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Anonymous No.717366809 >>717367997 >>717369568 >>717370774 >>717370974 >>717371402 >>717374012 >>717374552 >>717375515 >>717375676 >>717376356 >>717376962 >>717378246 >>717378373 >>717378583 >>717381119 >>717381553 >>717381951 >>717381987 >>717384126 >>717384275
(You) there. Tell me something about a video game that makes you go like pic rel.
A dev story. A mechanic. A secret. Whatever mildly interesting things you wanna bring up.
Anonymous No.717366957
I just love when a character goes stylish, badass, almost edgy. They're the sole reason I play video games and watch anime.
Anonymous No.717367143 >>717367204
The song "SOFT LANDING ON THE BODY" is the very first song in any rhythm game to feature sudden large tempo changes. It ended up coining the term "soflan" to refer to any song that has sudden tempo changes.
https://www.youtube.com/watch?v=o1-1wSguM4I
Anonymous No.717367204
>>717367143
And the funny part is that the tempo change wasn't even intentional, it was a bug that they decided to keep because it was funny and interesting.
Anonymous No.717367235 >>717370216 >>717381424
Hideo Kojima used Legos to create the layouts for Metal Gear Solid's levels.
He once brought his son to work and showed him how the lego sets he built were translated into 3D video game levels.
He later came home to his wife angry with him because his son told her that he plays with legos at work all day.
Anonymous No.717367247 >>717376868
deep within the super metroid rom there are a few rooms that aren't connected to any doors, so they are no longer accessible. mostly they are incomplete copies of existing of rooms, so nothing really interesting was lost
however, there is one room that neither is connected to any doors nor has a room header associated with it. the later feature is unique, and hacking tools can't locate it because of the missing data
i patched the room back in to see what it was, and to my surprise, it's a completely different alternative to a room that is in the game. even more surprising is that this version of the room is the ONLY thing that was changed between the dev map and the final game. you can spot it if you search the map carefully. i don't think many people know about it.
Anonymous No.717367736 >>717368267
I still have no idea what specific issue causes the breasts of the Blackwater City hoverboard racing girl to inflate when you do side flips next to her but God is it funny
Some say it's an easter egg though
https://youtu.be/ItGvtC8ojwE
Anonymous No.717367997 >>717368209 >>717381973
>>717366809 (OP)
Teleportation attacks and after images.
My favorite games and bossfights all consistently have them.
Anonymous No.717368209
>>717367997
>after images
those fucking rule, I like Akuma and Alucard
Anonymous No.717368267
>>717367736
surely it is
can’t you do the same thing with Courtney Gears in one of the other games?
Anonymous No.717368382 >>717369209
In Namco Museum 3, there are 2 additional versions of The Tower of Druaga, which are custom ROM-hacks of the arcade game made specifically for NamcoMuseum. They are both hidden away and unlocked through cryptic/hard means, with the latter basically being a cheat code in an already hard-to-find version of the game.

The first one, "Another Tower", is a much harder version of the game and is in a secret area of the museum. You have to hold L1 & R1, and rotate your dpad in a circle 3 times to get a pickaxe and unlock it.

The second one, which is unlocked by going to the Another Tower game's test mode, flipping Dip Switch #4, Going back to the game & entering a credit, and pressing X, Right, Circle, Down, Square, Left, R1, L1, R2, L2, allows you to access "Darkness Tower", an EXTREMELY hard version of the game. Like, "One of the treasures needed to beat the game requires you to open the disc cover on your console in order to get it" hard.

Thanks for the trivia thread OP, every time I try to start one nobody posts in it.
Anonymous No.717369114
There was a hidden easter egg in Arkham Asylum hinting that the next game would be set in Gotham itself. It was behind a breakable wall that didn't register on Detective Vision and needed the full three explosive gels to knock down.

Nobody ever found it. Rocksteady had to tell people it was there.
Anonymous No.717369209
>>717368382
The PS1 Namco Museum games had a ton of weird shit hidden in it.
Anonymous No.717369568
>>717366809 (OP)
The famous Milkman Conspiracy level in Psychonauts is based on the ramblings of some dude who swept the alley outside Double Fine's office
Anonymous No.717369929
In San Andreas the screen brightness setting is not purely visual, it also makes stealth easier or harder
Anonymous No.717370216
>>717367235
>He later came home to his wife angry with him because his son told her that he plays with legos at work all day.
kek, I knew about the lego layouts but I didn't know this
Anonymous No.717370305
Breath of the Wild has a periodic Blood Moon event that triggers every few days. Moon rises and turns red, ominous music builds up for a bit, evil smoke starts swirling everywhere, and eventually a cutscene triggers depicting monsters respawning. Functionally, it respawns all enemies and loose items in the world and resets them to their default state.
The part I think is neat is that the event is utilized as an emergency garbage collection. If the game starts to get too close to its maximum RAM usage and is risking an out-of-memory crash, it will trigger a special Blood Moon event on the spot to reset everything to default. Some people call these "Panic Blood Moons", and they're pretty noticeable because they fast-forward through the buildup, and can be triggered at any point, even during the day. You're unlikely to see it on a normal playthrough though, unless you cover a lot of the map in a short amount of time, causing too many things to spawn.
Anonymous No.717370774
>>717366809 (OP)
Spyro: Shadow Legacy on DS has a coding oversight, in that if you try to open a boss door without having the right amount of items, the door will get permanently locked and you can't proceed past it, effectively softlocking your save file.
Anonymous No.717370949
Street Fighter 3: third strike has a lot of bugs and unintended stuff. One of those things is that whenever Q crouches it was believed that his grab hitbox would vanish which is why he was immune to grabs and throws. later it was found out that his hitbox would actually be airborne which allows you to do air grabs
Anonymous No.717370974
>>717366809 (OP)
Me when the fat faggot hotpocket lets a XIV thread get to bump limit on patch day
Anonymous No.717371170
In Sims 3, if you cook Ambrosia and drop it on the floor on the public cemetery, one of the ghosts will eat it, get resurrected, then enter a car and drive out of town.
Anonymous No.717371204
I like this no humans sign in doom
Anonymous No.717371256 >>717373721
In the EU version of the Link to the Past + Four Swords on the GBA, you can't name yourself GOD. But it's not because of a name filter. The game doesn't have one at all.
Instead, it's because of a checksum function to verify the integrity of save files. It uses faulty programming math that causes very specific scenarios where it will decide a save file is corrupted when it isn't. One of these specific scenarios is a save file with 0% progress named GOD, causing it to deem the file corrupt before it's even created.
Anonymous No.717371402
>>717366809 (OP)
In armored core 6 if you fix the camera to be facing in front of you ( standing still ) and slightly leaning to the left ( the right of your mech ) if you do a quick turn with all those factors rightly set up you'll do a quick 360 and it looks funny.

In Bloodbourne deep in the forest where there's all those snake balls there's a serpentine patch of grass next to one of the path going deeper in the forest that's moving no truly like if the wind was blowing into but in a more snake like manner, same way the snake balls in the game do. Maybe intentionally so to increase the player's paranoia.

In sekiro if you parry enemies you break their posture.
Anonymous No.717371485 >>717372251 >>717372678
I invented rayman
Anonymous No.717372251
>>717371485
Were the fuck is Rayman 4 Ancel?
Anonymous No.717372678
>>717371485
Speaking of, the first Rayman game originally had all sorts of bizarre bullshit in it during development.
Anonymous No.717373016 >>717373116 >>717384526
Yoji Shinkawa worked on Godzilla Final Wars concept art. Hideo Kojima was also an extra in the Final Wars director's earlier film Versus.
Anonymous No.717373116
>>717373016
Holy thighs, humina humina
Anonymous No.717373417
During the crunch development period of Crash Bandicoot, developers saved time by only eating food items that could be pushed under the door by the people bringing them, such as pizza and cookies.
Anonymous No.717373623
In Satisfactory, you can abuse the photo mode to automatically resurrect yourself once you're ragdolling during death.
You can enter photo mode while dying / dead and one of the first person camera modes reinstates the ragdolling player entity as alive and well, provided they're still in a ragdolling state.

You can use this to propel yourself passed the end-of-world autokill areas which actually don't extend infinitely but are just deterministically sized manually placed killboxes. The net result is that if you abuse *another* mechanic wrt how the crappy Unreal Engine physics works out to build what is colloquially referred to as a 'hypertube cannon' - you can propel yourself into the fully modeled areas of the skybox and walk around out there.

(Sadly you cannot actually build anything out there. The game does protect against that, apparently.)
Anonymous No.717373721
>>717371256
>causing it to deem the file corrupt before it's even created
there is something deeply profound about that
Anonymous No.717373838
In Alpha Centauri, using formers to raise land actually effects rainfall.
Anonymous No.717374012 >>717374817
>>717366809 (OP)
Phanpy can learn Water Gun as an egg move in PokΓ©mon Crystal. PRΓ–Γ–Γ–Γ–Γ–Γ–Γ–H :DDDD
Anonymous No.717374552 >>717375010 >>717375631
>>717366809 (OP)
The original Oddworld games from 1997 and 1998 accidently made their game perfect due to the limitations of the PS1.
Originally they were meant to be completely free-form platforming like Crash Bandicoot or Hollow Knight with a camera that followed the player and no grid-based movement.
But the PS1 wasn't strong enough to handle both that and the extreme graphical fidelity of the game that was brought on by the gamed NURBS based 3D-models and environments, hence why the game is so heavily pixelated.
The game was always intended to be 2.5D, 2D sprites made from 3D models, but it was also meant to be a full-on side scroller.
With everything thrown in, the game needed to be broken up into screens with grid-based movement and mechanics in order to fit onto the PS1 alongside it's highly graphical FMV cutscenes.

Then Lorne Lanning went full retard not realising that he'd already made the games perfect, made a remake in 2014 just like he originally wanted which was dogshit because it didn't work, and then made a second flop remake alongside incorporating modern trend slop and removing all the fun of the original games.

I am still mad.
Anonymous No.717374817
>>717374012
I can't remember the name of the game but some 90s flight simulator type game had an error that caused it to crash when shutting down, and they couldn't fix it before shipping. So they changed the error message to say "Thank you for playing!" and shipped anyways
Anonymous No.717375010
>>717374552
The exquisitely crafted world and characters in the new game double the pain, another case of "what if" lingering like a toothache.
Anonymous No.717375515 >>717375676
>>717366809 (OP)
As the MSX normally has two cartridge ports, some konami games are programmed to do some mix ups.
For example if you put penguin adventure on the slot 2 and gradius 2/nemesis 2 on the slot 1, you play it with penta:
https://www.youtube.com/watch?v=XRQ7jgw5HN8
You can also use q-bert to enable some cheat codes and maze of gallious to not lose your power ups when you die.
Anonymous No.717375598
Blood and limbs flying all over the place in action games.
Anonymous No.717375631 >>717375847
>>717374552
So the only Oddworld games worth playing are the first two, right?
Anonymous No.717375676
>>717375515
>>717366809 (OP)
Actually there are quite a few combos, and one actually needed to have the last salamander stage.
Anonymous No.717375847 >>717379321
>>717375631
The later OG Xbox games are also fine for what they are and different experiences, it's just that Lorne went full fucking moronic retard and tried to reinvent the wheel with the first two games.
Munch's Oddysee is stripped down from what it should have been but is still a full and solid experience that expands the world in 3D rather than a side-view platformer.
Stranger's Wrath is even more oddity into Oddworld and the end of the game is rushed as fuck but the main gameplay loop in the first and second half of the game is solid as fuck and very fun. Amazing use of FPS/TPS hybrid/Beat-em-up alongside a very literal use of Live Ammo.
They're on steam in the Oddbox for cheap most the time.
Anonymous No.717376356 >>717376609 >>717377552
>>717366809 (OP)
In Serious Sam, the Kleer leaping sound bite is actually from the Michael Jackson song "The Way You Make Me Feel."
You can hear it at 1:07, just before the song starts.
https://www.youtube.com/watch?v=HzZ_urpj4As
Anonymous No.717376609
>>717376356
That's weird as fuck
Anonymous No.717376868 >>717381250
>>717367247
Is it the alternate version of the room where you drain the lava before fighting the Golden Torizo? That's the only room I can find on this map that's significantly different to what we got in the final game. I remember it just being a big pit.
Anonymous No.717376962
>>717366809 (OP)
Scott Cawthon was told the characters in his quaint, little games looked like creepy animatronics. After a long but unprofitable stint in game design, he said "fuck it" and decided to make his final attempt a horror game starring spooky Chuck E Cheese animatronics.
Anonymous No.717377552 >>717378109
>>717376356
Is that the right time stamp? I'm not hearing it
Anonymous No.717378109
>>717377552
Listen closely after Michael's patented 'HOO!', you can hear it at the end.
Anonymous No.717378246
>>717366809 (OP)
The parry/dodge and shooting mechanics in Expedition 33 were really fun and I hope more turn-based RPGs do something similar in the future. Also the sound when you parry an AoE attack made my dick rock hard.
Anonymous No.717378373
>>717366809 (OP)
In Wario Land 1, you can access dev mode by pressing start and then select 16 times, and holding A+B to increase or decrease any number, and give yourself powerups by pressing start again with the cursor over the lifes icon
Anonymous No.717378583
>>717366809 (OP)
In Age of Empires 2, the first mission in the Attilah campaign has a stupidly high amount of possible outcomes for the boar hunt event with Bleda. You can kill Bleda, let the boar kill Bleda, run away, try killing the boar but let Bleda take aggro, etc. Almost every one of these things is accounted for, and will change how the huns react to you and how many will join you
Anonymous No.717379321 >>717380171
>>717375847
Based Stranger's Wrath enjoyer, though I can understand they fans of the series weren't happy with the shift, like Doom 1-2 moving to Doom 3.
Anonymous No.717380171
>>717379321
It was received extremely well by the fans, myself included. The only thing that let it down was the rushed ending levels.
I also feel that Doom 3 was the best Doom game to date and I'm still sad that Doom 4 on the same basis was never made.
Nu-Doom and it's consequences have been a disaster for the series.
Anonymous No.717381119
>>717366809 (OP)
I really enjoy fishing minigames, but don't care for actual fishing games
Also
>In Final Fantasy VII, before leaving for Shinra HQ after Aerith gets taken, if you talk to Ifalna so she turns, she'll stay facing in any direction you turned her to during the cutscene
Anonymous No.717381250
>>717376868
*ding* *ding*
good eye
it's pretty cool it's still in the rom but is unreachable 2 times over without patching it in
Anonymous No.717381424
>>717367235
It's a shame he failed to produce a memorable soundtrack aside from the ending theme.
Anonymous No.717381553
>>717366809 (OP)
>(You) there. Tell me something about a video game that makes you go like pic rel.
The Mark11 and the FAL
Anonymous No.717381951 >>717382126
>>717366809 (OP)
In the second level of Marathon 2: Durandal there's a very well hidden secret room containing the first fusion pistol in the game, however there's an additional hidden room that can be accessed within the secret area, there are no items in the room, only tiny versions of the enemies fighting over a spilled bag of chips in the floor. When asked why he decided to add such a thing to the game, the level creator Jason Jones (who still works at Bungie to this day) said: "Nobody really understands it and thinks it's kinda weird and wonders what they're missing. I just really like potato chips!"
Anonymous No.717381973
>>717367997
Fuck yes. Also chain dash attacks, I love chain dash attacks so much.
Anonymous No.717381987 >>717382759 >>717384230
>>717366809 (OP)
I'm playing Fatal Fury right now and it's neat that Ken has a different idle stance depending on if you're using his SF6 or classic outfit.
Also if you land a Triple Geyser with Garou Terry he has a little animation afterwards where he reaches towards his head to adjust his hat due to muscle memory, but then he stops himself as he remembers that he isn't wearing a hat anymore.

Little fighting game details are my shit.
Anonymous No.717382126
>>717381951
Marathon is the victim of a cannibal murderer who killed it and now wears its skin.
Anonymous No.717382759
>>717381987
Here's another one: since SF5, we mostly know what a Raging Demon actually looks like. Now that we do, we also know that Dan's SF4 Shisso Buraiken is extremely similar to it. The first few blows especially. Although Dan does Kage's opening blow to the face instead of Akuma's opening grab, but after that the comparison is very easy to make. Right body blow to bring the opponent's head down. Take advantage with a blow to the head. Power hit that exposes the spine. Harsh blow to the back. After that the two diverge, with Akuma going into a rapid series of hits to the vital points and Dan using a launching kick, followed by a Koryuken and a pose for the camera.

Dan aims for the vitals way less than Akuma in general. When Akuma goes for the head he hits the temple which is like, brain-damage territory, while Dan goes for the chin. His power hit is a knee to the stomach instead of a haymaker under the ribs. And his back-blow is an elbow to the mid-back instead of a hook to the back of the neck. SFV's Shisso Buraiken is nothing like SF4's though. It looks way more Muay Thai based.

What I'm saying is that Dan can do a bootleg version of the ultimate technique of Satsui no Hadou, without actually using Satsui no Hadou, which is... kind of impressive? Like, he accidentally invented a non-lethal version of a technique that even Ryu can only do lethally. I guess Akuma probably can't do it non-lethally either but I doubt he would want to even if he could.
Anonymous No.717384126
>>717366809 (OP)
I always like it when you can play the good and evil sides of an established story. It's nice to see the evil side have their motivations, backstories, lore, internal struggles, and, you know, character, while still having the freedom of being as evil as you want. It also helps when the good side has it's problems without just doing the 'the good side is ACTUALLY THE BAD SIDE DUN DUN DUN'

Bonus points if it's NOT a bullshit 'you will change the story based on your actions', because usually that means you will just get a shorter branch of 2 stories with half baked motivations, logical and internal character consistency, and conclusions that makes you wish for at least 1 decent or even good story to follow.
Anonymous No.717384230
>>717381987
Ken being added to that game ended up being way more interesting than I initially thought it was gonna be.
Anonymous No.717384275
>>717366809 (OP)
>not the unedited one
Anonymous No.717384526
>>717373016
Ryuhei Kitamura (director or Versus and Final Wars) directed the cut scenes in Metal Gear Solid: The Twin Snakes.
Anonymous No.717385180
Wheezeworts in ONI share some of the sounds they used for the barnacles in HL2.
Anonymous No.717387036
based vidya thread