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/vr/ - Retro Games


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8551165 No.8551165 [Reply] [Original]

what is your favourite glitch in a retro game?

>> No.8551296

>>8551165
SMB minus world

>> No.8551336
File: 450 KB, 1440x780, 2015-06-14_00003.jpg [View same] [iqdb] [saucenao] [google]
8551336

>> No.8551507

>>8551165
A romhack where you play as Team Rocket makes Missingno part of the plot. It's hilarious.

>> No.8552168
File: 93 KB, 640x480, telefrag target.png [View same] [iqdb] [saucenao] [google]
8552168

The VooDoo Doll glitch in Doom.

>place start position for player 1
>now place a second start position for player 1
>player 1 will start in the last placed start position
>in the others, an 'empty' player pawn will spawn
>he will do nothing at all, because he isn't controlled by any player
>but since both are player 1, anything that happens to the doll also happens to the player
>ergo if the doll is somehow injured or somehow picks up an item, the player does too
>if the doll somehow manages to pass over a walkover triggered linedef special, it will activate
Naturally, when this glitch was discovered, people started thinking of ways this could be exploited for the maps they're making. An obvious one is to make it a death trap for the player somehow, making a crusher kill the doll and thus the player, or perhaps a really tall crusher so that you have to beat the level before it reaches and crushes the doll, thus making it a timed mission.

In Final Doom, you can see it exploited somewhat, such as having the doll in a little box hidden from the rest of the level, and you can be made to telefrag yourself as a deathtrap, or the doll can sit on a ledge in a box and be lowered onto an item to give said item to the player.
People did this and that with the VooDoo Dolls, but where it really got off the hook is when Doom's source code was relaesed, and people made source ports such as Boom, which added features such as conveyor belt effects, which could be used wherever in your level, but then someone realized:
>Hey, what if I put a doll onto a conveyor like this, and put a bunch of walkover linedefs in a row in front of it, and the VooDoo doll gets released onto the conveyor because the player hit a switch or tripped an invisible walkover linedef himself?"
And people started doing just that.

>> No.8552207

>>8552168
What this lead to was people creating essentially primitive Rube Goldberg scripts, and you can actually get pretty creative with them if you want, you can even have a repeating set of actions by making the doll teleport to the beginning of the conveyor once he reaches the end, or repeatable actions by just putting timed doors in that looping conveyor sequence.

But this is largely restricted to Boom sourceports, and other sourceports which support the Boom mapping format (every ZDoom family port, for instance). People did find a way to sort of do it for the original game, by crushing an explosive barrel near the VooDoo Doll, the explosion would push it, and it could be made to do 'scripts' in this way, though it comes at the obvious disadvantage that the player just took some damage, at best cluing him in on the fact that something is up, and at worst killing him, and there's only so much distance you can get out of that.

Regardless of if you're using the more capable Boom format, or Vanilla, a funny thing is that levels using setups like these are mostly a lot more popular than more advanced UDMF format levels for GzDoom, which can use real scripting languages

>> No.8554368

also the glitch world behind the doghouse in LA

>> No.8554401
File: 94 KB, 600x500, MISSINGNO.jpg [View same] [iqdb] [saucenao] [google]
8554401

Missingno is crazy, but overall the Trainer Fly glitch is probably more useful. That is, as far as the relatively simple-to-execute glitches go.

OoT is also a treasure trove.

>> No.8554562
File: 272 KB, 850x754, 1641087527114.png [View same] [iqdb] [saucenao] [google]
8554562

I might be a little biased because I found it the very first time I played the game, but the double jump glitch in Spyro 2 is an all time favourite. It's a lot of fun to climb around in levels where you're not supposed to be just because you can suddenly make all those jumps that are intended to be just out of reach by the devs.

>> No.8554918

>>8552168
>>8552207
So much text for such a useless and uninteresting glitch.

>> No.8555072

>>8554918
Speak for yourrself, I found it very interesting

>> No.8555074

The time reset bug using the murder beam in Super Metroid. Being able to just reset all of the flags, respawn items etc while keeping all your current shit was so cool, going back to criteria before all of the lights are turned on etc. And how the save screen tracks all of your energy tanks even pas the limit, filling up the entire screen if you pick up enough. Spent so much time dicking around with that

>> No.8555242

>>8554918
It's extremely useful though.

>> No.8555257

>>8555242
>>8555072
t. never played a game with a decent level editor

>> No.8555313

>>8555257
I have, but those games don't have as fun gameplay or design.