Castlevania: LoS – Minor Glitchy Ideas
Some glitchy leftovers I had put aside as Glitch Package-fillers, but decided to just upload them due to lack of time to do up a proper vid. To learn stuff like this, read the glitch FAQ written by AKheon and myself at: http://www.gamefaqs.com/ps3/952494-ca... Points of interest: 1. Assisted long jump version 2 at the Catacombs – It's possible to do Assisted Long Jumps at some skippable cutscenes. This is done by starting to do a Backwards High Jump over a cutscene trigger that would have enemies appear on completion. Jump above to where an enemy will appear, and then drop to activate the trigger BUT use your second jump at nearly the same time that you activate the trigger. This second jump combined with the enemy's strike at some point during the scene, creates Assisted Long Jump's “Damage Boost” effect. After skipping the scene, Gabriel will go flying horizontally very far. 2. Long jump at the Music Box – You don't need to used any Water Bombs to Long Jump there. 3. Bell Prompt at Refectory – The Bell prompt can easily be broken out of by doing a few different moves a split second before activating it. Activating the prompt normally freezes Gabriel in place to show you a scene. Breaking out of the prompt allows you to move during which you can break a crystal and kill the enemies inside the scene. Doing this gets you stuck. Not in vid: During the breakout I rolled to the grapple point to grab it, but during the scene the game freezes Gabriel again. 4. Camera glitch at Maze Gardens – Trying to grab those green enemies that drain your health near the Spider's web causes a grab break-out. And this can trick the game into letting you keep the close-up (shaking) camera of the mini-game. This even forces the game to focus on Gabriel during the Vampire Key puzzle. 5. Combined input glitch – If you press X during some air attacks, the game combines the attack with your second jump. For example, Avalance Punch normally has no horizontal movement. But pressing X during the attack gives nearly as much horizontal movement as Landslide Punch (but without slamming to ground afterwards or auto-targeting). May have specific uses somewhere? Pressing X during Landslide punch gives some pretty extreme horizontal movement. This enables a new type of (obsolete) High Jump or Unique finisher (mostly useful with backwards long jumps, since you only get the horizontal effect if you have a second jump available). So unfortunately this fact stops this glitch being useful pre-wings. Need to test this more with other moves, combining air-attacks with your second jump may have greater potential then we know at this date. 6. Semi-activated Music Box glitches – I've barely tested this glitch, but it may lead to a situation where you may activate all the traps at the same time, and with incorrect cylinders. The glitch and some results at this date: (a) The Music device can be made to enter a glitched state where it seems that it is both activated and also not activated. This is done by, using the Music Device prompt – inserting a cylinder – and then pressing “Back” at nearly the same time as you start the device. The trap corresponding to the cylinder will begin to play but without the scroll displayed, just the counter is displayed. At this point the game seems to think that the Music box is both on AND off. The reason I say this is because the counter vanishes completely simply by entering the menu and exiting again (not in vid). The Music will then play forever. Not only that, but the game lets you re-enter the musical device without the music stopping. (b) Rapidly creating this glitched state over-and-over, screws up the counter. The counter will oscillate randomly between high and low numbers before counting down extremely quickly. Once the counter reaches zero, its corresponding trap will keep functioning in an odd chaotic manner. I got one result where the spikes failed to kill Gabriel when he entered it, but not sure if this is due to the glitch state. (c) Since this Music Box glitched state lets you re-enter the mechanical device while a trap is functioning (without stopping the trap or song). You are able to switch the currently-playing cylinder, to a totally different one. Doing this causes the current trap to keep playing, while a second trap is also active (the traps normally can only be activated one at a time.) Switching cylinders mid-song, also lets you activate a trap with a totally different cylinder than normal. So it may be possible to complete the entire puzzle with much less cylinders than previously possible. But this needs to be tested more. (d) Entering the initial semi-activated state, and then re-entering the device while the song is still playing...but then exiting the device also creates a situation where the song plays forever. Without a scroll or counter displayed. 7. Some more out-of-bounds sightseeing at the Music Box.