Post by xexyz5011 on Feb 18, 2012 16:30:38 GMT -5
Hey all, I'm new here, and I first would like to say hello to all fellow ST fans! But on to the point of this topic...
I found information on a debug mode while searching the web for StarTropics-based stuff. I don't know if you guys already know about this, and I apologize if so, but here's the link just in case:
tcrf.net/StarTropics
I've played around with it quite a bit in both games, and I've found a few interesting things, mostly through using the walk-through-walls feature in the overworld. I'll list some of my findings below:
StarTropics
-If you walk through the guard in Coralcola and go to the first dungeon without getting the Yo-Yo, you'll have it anyway when the dungeon starts.
-You can skip any dungeons that have their entrance and exit on the same map with no harm done to the game, as long as they don't trigger a story event that has to happen in order to progress (so for example, you can't skip the Chapter 2 dungeon because beating it triggers the baby dolphin to appear on the overworld).
-The above also means that you can do dungeons out of order, which leads to...
-In Chapter 3, you can actually get the Morning Star from Shecola and take it into the dungeons you usually have to beat without it! Obviously it isn't a huge deal or anything, but it's still pretty neat to play with. Unfortunately, you can't take the Super Nova to earlier dungeons, but there is a fairly interesting glitch you can trigger by using the dungeon select feature...
-If you start on the first dungeon you face after obtaining the Super Nova, and then immediately back out, you will find the red cube waiting in its usual spot as if you hadn't collected it. Grabbing it doesn't appear to do anything odd on the overworld, but taking it back ino the dungeon will reveal that the Super Nova has become a glitch weapon that behaves rather strangely.
-Occasionally this glitch weapon will behave like the Bat subweapon, but more often it will act as an instant-kill button of sorts, causing Mike to fall through the floor and die as soon as you press the button. I definitely need to do more research on this thing, and see if there are any other effects.
-Walking beyond the boundaries of maps can cause a few weird things to happen. Sometimes the game will just crash, but other times you will "wrap around", so to speak, and reach the same islands you were at before. They will also occasionally fail to load fully, loading only half of them or something like that.
-During the return to C-Island at the end of Chapter 8, you can freeze the game if you walk up to the lab. I guess the game tries to load up the initial Sub-C sequence from Chapter 1 but bugs out because it's Chapter 8...or something like that.
-Unfortunately, nothing happens if you try to go back into the first dungeon along the same lines. I don't remember for sure, but either the hut interior simply doesn't load or the stairs do nothing when you step on them.
Zoda's Revenge
-I haven't done nearly as much fooling around with this game as I have with the first (due to me only somewhat recently purchasing it), so I haven't made too many interesting discoveries with this game. All the stuff about skipping dungeons and doing them out of order still applies here, though, thanks to both debug modes being virtually identical.
-I DID find out that all of C-Island is programmed into the game although a good chunk of it is completely unviewable by normal means. You can even walk on all the grass pathways normally. Unfortunately, nothing happens if you walk up to Dr. J's lab.
Those are my findings with playing with this thing so far, and hopefully I'll be able to learn more by messing around.
Again, sorry if old, but I wanted to share my findings and see what other people may have found out or just discuss this.
I found information on a debug mode while searching the web for StarTropics-based stuff. I don't know if you guys already know about this, and I apologize if so, but here's the link just in case:
tcrf.net/StarTropics
I've played around with it quite a bit in both games, and I've found a few interesting things, mostly through using the walk-through-walls feature in the overworld. I'll list some of my findings below:
StarTropics
-If you walk through the guard in Coralcola and go to the first dungeon without getting the Yo-Yo, you'll have it anyway when the dungeon starts.
-You can skip any dungeons that have their entrance and exit on the same map with no harm done to the game, as long as they don't trigger a story event that has to happen in order to progress (so for example, you can't skip the Chapter 2 dungeon because beating it triggers the baby dolphin to appear on the overworld).
-The above also means that you can do dungeons out of order, which leads to...
-In Chapter 3, you can actually get the Morning Star from Shecola and take it into the dungeons you usually have to beat without it! Obviously it isn't a huge deal or anything, but it's still pretty neat to play with. Unfortunately, you can't take the Super Nova to earlier dungeons, but there is a fairly interesting glitch you can trigger by using the dungeon select feature...
-If you start on the first dungeon you face after obtaining the Super Nova, and then immediately back out, you will find the red cube waiting in its usual spot as if you hadn't collected it. Grabbing it doesn't appear to do anything odd on the overworld, but taking it back ino the dungeon will reveal that the Super Nova has become a glitch weapon that behaves rather strangely.
-Occasionally this glitch weapon will behave like the Bat subweapon, but more often it will act as an instant-kill button of sorts, causing Mike to fall through the floor and die as soon as you press the button. I definitely need to do more research on this thing, and see if there are any other effects.
-Walking beyond the boundaries of maps can cause a few weird things to happen. Sometimes the game will just crash, but other times you will "wrap around", so to speak, and reach the same islands you were at before. They will also occasionally fail to load fully, loading only half of them or something like that.
-During the return to C-Island at the end of Chapter 8, you can freeze the game if you walk up to the lab. I guess the game tries to load up the initial Sub-C sequence from Chapter 1 but bugs out because it's Chapter 8...or something like that.
-Unfortunately, nothing happens if you try to go back into the first dungeon along the same lines. I don't remember for sure, but either the hut interior simply doesn't load or the stairs do nothing when you step on them.
Zoda's Revenge
-I haven't done nearly as much fooling around with this game as I have with the first (due to me only somewhat recently purchasing it), so I haven't made too many interesting discoveries with this game. All the stuff about skipping dungeons and doing them out of order still applies here, though, thanks to both debug modes being virtually identical.
-I DID find out that all of C-Island is programmed into the game although a good chunk of it is completely unviewable by normal means. You can even walk on all the grass pathways normally. Unfortunately, nothing happens if you walk up to Dr. J's lab.
Those are my findings with playing with this thing so far, and hopefully I'll be able to learn more by messing around.
Again, sorry if old, but I wanted to share my findings and see what other people may have found out or just discuss this.