Uploaded November 2025 | Updated September 2026, 1 week ago
Another incredibly easy-to-trigger bug similar to the Deadeye one, where you're very likely to encounter it if you use it for any meaningful amount of time.
How-to:
1. Build stacks by killing enemies with the Hot Slugger out; weirdly any kill counts unless it's a Jakobs ricochet
2. Swap to another weapon (incl. heavy ordnance) and wait for the stacks to decay, alternatively summon your vehicle once
The stacks stay in effect until you either let any future stacks decay with the Hot Slugger out or you unequip it. For example, if you get 1 stack and it decays with a different weapon out, getting another stack after that will make 2 stacks (+60% damage) even though the HUD shows just the one. It's an easy bug to keep up as long as you check for decaying stacks occasionally.
This gun became my primary damage dealer outside of spamming underbarrels on UVH. Even if the bug didn't exist, it's still an incredibly satisfying weapon to use.
Chapters:
0:00 Hot Slugger display
0:08 Base damage (0 stacks)
0:15 Building stacks and letting them decay on a different weapon
0:32 Max damage (0 visible stacks, 3 bugged stacks)
0:41 Letting stacks decay with Hot Slugger
1:01 Back to base damage
Another incredibly easy-to-trigger bug similar to the Deadeye one, where you're very likely to encounter it if you use it for any meaningful amount of time.
How-to:
1. Build stacks by killing enemies with the Hot Slugger out; weirdly any kill counts unless it's a Jakobs ricochet
2. Swap to another weapon (incl. heavy ordnance) and wait for the stacks to decay, alternatively summon your vehicle once
The stacks stay in effect until you either let any future stacks decay with the Hot Slugger out or you unequip it. For example, if you get 1 stack and it decays with a different weapon out, getting another stack after that will make 2 stacks (+60% damage) even though the HUD shows just the one. It's an easy bug to keep up as long as you check for decaying stacks occasionally.
This gun became my primary damage dealer outside of spamming underbarrels on UVH. Even if the bug didn't exist, it's still an incredibly satisfying weapon to use.
Chapters:
0:00 Hot Slugger display
0:08 Base damage (0 stacks)
0:15 Building stacks and letting them decay on a different weapon
0:32 Max damage (0 visible stacks, 3 bugged stacks)
0:41 Letting stacks decay with Hot Slugger
1:01 Back to base damage
![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)
