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- Secret of Mana
- - writeup for Omnigamer
- Glitches in Secret of Mana
- - Arbitrary Script execution
- -- Effect: Allows you to
- -- Too lengthy to make a short writeup
- - Money-Glitch & Inventory manipulation
- -- Effect: Allows you to generate money from nothing, and further, have multiple items of the same kind in your inventory
- -- Was discovered by nobody in particular, many people. First put to use in the TAS by Japanese TASer "touch-me", whose run is still up on TASvideos.org
- -- Not sure who originally explored and refined these techniques. It was really well known by the time I got around to speedrunning SoM
- -- twitch.tv/iiCrowii was the first to implement the ability to use multiple item stacks of the same item in 1-controller speedruns
- - Equipment trashing
- -- Effect: Manipulate character-variables within a very limited range, in a very specific way. Can be used to unequip weapons on characters to equip multiple of the same weapons. Can also be used to reduce the "amount" of items in your inventory. This is mainly used to "multiply" items, by reducing a stack of items to "0"-amount, and then it wraps around to "7"-amount after using an item of that stack.
- -- Was discovered by nobody in particular. First put to use and explained in detail in the TAS by Japanese TASer "touch-me", whose run is still up on TASvideos.org
- -- Later on it was expanded and explored further for useful applications in RTA runs by me
- -- How to: You need to stand in specific coordinates on the screen, equip an armor piece and then thrash it
- - Weapon Overcharge Glitch
- -- Effect: Trick the game into skipping past the maximum charge level of your weapon and execute charge-attacks way beyond the normal limit of the game
- -- Was discovered by nobody in particular, many people at the same time. Very well known glitch since the beginning of internets
- -- How to 1: Requires a level 2 weapon. Tell the AI to charge the weapon to level 2 via "Action Grid" menu. Then, once the AI reaches level 2 charge, before the character releases the attack, tell the AI to charge the weapon to level 1
- -- How to 2: Requires a level 2 weapon and a level 1 weapon. Manually charge up the level 2 weapon to the max. Then use a 2nd controller to switch out the level 2 weapon with the level 1 weapon
- - Weapon charge retainment
- -- Effect: Unleash a charge-attack, and then use the same charge-level again on the next attack without charging up the normal way again
- -- Unfortunately I don't know who originally discovered this. When I got around the SoM speedrunning, twitch.tv/LuigimeisterSA was already using this technique. The TAS actually does not include this glitch.
- -- How to: Charge up attack on 1st controller, then open menu on 2nd controller, release charge on 1st controller, close menu on 2nd controller, re-hold the charge-button on the 1st controller
- -- It was later discovered by twitch.tv/iiCrowwii , that you can retain charge-attacks even with 1 controller. You need to have the AI charge up, and then switch to that character via Select-button. And then you have a 0-4 frame window to re-hold the charge-button and retain the charge attack
- - Save-warp
- -- Effect: Warp to any location that is currently displayed on screen with characters from a savefile (Includes cutscene-locations). This allows us to generate invisible characters
- -- I just realized, that this one is probably too lengthy to write-up too, and I'll delay delivering this thing to you even further °..°;
- - Barrel Power Slide
- -- Effect: Locks the characters in a directional movement for a few seconds, ignoring any form of conveyor-belt- or slide-effect
- -- How to: Equip a barrel on a character, then heal them. Whichever direction they are currently moving in, will be locked in for a few seconds
- -- Video showcase: https://youtu.be/uxv0ESwQFwc?t=1h4m20s (1h 4min 20sec)
- -- The little section at the entrance of the Fire Palace is a "ramp", which pushes you down at the same speed as the normal running speed. There's other ways to climb that ramp (Such as using charge-attack animations or punching with a glove repeatedly), but this technique saves about 2-3 minutes of incredibly difficult execution for a 1-controller run, and about 30 seconds for a 2-controller run
- -- Discovery: I was playing around inside the Water Palace, attempting to try and skip certain triggers and used a barrel and healed the character in the barrel at random sometime. It was kind of known, that sometimes the barrel behaves in a strange way, but we hadn't looked into how it exactly worked until then.
- - Rope Pole behavior:
- -- Effect: Not technically a glitch, but an exploit. The way Rope poles work normally to jump across a gap has the following requirements: 1) Player has to stand on the correct tile 2) Player has to have the Whip-weapon equipped 3) Player needs to attack a rope-pole. If all the conditions are fulfilled, the player will jump in facing direction (!) for about 4-5 tiles worth of distance, through walls and everything
- -- Worth noting as well, that the Whips attack-hitbox starts about 1.5 tiles away from the player, so it is normally not possible to hit a rope-pole that is right next to you. But if you could hit it, while still fulfilling all requirements, it would work with any rope-pole you hit.
- - Barrel-attack
- -- Effect: Barrel attacks are a weird property when a character "equips" a barrel. The attack-hitbox of the barrels are dependant on player facing direction
- -- This can be used to attack things not normally within reach with a whip (Because you can't attack things right next to you with a whip)
- -- Video: https://www.youtube.com/watch?v=N-0X0-P7eFU 1:55:33 in the video
- - Barrel multihit
- -- Effect: When using a healing-item and then before the healing-effect takes place, use a barrel on a character, the barrel somehow attacks about 8-15 times within the span of a second
- -- This is not currently used in any serious run of any categories
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