Uploaded October 2022 | Updated September 2026, 1 week ago
So, I was lying in bed trying to sleep a few days back when a sudden thought about this game came to me, asking "what would happen if you died right as you touched a stage exit?", so I spent a couple hours exploring it. The video is probably doesn't make much sense on its own, but I'm going to try to elaborate here in the description.
0:00 Bug 1 - Death Softlock
- When you receive fatal damage, you don't die instantly, rather the game keeps going until your LIFE bar fully reduces to 0. If you get hit, touch an exit, then die after that, it kills and respawns you, but the since game hasn't finished transitioning you to the next stage, it autowalks you left forever, taking any downward ladders on the way. This is an automatic softlock on every stage except stage 5, where it will lead to an inevitable game over.
1:16 Bug 2 - Successful Exit
- If the timing is slightly different, it will successfully exit the stage, but as the game attempts to restore some LIFE, it starts doing wacky things. I'm not 100% sure how original hardware reacts to this, but using BizHawk, the NESHawk core would crash soon after, while the QuickNes core would still remain playable, though buggy. Enemies won't spawn and you can't interact with any Goonies until you die, at which point the game fixes itself.
2:16 Bug 3 - Successful Exit (Bomb/Time Over)
- Similar to the previous bug, but far harder to pull off due to timing precision. Time Over has a smaller, separate bug where the TIME OVER text will stay at the top of the screen. The only real difference to Bug 2 otherwise is that the LIFE bar doesn't get buggy.
2:48 Bug 4 - Final Goonie Softlock
- If you reach the final Goonie and die at the same time (Bomb or Time Over only, can't interact while taking damage), it'll remove the Goonie, softlocking the game.
On a mostly unrelated note, I learned that if you were to finish 64 consecutive playthroughs of the game, you would become completely invincible for the next 192 runs. Enemy damage continues increasing with each playthrough, but after a while, the damage will start to overflow and actually heal you instead. You'd need to survive many, many runs with one-hit kill stuff though. The overflow starts happening earlier, but the lower the damage initially is, the more loops you need to overflow it. Bats still one-hit you 63 runs in.
So, I was lying in bed trying to sleep a few days back when a sudden thought about this game came to me, asking "what would happen if you died right as you touched a stage exit?", so I spent a couple hours exploring it. The video is probably doesn't make much sense on its own, but I'm going to try to elaborate here in the description.
0:00 Bug 1 - Death Softlock
- When you receive fatal damage, you don't die instantly, rather the game keeps going until your LIFE bar fully reduces to 0. If you get hit, touch an exit, then die after that, it kills and respawns you, but the since game hasn't finished transitioning you to the next stage, it autowalks you left forever, taking any downward ladders on the way. This is an automatic softlock on every stage except stage 5, where it will lead to an inevitable game over.
1:16 Bug 2 - Successful Exit
- If the timing is slightly different, it will successfully exit the stage, but as the game attempts to restore some LIFE, it starts doing wacky things. I'm not 100% sure how original hardware reacts to this, but using BizHawk, the NESHawk core would crash soon after, while the QuickNes core would still remain playable, though buggy. Enemies won't spawn and you can't interact with any Goonies until you die, at which point the game fixes itself.
2:16 Bug 3 - Successful Exit (Bomb/Time Over)
- Similar to the previous bug, but far harder to pull off due to timing precision. Time Over has a smaller, separate bug where the TIME OVER text will stay at the top of the screen. The only real difference to Bug 2 otherwise is that the LIFE bar doesn't get buggy.
2:48 Bug 4 - Final Goonie Softlock
- If you reach the final Goonie and die at the same time (Bomb or Time Over only, can't interact while taking damage), it'll remove the Goonie, softlocking the game.
On a mostly unrelated note, I learned that if you were to finish 64 consecutive playthroughs of the game, you would become completely invincible for the next 192 runs. Enemy damage continues increasing with each playthrough, but after a while, the damage will start to overflow and actually heal you instead. You'd need to survive many, many runs with one-hit kill stuff though. The overflow starts happening earlier, but the lower the damage initially is, the more loops you need to overflow it. Bats still one-hit you 63 runs in.


![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)