As much as coding goes so that your "Moods" application doesn't get hacked and it could be switched by a friend to "Gay" or "Emo", having a rich coding so that bugs can't be exploited to serve as a player's advantage and reach new heights, this coding flaw belongs to a video game in the 8-bit generation, and to what game you may ask, the one and only "Mega Man 3" by Capcom.
For the people in the Western Hemisphere at the time to understand and to be familiarized, they switched it from "Rock Man 3" which is for the gamers who live in Japan.
Now, as a start in Mega Man 2, balanced jumping were in both versions, but not in the USA version of it's sequel.
If you walk around in a robot master's stage and jump in specific areas, you might see Mega Man jump as if Crash, Mega Man's dog, was utterly useless, which occurs to me if he injected his legs with hydraulics, jumping to places unreachable in the Japanese version.
Second of all, as we know now that Mega Man has some kind of hydraulics in his legs to jump to new heights, you can actually avoid a restart of a robot master's level by using Mega Man's "hydraulics" and keep jumping like so, hearing the "pit death" sound, making the level silent of music until he reaches the boss's lair.
And as a final flaw of coding, if you've defeated Shadow Man and acquire his Shadow Blades, you can access your third and final special weapon, which is the "Crash Jet" and you can fill up and use without defeating Needle Man.
I think that the Mega Man development team over at Capcom were actually too busy making the game and not checking if there were any flaws in the game.
Saturday, March 29, 2008
Biggest coding flaw in video game history
Posted by Puppet Master at 2:39 PM
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