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  1. #121
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    That Queen's Blade mmo caught me by surprised(being made).




    Can't wait for Queen's Blade: Rebellion though!

  2. #122
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  3. #123
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  4. #124
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  5. #125
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    Interesting parts start at 15:45.

  6. #126
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    Awww those were the days. Glitchy ass N64 games <3

  7. #127
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    One thing that's always puzzled me about glitch runs: How the fuck do they find that shit?!

  8. #128
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    Quote Originally Posted by arus2001 View Post
    One thing that's always puzzled me about glitch runs: How the fuck do they find that shit?!
    The wrong warp was originally found by trying to skip the cutscenes after entering the blue warp. If you exit the room at a certain time after entering it (this used to be done with odd mushroom, which warped you away once the timer ran out) you won't see the cutscene, but will still get the medallion. This has been known for a long time, but it hadn't really been looked into too much, since it was not necessary to enter even a single dungeon other than ganon's castle to beat the game. Then a few months ago, someone tried dying while entering the warp. This had the affect of warping them somewhere completely different (and still getting the medallion).

    After that, it didn't take long to find a way to warp directly to the credits, from dodongo's cavern, using farore's wind with a warp point saved in the temple of time (can be seen here, which was the world record up until yesterday). This worked well, but required a whole lot of running around, getting magic, getting to adult, dodongo's cavern, doing RBA, and light arrow cs, etc. The new warp is basically the same thing. It leaves the room at the exact same time the blue warp takes you out of the room, except this time it just walks right out of the door, instead of dying/using Farore's wind, etc.

    You have to remember, this game is 15 years old, and there are people actively looking for glitches in it almost every day. Some glitches are found by luck, others by actively looking for them, and others by dissembling the game's code and studying it. These glitches aren't found overnight. It took more than two months after wrong warping was originally found, and extensively tested before anyone got the idea to just walk out of the door during the warp.

  9. #129
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    Well, I'm not just limiting it to this particular case. Chance, repeatable bugs are one thing, but at a glance, the above seems to involve using a bottle, maybe trying to do it while at the warp, then just doing some weird backflipping and pause spam until something intangible in japanese happened. Anyway, I've seen weird shit from Mario 64, people finding ways to bypass obstructions in Metroid Prime (without using things like bomb jumping), or like in the XBL Castlevania arcade game how in the retro stage, using the mannequin with Soma at the right place on an elevator can reverse gravity and let you jump through a ceiling basically skipping 3/4 the stage. I'm sure there are even newer games with freaky bugs/exploits that down really have the benefit of rigorous backwards engineering to find such things, like the CV example, which came about the very night map was released. So, yeah, while some bugs carry an element of "sense" to why they happen, others still have that "WTF?!" element.

  10. #130
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    The bottle backflip lets you play an item (the sword in this case) as an ocarina. This is useful because it pauses the warp timer, and allows you to move once you stop. You could also use beans to move after the warp, but that doesn't pause the timer, so you can't reach the door in time. The pause spam is just used to advance frame by frame, since the trick is frame perfect. Even a single frame off would not have worked. The exact method was worked out by playing it on an emulator with save states, frame advance, and memory watching, which is how many glitches are found.

    Some glitches are just found purely by luck, but many are not. If you are familiar with the game's engine it's a lot easier than you might think to come up with ideas. Most won't work, but some do. 15 years of that later, and it's not terribly surprising that we've found such things. It's often just a matter of repeatedly trying (semi) random things, until something interesting happens.

    And sometimes people analyze the game's code directly. For example http://99.10.160.182/glitch.asm explains how http://www.youtube.com/watch?v=Syo5sI-iOgY was done.

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  12. #132
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  13. #133
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  14. #134
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  15. #135
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  16. #136
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  18. #138
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    why is this game so hilarious to watch


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    that looks amazingly funny to play with buds but so very frustrating to try to play seriously

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