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I think the exploration glitch from Zelda:A Link to the Past, because it's the only glitch I know of that makes beating the game trivial.
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JSmith wrote:
I think the exploration glitch from Zelda:A Link to the Past, because it's the only glitch I know of that makes beating the game trivial.
It is a very ugly looking glitch though.
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Even though its not that important, I like the duoble jump glitch in SMB2 because it looks really wierd.
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An ugly looking glitch, what then is the sexiest glitch?
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Mukki wrote:
An ugly looking glitch, what then is the sexiest glitch?
BLJ's in SM64.
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AKA wrote:
Mukki wrote:
An ugly looking glitch, what then is the sexiest glitch?
BLJ's in SM64.
Is this some kind of weird third level sarcasm joke I'm not getting?
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My vote goes to just about every glitch in Rygar.
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I guess the "sexiest" glitch would be Super Metroid's mockball for me.
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My favourite glitches I am aware of: - Space-Time Beam (Super Metroid) - Murder Beam (Super Metroid) - Pass through walls glitch (Zelda, Link to the Past) - Desert Warp glitch (Secret of Evermore) - Warp glitch in Space Station (Duck Tales) - Secret Worlds (Metroid 2) - Various clone glitches (Donkey Kong Country)
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
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My favorite bugs are sequence-breaking bugs. My favorite Zelda 3 exploit was where you jump off Death Mountain in the Dark World to skip Agahnim. You can get every item in the game but 1 this way - the one you can't get is the Piece of Heart under the lumberjacks' house. The bug works in Four Swords, which is pretty convincing evidence that it is a statically recompiled port of the SNES version. This is likely true of the rest of Capcom's SNES->GBA ports like Super Mario World and Breath of Fire 1 and 2. Another of my favorites was the bug with the Opera House rats in Final Fantasy 6. Leave at least one alive on the way to Ultros. When you return in the World of Ruin, fight one of the rats and die. The Impresario will kick you out - to the World of Balance. This was "fixed" in the American version by flagging all the rats as dead after Ultros dies. We need an online game bug database. "Dave's Unique Video Game Glitches" isn't really what I have in mind. Melissa
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- Zelda 4: two cyclopses in the last fight - SMW2: killing that one piranha plant boss before the fight officially started (not a bug per se, but cool) - SMW2: warping back to the top of a level in sector 1 to complete a later level - Super Metroid: killing the Golden Pirate Boys with a shinespark (Saturn's teaser #3)
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The sexiest glitch is the Left+Right glitch in NES Battletoads level 8.
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Super Metroid: -Mockball -Enemy Boosting Castlevania HoD: -Getting the Platinum Tip without the Ice Fist. (Figured this out myself recently. Yay for ego inflating.) -Door Glitch -Launch Glitch Castlevania CotM: -DSS Glitch -Warp to Dracula Glitch.
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Mitjitsu
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Fabian wrote:
AKA wrote:
Mukki wrote:
An ugly looking glitch, what then is the sexiest glitch?
BLJ's in SM64.
Is this some kind of weird third level sarcasm joke I'm not getting?
There is no sarcasm in what I was saying. I would define a cool glitch as the character suddenly moving very fast but without the need to zip through a wall, but you can still clearly see the character on the screen all the time, although the Zelda II glitch is an exception to this. An ugly glitch is where the character can effortless travel through any object, enemy or wall hence the LttP glitch. The reason I don't like the LttP one is becuase Link looks very disconnected from the game.
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The Blue Suit in Super Metroid & the Ultra Spin Dash in Sonic Advance
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Hmm, they have already mentioned here but my personal favorites are: Megaman: Zipping/warping in walls (absolutely favorite) Super Metroid: Mockball and blue suit And one which I haven't seen here yet. My mother did it once in Super Mario Allstars - Lost Levels. In castle, she jumped to "firepillar" (those fire things witch spin around) when she was small mario. And in panic, she pressed some buttons and she didn't died, but she became fire-Mario. She did it with console so I haven't been able to replicate it.
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Yeah, these old games have nice glitches, but they can't overcome the 3D games, such as Super Mario 64 and Legend of Zelda - Ocarina of Time or Majora's Mask. They're supreme!
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Drama, too long, didn't read, lol.
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Can someone explain to me why Mockball is considered a 'great glitch'? It's not that entertaining or useful, and I can't really understand why it's being compared to things like Blue Suit or the Murder Beam.
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Zurreco wrote:
Can someone explain to me why Mockball is considered a 'great glitch'? It's not that entertaining or useful, and I can't really understand why it's being compared to things like Blue Suit or the Murder Beam.
Not useful you say? It's actually of even more use than Murder Beam if going for fastest completion time because it allows you to get the early Super Missile and does allow you to skip Spore Spawn (probably the longest Boss fight after Mother) to easily save a min or something.
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Except that you can do early Super Missiles even faster with the arm pumping.
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I thought it was sexy because Samus jumps and everyone expects her momentum to come to a crashing halt when she lands, except you totally juke that into even faster, smoother, quieter movement. And you can do some cool stuff with the blue mock ball, and speedmockspringball as well.
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JXQ wrote:
And you can do some cool stuff with the blue mock ball, and speedmockspringball as well.
So how long until we find the shinyspeedmockramalamadingdongspringball? (sorry, couldn't resist) My favorites would happen to be from Pinball Quest (lose a flipper, kind of), Ecco's "barrier bypass", and Zelda 4's "Keep Marin forever". It's kind of funny that way. ... Yeah.
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Saturn wrote:
My favourite glitches I am aware of: - Murder Beam (Super Metroid)
I honestly don't understand what's so "cool" about this glitch. Ok, it might have some cool factor for someone who has *played* the game through, then sees instructions for this glitch somewhere and then plays the end again using it. However, for a viewer this glitch is just horrible. The original "story" in the end battle, when played in the usual way, is quite clear and easy to see even to someone who has never played the game. However, when this glitch is used the story becomes completely destroyed and the whole end battle ends up filled with visual artifacts (because of the snes engine not being able to draw all the sprites), causing the end battle to be completely confusing. With the glitch not only is the main boss heavily artifacted, with large pieces appearing and reappearing, the storywise important part of the metroid coming in and helping the hero(ine) is completely destroyed because the sprites never even appear on screen due to the heavy sprite engine artifacts. In other words, when the glitch is used, the end battle becomes very confusing, full of visual artifacts, the story gets completely destroyed and the viewer just can't know what is happening. The end battle becomes visually and storywise destroyed. And what is worse: Using the glitch doesn't make the run faster! I just can't understand what's so "cool" about this.
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The mockball is one of my favorites too because it just looks so smooth, especially with a long preceding jump. I also love the short shinespark, it just opens up so many new cool opportunities.
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Zurreco wrote:
Except that you can do early Super Missiles even faster with the arm pumping.
Only in TAS.
Warp wrote:
Saturn wrote:
My favourite glitches I am aware of: - Murder Beam (Super Metroid)
I honestly don't understand what's so "cool" about this glitch. Ok, it might have some cool factor for someone who has *played* the game through, then sees instructions for this glitch somewhere and then plays the end again using it. However, for a viewer this glitch is just horrible. The original "story" in the end battle, when played in the usual way, is quite clear and easy to see even to someone who has never played the game. However, when this glitch is used the story becomes completely destroyed and the whole end battle ends up filled with visual artifacts (because of the snes engine not being able to draw all the sprites), causing the end battle to be completely confusing. With the glitch not only is the main boss heavily artifacted, with large pieces appearing and reappearing, the storywise important part of the metroid coming in and helping the hero(ine) is completely destroyed because the sprites never even appear on screen due to the heavy sprite engine artifacts. In other words, when the glitch is used, the end battle becomes very confusing, full of visual artifacts, the story gets completely destroyed and the viewer just can't know what is happening. The end battle becomes visually and storywise destroyed. And what is worse: Using the glitch doesn't make the run faster! I just can't understand what's so "cool" about this.
Thats exactly why it's a great glitch. I mean the more the game screws up by using it, the more heavy (heavy=great for me) is the glitch. It doesn't have to look beautiful IMO. I especially like about it the automatic damage effect that also allows other cool tricks to do like passing through walls/grey doors if using in rooms with freezable respawning enemies which for example increases NBMB (no Boss/Mini Boss) by at least 2% that way.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun