
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* ''VideoGame/MetroidFusion'' has the [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap]], which looks like a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori before defeating Yakuza. It fails because the game breaks when bosses are defeated out of the scripted order.

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* ''VideoGame/MetroidFusion'' has the [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap]], which Trap,]] looks like a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori before defeating Yakuza. It fails because the game breaks when bosses are defeated out of the scripted order.
3rd Apr '16 10:08:06 AM WillKeaton
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** {{YouTube}}r nathanisbored demonstrates several ways to trap yourself in ''VideoGame/SuperMarioWorld'' in his ''Let's Glitch Super Mario World'' series. [[https://www.youtube.com/watch?v=oSexrjrAtOQ For example]], you can perform an elaborate series of glitches to complete the "secret exit" of a level that doesn't actually have a secret exit, which will erroneously set the "this path is already open and doesn't need to be opened again" flag for a vital path, without ''actually'' opening that path, thereby locking you out of the rest of the game. [[https://www.youtube.com/watch?v=4WjYxb5Ernk&index=45&list=PLPKdk0q-d9_kFh0SqZMXOu0yBK70CfH-L This video]] demonstrates two ways to make individual levels unwinnable, and the Ghost Ship episode demonstrates another.

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** {{YouTube}}r nathanisbored demonstrates several ways to trap yourself in ''VideoGame/SuperMarioWorld'' in his ''Let's Glitch Super Mario World'' series. [[https://www.youtube.com/watch?v=oSexrjrAtOQ For example]], example,]] you can perform an elaborate series of glitches to complete the "secret exit" of a level that doesn't actually have a secret exit, which will erroneously set the "this path is already open and doesn't need to be opened again" flag for a vital path, without ''actually'' opening that path, thereby locking you out of the rest of the game. [[https://www.youtube.com/watch?v=4WjYxb5Ernk&index=45&list=PLPKdk0q-d9_kFh0SqZMXOu0yBK70CfH-L This video]] demonstrates two ways to make individual levels unwinnable, and the Ghost Ship episode demonstrates another.
2nd Apr '16 2:10:30 PM GrammarNavi
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* In ''VideoGame/ShinMegamiTenseiIV'', you can get stuck at Ouji and Minami Senju before you get the GlobalAirship if you spend the 500 Macca to go there when you have less than 700 Macca total (as it only costs 200 for the return trip) and don't have the Scout Bonus or Fundraise apps or enough App Points to purchase one. Note that you can still buy your way out...[[BribingYourWayToVictory if you spend the ]]''[[BribingYourWayToVictory real-world]]'' [[BribingYourWayToVictory cash]] needed to get the DLC mission that can give you more App Points (unless you are in a region, or your 3DS's region is set as such, where the DLCs weren't greenlit for sale, like in South America. Which bounces back into this trope).

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* In ''VideoGame/ShinMegamiTenseiIV'', you can get stuck at Ouji and Minami Senju before you get the GlobalAirship if you spend the 500 Macca to go there when you have less than 700 Macca total (as it only costs 200 for the return trip) and don't have the Scout Bonus or Fundraise apps or enough App Points to purchase one. Note that you can still buy your way out...[[BribingYourWayToVictory if you spend the ]]''[[BribingYourWayToVictory real-world]]'' [[BribingYourWayToVictory cash]] needed to get the DLC mission that can give you more App Points (unless you are in a region, or your 3DS's region is set as such, where the DLCs [=DLCs=] weren't greenlit for sale, like in South America. Which bounces back into this trope).
1st Apr '16 11:02:21 PM Superfield
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** A glitch in VideoGame/PaperMario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times, and doesn't spawn anything after that. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).

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** A glitch in VideoGame/PaperMario ''VideoGame/PaperMario'' was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times, and doesn't spawn anything after that. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).
1st Apr '16 11:01:44 PM Superfield
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** A glitch in Paper Mario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times, and doesn't spawn anything after that. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).

to:

** A glitch in Paper Mario VideoGame/PaperMario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times, and doesn't spawn anything after that. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).
1st Apr '16 10:59:41 PM Superfield
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** A glitch in Paper Mario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).

to:

** A glitch in Paper Mario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times.times, and doesn't spawn anything after that. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).
1st Apr '16 10:58:04 PM Superfield
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Added DiffLines:

** A glitch in Paper Mario was discovered related to a special block. This block spawns a block containing a Mushroom after you hit it once with the hammer, a block containing a Super Shroom after hitting it 10 times, and a block containing an Ultra Shroom after hitting it 100 times. The game stores the number of times you hit the block as an unsigned 4-byte integer which resets upon overloading. This means that you can theoretically spawn additional blocks containing those Mushrooms again by hitting the block enough times, and by spawning enough blocks, you can eventually crash the game. However, since an unsigned 4-byte integer has 4,294,967,296 unique values, and you can only hit the block once every 8 frames, it was calculated that it would take you 416.795 years of constant frame-perfect hammer hits in order to crash the game in this way (this calculation accounts for framerate drops as a result of spawning the additional blocks).
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