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/vr/ - Retro Games

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>> No.10190371 [View]
File: 174 KB, 771x574, maybe they jump over the enemy when mario isn't looking.jpg [View same] [iqdb] [saucenao] [google]
10190371

>>10190361
Wait you had 2x 50% Temu coupons? How?

>> No.10109201 [View]
File: 174 KB, 771x574, maybe they jump over the enemy when mario isn't looking.jpg [View same] [iqdb] [saucenao] [google]
10109201

>>10108824
>That one guy that likes the rp3 start/select placement
I refuse to believe such a being exists.

>> No.10059631 [View]
File: 174 KB, 771x574, Super Mario Bullshit.jpg [View same] [iqdb] [saucenao] [google]
10059631

>>10059324
>Not the first game to turn a glitch into a "secret technique" in the manual

Manuals tried to explain away glitches, bugs, and technical limitations away as "Oh, we totally intended that" all the time back then. I remember reading that the manual for Adventure for Atari 2600 tried to explain away how stuff flickers if you have too many sprites on screen they can flicker and not register collision as basically too many magical objects in close proximity interfering with each other.

I also remember reading the manual for Super Mario Bros and it tried to explain away how a kicked Koopa shell does not kill off-screen enemies as "Maybe they jump over it when Mario isn't looking"

I am sure there are dozens of other examples I am overlooking.

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