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no, i have way to many games to enjoy anything about them, not to mention that with most games i enjoy there is always a slow or very slow feature. Personally i don't see a lot of gain into finding the weak spots and crushing those since

A. i favor a degree or rpg
B. i don't spend a lot of time with a game when a single playthrough might go as far as between 60 towards 200 hours spread over multiple weeks
C. I feel like such a dweeb when i find myself using all those silly ass techniques just to go fast forward in any game, if i hit such a stage in any game it will auto label its self with the words " to ambitious " after which i develop a natural form of agony that rises up every single time i think " yea lets try that game again " . It hits about right after the menu comes forward after the intro
I managed to break Indiana Jones and the Infernal Machine twice, in two different levels. Both accidentally.

Level 12

This is the level with the four pyramids. Each pyramid has a small tunnel that connects its top chamber with one of its faces. It is very narrow as it supposed to be used to project a ray of light from the interior of the pyramid to the desert. However, I managed to go through one of then by pressing the "C" key, which shifts from walking to crawling, and crawling towards the light at the end. :D When I reached the end, Indy became visible again and had almost all of his body hanging outside the pyramid (see attached pictures). The thing is, the game wouldn't let me climb back to the interior of the pyramid, nor jumping out of it (not that I would have survived the fall...). So, break!

Special level (the one you play after buying the secret map)

I really wish I had taken a screenshot of this because it was quite funny. Near the end of this level, you must jump across a gorge using your whip, while running for a giant boulder. I managed to get crushed by the boulder just when I was in the middle of the jump (which in this game shows as a pre-rendered animation and you don't control until the "cinematic" is finished). What happened was: the jumping animation played as usual, with the Indy music playing, and I also heard the "crushed" sound and Indy grasping. The boulder went through me but the jump animation played as usual, but when it finished I didn't regain control of Indy. It changed to the dead Indy animation lying on the floor. However, the game failed to recognized it as a death, as it didn't show up the "you're dead" menu that allows to load a previous savefile. Also, I wasn't able to open the game menu and the load quicksave key (F8) didn't work either. So, another break!

Luckily I save early and often and I keep multiple savefiles per level. :)
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ConsulCaesar: Level 12

This is the level with the four pyramids. Each pyramid has a small tunnel that connects its top chamber with one of its faces. It is very narrow as it supposed to be used to project a ray of light from the interior of the pyramid to the desert. However, I managed to go through one of then by pressing the "C" key, which shifts from walking to crawling, and crawling towards the light at the end. :D When I reached the end, Indy became visible again and had almost all of his body hanging outside the pyramid (see attached pictures). The thing is, the game wouldn't let me climb back to the interior of the pyramid, nor jumping out of it (not that I would have survived the fall...). So, break!
Are you able to die, or is this a softlock?

(I believe Bard's Tale 1 has an intentional softlock in it, at least unless you manage to get into a fight without moving and have your whole party wiped out.)
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dtgreene: Are you able to die, or is this a softlock?
Since I cannot go back in and I cannot jump out to a certain death, I'd say it's a softlock. Perhaps throwing some grenades (if you have them with you) and making them explode near yourself could do the trick (I have very bad aim with grenades). But it didn't occur to me to try it while I was stuck. [[EDIT: actually, strike that grenade idea. It's not possible to use inventory items, including weapons, while crawling (and there's no space to stand up).]]

But now that you mention it... There is a blatant potential softlock situation in level 10, in which you can become trapped in a tunnel after the exit gets blocked by a rock without any way to escape. You have to run straight towards the exit instead of jumping onto a strategically placed ledge that looks like the place to hide (hint: it isn't). To be fair, just before this happens Indy says aloud that he "senses a trap", so any sensible person would save the game at that point.
Post edited November 16, 2020 by ConsulCaesar
I usually end with most games when I finish them. I don't have enough time in the day/week/life-remaining to replay many things too often. That said, some games do open to breaking and I can enjoy it. A couple examples I've had:

* DinoPark Tycoon: Auction your own dino. Drive up the price of the auction. Use a bug leaving/rejoining the auction screen, each time raises the hold. Get beaucoup money. Well documented for that game on the Internet now, but I found that one on my own back in the 90s.
* Direct modem connection multiplayer with Lords of the Realm 2, at the kingdom management screen: You could click quickly and send all your cows from your county to another, and then repeat it, leaving you with negative cows. You can then send those negative cows to your opponent. And, yes, those negative cows (at least those that survive the cow/anti-cow interaction) generate negative food that feeds negative people... Easily collapsing an economy. Sometimes if you're lucky, you can even get two loads of anti-cows out. Then delete your own cart of actual real cows to put them back into your county. Sometimes you end up with 0 cows after the whole process, but usually sending the negative cows will zero you out, and then you're back positive once you trash the trading cart.

The sad part is when certain games push you or even require you to use "degenerate/broken" tactics to win. This is almost always the case in late/end game optional side content for jRPGs. That's a certain part where I do not enjoy "breaking" games. FF6, I enjoyed things like genji glove + offering, or economizer + gem. But most later games with their mega-bosses that you really could only beat with crap like that saps all the joy out of it.

(That's also why I don't do "organized play" for tabletop RPGs anymore: they're balanced around the expectation of mechanically optimizing players rather than those who want fun. Or that's what ruined the expansions for 1st Edition Mansions of Madness board game, since they were all crafted to mitigate an "exploit" that some players found, making it impossible for normal players to enjoy.)

I particularly dislike certain strategy games where the AI cheats a ton, and the way to beat them is to exploit AI weaknesses.
Post edited November 16, 2020 by mqstout
Not exactly a game breaking tactic but recently, while playing Hollow Knight facing that Failed Champion bastard, found a extremelly easy way to beat the boss (and some others).
I did made a print but in the meanwhile I turned the computer off before pasting to a file, so stolen Google image as usual.

If one goes to the top corner (either one), just outside the screen with the Dreamshield, the Boss can't reach you with the jumps but the Dreamshield can still hit, press the Super Dash button (L2 or S) to stay still on the wall and the Boss will eventually "die".
Well, eventually means ~30 minutes, can't be precise since I left the game running with a toothpick on the "S" button and went outside doing stuff.
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mqstout: The sad part is when certain games push you or even require you to use "degenerate/broken" tactics to win. This is almost always the case in late/end game optional side content for jRPGs. That's a certain part where I do not enjoy "breaking" games. FF6, I enjoyed things like genji glove + offering, or economizer + gem. But most later games with their mega-bosses that you really could only beat with crap like that saps all the joy out of it.
Interestingly, Final Fantasy 5's superbosses are interesting in that there's not just one way to deal with them. The game's skillset is rather large, and quite a few of those skills are viable even in superboss fights. There are even a few status ailments that are actually useful at this point!

Incidentally, Final Fantasy 6 has broken for me. I remember the SNES version crashing in the airship battle after escaping the MagiTek Factory (which is particularly bad since that point is a fair distance from the last save IIRC). Then there's the softlock that happened to men in the PSX version:
* Location: Inside the Zone Eater on Triangle Island.
* My party; Gau, Umaro, and the other two characters are dead.
* Gau: Using the Magic Urn rage (either casts Cure 3 on one/all allies or uses a physical attack, absorbs (is healed by) all 8 elements). (Equipped with a Magus Rod (IIRC) with the help of a glitch, but that's irrelevant here, since that doesn't have any property that affects the situation.)
* Umaro: Is equipped with the Rage Ring (sometimes throws allies, adds some elemental immunity/absorption in addition to what his Snow Muffler provides), is not equipped with the Blizzard Orb.
* Note that I don't have control of either character at this point. (You never have control of Umaro, and you lose control of Gau when you have him Rage.)
* Enemy: One of those ninja-like enemies. This enemy has turned itself invisible (can't be hit by physical attacks, lasts until hit with a spell), and is now throwing elemental scrolls, healing my characters. I believe it would never have used a physical attack.

So, situation is this:
* Can't win, as my characters would only use physical attacks, and that won't work on an invisible enemy.
* Can't lose, because the enemy is healing my characters, and Gau provides even more healing with his random free Cure 3 casts.
* So, only choice is to run away. Unfortunately, this particular enemy has the flag that prevents running away, so I can't even do that.
* Can't win, can't lose, can't run away, so no way to end the battle.
* Hence, a softlock.

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Dark_art_: Not exactly a game breaking tactic but recently, while playing Hollow Knight facing that Failed Champion bastard, found a extremelly easy way to beat the boss (and some others).
I did made a print but in the meanwhile I turned the computer off before pasting to a file, so stolen Google image as usual.

If one goes to the top corner (either one), just outside the screen with the Dreamshield, the Boss can't reach you with the jumps but the Dreamshield can still hit, press the Super Dash button (L2 or S) to stay still on the wall and the Boss will eventually "die".
Well, eventually means ~30 minutes, can't be precise since I left the game running with a toothpick on the "S" button and went outside doing stuff.
Well, there's Icicle Fail in Touhou 6. (Haven't played it, but I've seen it.) Specifically, if you are playing on Easy difficulty, Cirno's first spell card, 'Ice Sign "Icicle Fall"', can't hit you if you stand right in front of her, but you can still hurt her.

Note that this is only on Easy difficulty.
* On Normal, Cirno will also fire homing buillets that will hit you if you aren't moving.
* On Hard and Lunatic, this spell card is replaced with an entirely different one. (At least some players find the Normal version to be harder, but you still can't safespot this spell card I believe.)

I believe I mentioned how, in the NES game Crystalis, I was able to find a spot of this sort for the final battle, allowing me to kill the final boss without getting hit or having to dodge.
Post edited November 17, 2020 by dtgreene
Here's one way to break a game that I found a long time ago.

In Bard's Tale 3, at certain points in the game (usually after each world) the game gives you a reward of 600,000 XP (1.5 levels worth, assuming at least level 13). In the Apple 2 version, if you have a summoned monster in the party, and that monster has not yet received the reward, you will get the reward again for your entire party (not just the monster who can't make use of it anyway). If you dismiss the monster and summon a new one, you can get the reward again. I remember raising an archmage past level 200 this way.

Note that this does not work in other versions, as monsters have all the plot flags set. As a consequence, if you go to the Review Board with an all-monster party, you'll find that the old man isn't there. (The reason is a plot spoiler, and perhaps the biggest in the game.)
I prefer to play games avoiding glitches and exploits when possible. But here are a couple examples.

Crusader: No Regret and Crusader: No Remorse

One or both had a glitch that if you dropped a weapon and picked it up, your ammo was refilled. I wouldn't know since I could never master the controls in the GOG version lol, so how the heck did I finish both games in the past on the retail release. =(

I didn't know much about glitches and exploits way back then. The internet sure can spoil things sometimes lol.

And why does it feel like I had a much easier time playing all those old action games 20+ years ago than now? (kinda off topic lol)
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Drakensang (the base game)

XP glitch during one of the conversations with a NPC guard. You could repeat a certain reply to the NPC over and over and XP slowly went up. This was early in the game in the very first town, which was also the starting location.

I wouldn't try it the first time around unless you want to spoil your game, but on a 2nd playthrough it might be fun.
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