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Good Bad Bugs/Video Games/Mecha Game: Difference between revisions

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(Import from TV Tropes TVT:GoodBadBugs.Mech 2012-07-01, editor history TVTH:GoodBadBugs.Mech, CC-BY-SA 3.0 Unported license)
 
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* Normally in [[Super Robot Wars]], if an enemy boss has a unique battle theme, it will override your characters' theme songs. In [[Super Robot Wars Original Generation]] on the GBA, a bug causes Elzam Branstein's theme song ([http://www.youtube.com/watch?v=ot-0-KyPd0Y Trombe]) to override the boss's theme instead, [[Memetic Badass|which makes Elzam seem that much more awesome when he's the only pilot to play his own theme versus the final boss]]. Fans found this bug so amusing that in other [[Super Robot Wars]] games where Elzam appears (usually calling himself Ratsel), that the developers kept the bug in ''intentionally''. It's become such an integral character trait that he has no other options in later games which allow you to change a character's theme song.
** The exact bug works like this. At the start of the game, he is considered an enemy boss, and thus his theme was correctly given the boss theme property of overriding all other musics when he goes, like all the other bosses. However, later he joins your side as a playable character. But they forgot to remove the boss priority flag, and added the normal player priority flag, which overrides normal music, but not bosses. Player priority plus boss priority equals higher than boss priority, so he gets to override the final boss--TROMBE! It helps that this theme is a piece of [[Crowning Music of Awesome]].
** The only thing that can override Trombe! is blasting "[[Go ShogunGoShogun|Blue Danube]]" from your ship's speakers, or [[Macross 7|the music of the band Fire Bomber]]. This is because those songs are actually playing in-universe, and are thus given ultimate priority.
* In ''[[Mechwarrior]] 2'', missions had a weight limit for the player's mech. This was to insure a stable difficulty - using an 80-ton assault mech in the first missions would make gameplay way too easy. However, the lightest mech in the game--the 20-ton ''[http://www.sarna.net/wiki/Firemoth Firemoth]''--had an interesting glitch: by enabling double heat sinks, removing all extra sinks, and disabling them again, their number went to -1. It was then possible to keep removing heatsinks indefinitely, sending their number way into negative digits. Since each one removed dropped the weight by one ton, it was then possible to load up the mech with the most powerful engines, weapons and insane amounts of armor, ignoring weight requisites completely. Playing with such a modified ''Firemoth'' (after disabling heat tracking from the options--otherwise the negative number of heatsinks would explode the mech from heat buildup almost instantly after mission start) resulted in you piloting a diminutive little mech capable of zipping around the battlefield at 500 kmh, blasting away 100-ton behemoths in a single volley, and effortlessly shrugging off any plausible amount of enemy firepower.
** ''Mechwarrior 2: Mercenaries'' had a glitch in the "Mercenary Commander" campaign mode, where occasionally a mech owned by the player would duplicate weapons after being repaired from heavy damage. Obviously this was a boon during missions, but the mech could not be customized because the weight of the duplicate weapons was recognized by the Mech-Lab while ignoring the critical slots. The duplicated weapons thus could not be removed and the afflicted mech would remain overweight for its chassis.
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