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Game Breaker: Platform
in platform games.
- BIONICLE Heroes seems to have included this in order to avoid frustrating young fans: if you collect enough LEGO elements to fill up a meter at the top of the screen, you automatically enter Hero Mode, in which you are invincible, have double firepower, have a track playing over and over again, and can activate certain gold things (making it necessary to beat the game). The catch? These elements are EVERYWHERE and the required number is exceedingly low except in certain parts of certain boss fights; if you have any selectivity at all (even unintentional) about when you pick up pieces, you'll be invincible for about 4/5 of the game, so the challenge disappears.
- Kirby Super Star: The Hammer. Though it comes with a slight delay, the Hammer's Up+A attack is one of the most damaging moves in the game. And there's also the Stone if you prefer a defensive playstyle.
- The Hammer? That's nothing. Get a second player in the Helper position, and get him the Copy power. Realize he is almost literally unkillable short of huge play mistakes - T.A.C. (the name of the Copy helper) can vanish at will, every time he copies a power (and he can ditch and re-copy at will) his health refills completely - and, if the enemy is un-copy-able, has a decently damaging attack that turns lightning-fast as long as he's near the enemy . Picking up Stone and letting T.A.C. deal with everything without any risk of dying got many players through the Arena in record times.
- The original Kirby Game Breaker is the Hi-Jump ability in Kirby's Adventure. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only boss that wasn't made a complete breeze by this were the digger, with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and Meta Knight, who says "screw you" to your Game Breaker and forces you to fight on his level.
- Back to Kirby Super Star, there's the Bomb ability. It's fast, easy to aim, easy to find, and one of the most powerful basic abilities in the game. Most bosses are a joke when using the bomb, and it's even funnier when Poppy Bros. Jr is your partner for double the bombing action.
- Plasma is another ability that can turn you into an engine of destruction. A full charge fires a shot that not only deals impressive amounts of damage, but also reaches all the way across the screen and pierces through enemies and obstacles. Maintaining a full charge creates a shield that protects you from minor projectiles, you can generate a full charge in about a second with a little practice, and you can charge while defending.
- More limited than the others, but Stone can be used to easily blow through The True Arena introduced for Super Star Ultra. Thanks to doing good damage, being easy to hit with, and granting invincibility that can be switched on at any moment, the only bosses even remotely a problem with it are Kaboola (an Unexpected Gameplay Change boss not too hard anyway) and Galacta Knight.
- The Mirror's offensive power via its dash attack, when combined with a high shield defense that reflects all projectiles, is pretty overpowered in the hands of a patient player.
- Also, using the Wheelie Rider ability (which is only done with a Wheelie helper) with either two players or one player with the right controls (a modified controller or remapped controller) is nigh unstoppable. Getting around the fact that you're using two controllers (two players that are well coordinated fills this out amazingly), and you've got great mobility and a very powerful projectile attack that can be aimed in eight directions and a very high rate of fire.
- Kirby's Dreamland 2. Coo + Parasol. The resulting tornado attack provides invincibility frames and an easily maneuvered hitbox. It's so bad that angry Propeller Bombs (which normally One-Hit Kill the animal friend) can be destroyed by it. Needless to say, Coo and the combo itself deserved to be nerfed in KDL 3; Coo is harder to control there, and the combo can actually be pierced by certain attacks, at least including the nose poke counterattack by Whispy Woods.
- Kirby Squeak Squad's Tornado power is overpowered to the point of insanity. You are effectively invincible while using it, you fly with easy controls while using it, it lasts forever, does absurd contact damage, and the kicker? The frame it ends, you can start another tornado. Quite possibly the most definitively broken power in the history of Kirby.
- Hal Laboratories designed the U.F.O. ability in Kirby's Adventure to smash the game's balance to pieces; it grants hovering and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that never respawn. Unfortunately though, they neglected to catch a glitch that allows Kirby to be a U.F.O. for the entire game.
- In Kirby Return To Dreamland, the Tornado returns and is more powerful than ever with increased power and invincibility frames than before, it makes most levels and bosses a breeze. This is even extremely powerful on EX-mode, to the point of almost being a requirement to beat all of the challenges on that mode.
- Fighter Kirby easily breaks the final boss due to the invincibility frames in the uppercut. All you have to do is use the uppercut, get on top and repeatedly use the dropkick.
- Spark ability is essentially Plasma 2.0, taking everything that made plasma awesome and making it even more powerful. There are only three levels of charge to get through (as opposed to Plasma's five), you can shoot powerful far-reaching lightning bolts directly up or down regardless of charge level (and can spam them in midair without losing altitude), and you can charge by rapidly shaking the wiimote. Also, instead of only having a dinky plasma needle when you're at no charge, you get the classic spark ability that surrounds you with a damaging aura of crackling electricity.
- Leaf. Gives you full invincibility when guarding, a terrific range if used properly... and it's one of the first powers you can obtain, and is thus available in the first Copy Room.
- There are two in The Legend of Spyro: Dawn of the Dragon. First, Cynder's Shadow element has a basic attack that uses almost no mana, is inordinately powerful, and can hit every enemy in a fairly wide radius around her. The second is the Roll ability - its intended purpose is to quickly dodge powerful attacks, but you are invincible whenever you use it, to the point where an Earth Golem can smash its building-sized hand down on you, and if you roll you take zero damage. Using these two abilities in conjunction with each other can potentially get you through the entire game without ever dying, or indeed without any kind of a challenge.
- The Shadow Strike ability deserves a little elaboration. Not only does it hit everyone in the vicinity, but it will knock the smaller enemies into the air for several seconds, and then they will spend several seconds after that getting back up. And if that wasn't enough, the shadow "blinds" them and makes them start attacking each other. If one uses this ability right, you can get a whole room full of enemies all attacking each other without you ever entering the fray.
- In the NES game Super Turrican, the wheel form can easily be seen as this. In this form, not only are you invincible, but you damage any enemies you touch. The only downside is that it's kind of hard to control, but not so hard that you can't blitz your way through 90% of any given level without ever standing up. And it makes most boss fights an utter joke.
- In Ratchet & Clank, the RYNO often qualifies. In Tools of Destruction there is even a warning in the upgraded verion's description that it is a game breaking weapon and use of it may make the game no longer fun.
- The Rift Inducer of Ratchet & Clank: Up Your Arsenal (and later A Crack In Time) is this for any small to medium-sized enemy, which are instantly sucked into the black hole/eaten by Fred the Eldritch Abomination. It's totally worthless for Giant Mooks and bosses though, at least the UYA incarnation.
- The Groovitron immobilizes every enemy — including bosses — in range via uncontrollable dancing. In normal play, the game prevents you from abusing it by giving the device a tiny ammo capacity and making it replenishable through purchase only (or finding ammo in non-respawning Raritanium chests). Tools of Destruction's challenge mode, on the other hand, unlocks the Golden Groovitron, which has infinite ammo.
- The (Heavy) Bouncer in Going Commando and Up Your Arsenal. It launches a massive ball that hits For Massive Damage, then splits into about 50 smaller bombs that all hit for equally massive damage. This allows you to clear entire areas with ease and turns the final boss of Going Commando into a joke. Furthermore, in Going Commando the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in Up Your Arsenal by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are more broken than itself (see Rift Inducer above).
- Spelunky: While the game can be so Nintendo Hard that nothing truly breaks the game, having the luck to acquire a jetpack in early levels can render a great many of the challenges moot. Combine with the shotgun and a host of other gear, and you're golden.
- Likewise, the scepter — while replacing the powerful shotgun — is a homing, one-hit-kill on just about everything short of the final boss.
- If you have the kapala, the shotgun is even more gamebreaking due to the sheer amount of blood it can generate, rendering you nigh-invulnerable even to that angry shopkeeper near the exit.
- The tunnel man is a definite gamebreaker. With the unbreakable mattock you can get tons of money early on to spend on shop items and avoid a ton of enemies. Getting to the city of gold with a jetpack becomes almost trivially easy, and the last boss can be avoided a lot easier as well. Even though it's impossible to attack while jumping, he starts off with no bombs or ropes and only 2 health instead of 4, playing as the tunnel man is still a lot easier.
- Metroid, while generally averting or subverting this trope where it can, has several tricks that can lead to this. Infinite bomb-jumping and wall jumping are common tricks among the fans that can lead to sequence breaks; with enough skill and knowledge of where to apply abilities, one can entirely break the game. One example; in Zero Mission getting the Super Missiles before making it to Kraid destroyed him as even a minor threat; three super missiles kill him before he even manages to attack once.
- The Screw Attack rips the game wide-open if you use it right. It kills any enemy in one shot, is often capable of killing enemies that are otherwise invulnerable, makes you invincible while using it, and never runs out of ammo. Taken even further in games with the Space Jump; Combining them turns Samus into an unstoppable one-hit-kills-all projectile that you control.
- Super Meat Boy has Steve from Minecraft in the PC version which makes numerous levels extremely easy since he can create and destroy tiles at will. In fact, he's such a Game Breaker that the game disables achievements while he's in use. Often many other characters can break individual levels.
- Jak and Daxter: The Lost Frontier has the Armageddon plane weapon, especially in the Hero-Mode-only plane known as the Jaguar. Without even fully upgrading the Judgment missiles it fires, it is possible to clear out pretty much any major aerial fight barring bosses in one big Macross Missile Massacre (and bosses are still fairly easy to disassemble). Let's put it this way: "hunt the transport" missions from pirate radio towers are set up so you have about four minutes to finish them. The Jaguar fitted with a block of 4x Level 4 Armageddon can complete that particular raid in twenty to thirty seconds, and that includes the flight from the tower to the target. And this is without the infinite ammo unlockable.
- In the Flash RPG side-scroller game The Last Stand 2: Union City, the player character can recruit one of two companions that will accompany them (until either both characters or just the player character are killed, rendering them unusable) for the rest of the game. Normally, you can equip them with a weapon and they will be able to fire unlimited rounds. This includes the RPG, which can be found fairly early in the game. Give this to a companion, and you'll never have to worry about random hordes attacking ever again.
- Due to the game respawning zombies after you leave a screen, the player can conceivably grind kills at the very beginning of the game to earn achievements (and, consequently, enough skill points to level up their characters far above the requirements for most of the game). Sure, the game stops awarding you after a certain point once you've leveled enough, but the tens of thousands of XP points you receive once you nab the achievements (some of which can be accomplished with 20 minutes of grinding) will give you an unbeatable advantage for most of the game.
- Teenage Mutant Ninja Turtles on the NES: The 'ninja scroll' special weapon. Pierces through multiple enemies, kill most minor enemies in one hit and even inflicts massive damage to bosses. There are also several places in the game where the power-up icon respawns, potentially letting you hoard up to 396 of the things.
- The Clockwork Kazooie eggs in Banjo-Tooie. They're meant to be used as remote-controlled bombs, but they're capable of picking up important items like Jiggies, Jinjos and Cheato Pages all by themselves. You can just fire them at the normally hard-to-reach object you want and completely bypass a lot of difficult platforming and puzzles.
- Papa Louie 2: When Burgers Attack has Xandra. Her X-wand shoots stars that can kill multiple enemies, she can jump slightly higher then the other playable characters & her gliding can carry her a massive distance.
- The corner glitch in Within A Deep Forest allows you to bounce your ball character off corners at speeds that would normally break it in its glass form... if you hit the corner at the right angle. Now there are two official speedrun charts.
- Wario Land 4 has the Black Dog, Black Dragon, Big Lips and Big Fist icons. Buy them with minigame coins before a boss fight, and with the exception of the last one (who still takes decent damage), you get to leave your opponent two hits from being dead before the battle formally 'begins'. It makes boss battles a hell of a lot shorter, especially given how it takes another hit before (of the two or three the boss will have left out of about 20) before it Turns Red, giving you another easy target right as the battle begins.
- In The Adventures of Lomax, the spin ability. Every enemy will be damaged by it, and it makes you invincible to Collision Damage and nearly every attack.
- Dixie Kong in Donkey Kong Country: Tropical Freeze . Not only does she have by far the best jump-assist out of the three partners in the game, her Limit Break transforms every enemy on screen into a special yellow heart. Yellow hearts break the normal limit of four hearts in your life meter, meaning that barring exceptionally poor play on the player's part, you essentially cannot die. As for the threat of Bottomless Pits, well, that's what Dixie's jump-assist was originally designed to deal with - and even if you do miss a jump, the game has green balloon items that pull you out of a bottomless pit.