Uploaded December 2020 | Updated September 2026, 1 week ago
Quick how-to before I get into the ranty details:
1. Stand on/near the middle circle of the planetarium's roof
2. Open the city map and close it to fling yourself into the air
3. Move/airdash toward the nearby area border, spacing out your jumps to minimize the speed of your descent
NOTE: This may take multiple attempts due to the unpredictable nature of the fling. If you have an agent whose ability temporarily stops your fall (e.g. Hollywood), you can also use that to reset your fall velocity, in cases where every little bit counts.
An entertaining glitch I discovered while I was shard hunting. For some reason the planetarium roof always unfolds when accessing the city map. I saw this from a distance at first so I instantly got curious about what would happen if I were in the way as it unfolded. Seeing it catapult me made me want to explore more of it.
What I learned was that standing on the sides of the dome had a good chance of giving you lots of horizontal momentum alongside a good amount of air, but standing at the center of the dome would occasionally rocket you into the sky.
The magnitude of the fling varies greatly from pretty much nothing to spaceflight. It felt random at first, but I have a hunch it depends very much on your angle, positioning and the currently active agent (due to their varying sizes).
One thing to keep in mind when attempting to cross the boundaries is that there's an invisible wall extending the boundaries to about 2x to 2.5x its visible height. This is why you'll need a much stronger fling than what you'd expect.
The out-of-bounds area itself is surprisingly vast. The ground is largely invisible, but you can still walk on most of it (there are some gaps between the invisible and visible ground near the border). It helps to have an agent with an ability that you can hurl around to probe for safe surfaces, Simon's Quest style. Fortune's special is the best for this, but if you don't mind the waste, you could also use Gremlin Tech like the Gutterball Gun too.
There are points of unnecessary detail in certain areas (signs, transparent windows), implying they just copy-pasted a bunch of partially trimmed buildings to fill out the surroundings. The area out of bounds goes way further than you'd expect, taking a couple minutes of sprinting to actually reach the edge.
I observed two different results from falling off the map. The first one is your active agent is knocked out and you spawn back in the city, while the second is getting stuck in foggy limbo with no way out except closing the game, as shown in the video. I have a sneaking suspicion this might have been an unexpected occurrence due to me swapping agents at the exact right moment as it tried to KO the previous agent and warp me out. it may not be instantly obvious from the video, but the game no longer takes any input in the foggy limbo, other than the options menu.
Funnily enough, I considered looking around for a way to get out of bounds early on, but didn't wanna bother at the time, so this was a neat little surprise. I would have expected to have found a way somewhere near the temple area since that place had a lot of buildings near the boundary.
Chapters:
0:00 Glitch execution
0:28 Out of bounds exploration
1:52 Falling off the world edge
2:18 A warp that went wrong
2:22 Softlocked
Quick how-to before I get into the ranty details:
1. Stand on/near the middle circle of the planetarium's roof
2. Open the city map and close it to fling yourself into the air
3. Move/airdash toward the nearby area border, spacing out your jumps to minimize the speed of your descent
NOTE: This may take multiple attempts due to the unpredictable nature of the fling. If you have an agent whose ability temporarily stops your fall (e.g. Hollywood), you can also use that to reset your fall velocity, in cases where every little bit counts.
An entertaining glitch I discovered while I was shard hunting. For some reason the planetarium roof always unfolds when accessing the city map. I saw this from a distance at first so I instantly got curious about what would happen if I were in the way as it unfolded. Seeing it catapult me made me want to explore more of it.
What I learned was that standing on the sides of the dome had a good chance of giving you lots of horizontal momentum alongside a good amount of air, but standing at the center of the dome would occasionally rocket you into the sky.
The magnitude of the fling varies greatly from pretty much nothing to spaceflight. It felt random at first, but I have a hunch it depends very much on your angle, positioning and the currently active agent (due to their varying sizes).
One thing to keep in mind when attempting to cross the boundaries is that there's an invisible wall extending the boundaries to about 2x to 2.5x its visible height. This is why you'll need a much stronger fling than what you'd expect.
The out-of-bounds area itself is surprisingly vast. The ground is largely invisible, but you can still walk on most of it (there are some gaps between the invisible and visible ground near the border). It helps to have an agent with an ability that you can hurl around to probe for safe surfaces, Simon's Quest style. Fortune's special is the best for this, but if you don't mind the waste, you could also use Gremlin Tech like the Gutterball Gun too.
There are points of unnecessary detail in certain areas (signs, transparent windows), implying they just copy-pasted a bunch of partially trimmed buildings to fill out the surroundings. The area out of bounds goes way further than you'd expect, taking a couple minutes of sprinting to actually reach the edge.
I observed two different results from falling off the map. The first one is your active agent is knocked out and you spawn back in the city, while the second is getting stuck in foggy limbo with no way out except closing the game, as shown in the video. I have a sneaking suspicion this might have been an unexpected occurrence due to me swapping agents at the exact right moment as it tried to KO the previous agent and warp me out. it may not be instantly obvious from the video, but the game no longer takes any input in the foggy limbo, other than the options menu.
Funnily enough, I considered looking around for a way to get out of bounds early on, but didn't wanna bother at the time, so this was a neat little surprise. I would have expected to have found a way somewhere near the temple area since that place had a lot of buildings near the boundary.
Chapters:
0:00 Glitch execution
0:28 Out of bounds exploration
1:52 Falling off the world edge
2:18 A warp that went wrong
2:22 Softlocked

![Darkwing Duck [NES] Playthrough (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
Another game from my youth I felt like playing. The subweapons are terribly balanced in this game, the Thunder Gas being practically worthless due to its pathetic damage, the Heavy Gas being okay, but often outclassed by the regular gun, and the Arrow Gas being an utter beast of a weapon, dealing triple damage (unless firing point-blank), opening new paths through its use as a platform as well as being able to use it like a stronger Heavy Gas by pressing Select with an arrow mid-air.
Stream title was a reference to the theme song, which is probably clear if youre aware of it.
Stream Date: 2022-10-05
Stream Title: Trouble: There, DW: Called, Villains number: Up, Bad guys luck: Out
Live Notification: I am the terror that flaps in the night. I am the live notification that clutters up your inbox.
Stream Description: Just a regular playthrough of Darkwing Duck, while hopefully also remembering to do every secret bonus stage. Enjoy the wonderful music. Darkwing Duck [NES] Playthrough (Archive*)](https://i.ytimg.com/vi/_hV-7OxwOgw/mqdefault.jpg)

![Mega Man 11 - 10 - Wily Stage 2
Please read this: This is not a speedrun, but rather a playthrough, where I only play the level through.
NOTE: These stats reflect the Normal difficulty, the numbers may vary on other difficulty settings.
-Mawverne-
Weakest against:
Bounce Ball (Bounce Man) -3
Pile Driver (Impact Man) -3(-3*) [Pow. Gear -4(-4*)]
Other weapon effects:
Mega Buster (Mega Man) -1/-1/-3 [Full Pow. Gear -8]
Chain Blast (Blast Man) -1** [Pow. Gear -3]
Tundra Storm (Tundra Man) -1 [Pow. Gear -2]
Blazing Torch (Torch Man) -1
Acid Barrier (Acid Man) -1
Scramble Thunder (Fuse Man) -1
Block Dropper (Block Man) -1
*Additional damage from Pile Drivers explosion on an uninterrupted attack.
**Linked bombs deal individual damage.
This is where my buster-only on bosses ends, unfortunately. The boss in this level isnt really fun to fight with just the Mega Buster.
Chapters:
0:00 Gear Fortress Map
0:05 Wily Stage 2
3:45 Boss: Mawverne
4:51 Gear Fortress Map Mega Man 11 - 10 - Wily Stage 2](https://i.ytimg.com/vi/a5Id4k7vWTw/mqdefault.jpg)





![Teenage Mutant Ninja Turtles - 00 - Technodrome Guardian Death Glitch Again
I wanted to explore this glitch more and the old video had awful quality, so I decided to redo the glitch in a new video and add some other observations about it. Old video in case youre curious: https://www.youtube.com/watch?v=AGiGWSisLyY
Basically, when you destroy the Technodrome Guardian, the tracks sometimes damage you during the victory cutscene. If the damage is enough to kill you, various things can happen depending on the timing of the death. Didnt test it extensively, but Im fairly certain you have to destroy every individual part of the Guardian before you destroy the eye for the damage to occur afterwards.
0:00 Main glitch (Skips part of the cutscene, zombifies turtle)
- This is the main glitch I discovered twelve-odd years ago. If you kill the boss while youre far enough to the right of it, you will die and it will skip the rest of the cutscene. Afterwards, you will be in a zombie state where you are still playing the turtle that died, but are unable to pause the game to switch to other turtles. Getting hit in this state instantly kills you.
0:25 Dying way too early (Regular death effect)
- If you die as soon as the destruction begins, the game will treat it as you losing to the boss like normal.
0:41 Dying slightly too early (Softlock on character select)
- If you die after getting only a little bit into the cutscene, you will enter the [Turtle] got caught. menu, but the game will softlock. It wont let you choose a turtle.
1:01 In-between death (Doesnt skip cutscene, zombifies turtle)
- If you die late enough to trigger the zombie turtle glitch, but still a bit early, the game wont skip the fanfare after defeating the boss. Outside of this, the glitch is identical to the main one.
1:33 Collecting pizza (De-zombifies turtle)
- If you eat a pizza or rescue yourself (latter is impossible without glitching/hacking due to unavoidable hazards), it will fix the zombie turtle glitch, allowing you to switch turtles and play normally again.
1:50 Defeating Shredder as a zombie (Zombifies game)
- If, through some miracle, you manage to reach Shredder and kill him while youre still in the zombie state, the game will softlock. There seems to be something in the code that forces the boss to stay alive if it detects you are dead, so it will take away your controls and Shredder will keep attacking you endlessly. This softlock is very similar to a glitch I encountered on my game about 5 years ago (https://www.youtube.com/watch?v=rCv1h9MDq9Y).
Not shown in the video, but if you die right after youve thrown something (Shuriken, Scroll, etc.) at the boss and it hits after youve died, it wont kill the boss regardless of how little health it has left. This is also why Shredder doesnt die if you get to him in the zombie state, since it triggers the same status check.
Assuming you dont have other caught turtles, reaching the area with a captive turtle in your zombie state will have you staring at yourself. Heres an example: https://imgur.com/WC8CLAc
Happy new year by the way. Cant wait for 2028 when Technodrome Guardian Death Glitch Once Again comes out. Teenage Mutant Ninja Turtles - 00 - Technodrome Guardian Death Glitch Again](https://i.ytimg.com/vi/b8tujEHBea4/mqdefault.jpg)
![Emerald Dragon [SFC] Music - Staff Roll Extended
Posting a few extended tracks to close off this Emerald Dragon streak. This is purely just full self-indulgence.
Other Tracks:
*Emerald Dragon (Prologue)*
https://www.youtube.com/watch?v=3xsAOyjCXwU
*Emerald Dragon (Looping Ver.)*
https://www.youtube.com/watch?v=O1S_1KE-7X4
*Emerald Dragon (Extended)*
https://www.youtube.com/watch?v=z9wVfvPk_Jk
*Staff Roll*
https://www.youtube.com/watch?v=FiyxZ-rKxrg
*Staff Roll (Extended)*
You are here.
*Field Battle (Extended)*
https://www.youtube.com/watch?v=UdUEt0AqzYY
If you wanna see other extended tracks (from other games), check this playlist: https://www.youtube.com/playlist?list=PLsNSJ8GZ47QhsqscmRWKAUd2VYi0RzlOd Emerald Dragon [SFC] Music - Staff Roll Extended](https://i.ytimg.com/vi/bLhsWI1_TYA/mqdefault.jpg)