Coin Case glitches: Difference between revisions

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When accessed, the game restarts in what appears as an altered color scheme. This is particularly evident in the beginning cutscene/intro movie. The entire (apparently) game can be played as normal. When the player talks to a character, gets on his bike, goes through a door/portal, opens the menu, or does any other action affecting his sprite (though not necessarily changing it), a purple block is generated depending on the position of the player. At other times, seemingly randomly, blocks of color will be generated. For example, after flying to Cinnabar Island and Surfing downwards, the water will be blue, red and green in different places. Battles will be conducted with the colors of the HP bar, names, Pokémon, and Trainers altered, and with blocks of purple. Interestingly, the blocks seem to slide across the screen as the battle begins (at the point where the stat areas and Trainer slide into view). In towns, houses, routes, and other locations, blocks of color can be made to disappear by moving so that they move off-screen. The blocks appear to not be just a display problem, because they scroll with the map. This is apparently caused by the game thinking that it is being played on a Classic [[Game Boy]].
When accessed, the game restarts in what appears as an altered color scheme. This is particularly evident in the beginning cutscene/intro movie. The entire (apparently) game can be played as normal. When the player talks to a character, gets on his bike, goes through a door/portal, opens the menu, or does any other action affecting his sprite (though not necessarily changing it), a purple block is generated depending on the position of the player. At other times, seemingly randomly, blocks of color will be generated. For example, after flying to Cinnabar Island and Surfing downwards, the water will be blue, red and green in different places. Battles will be conducted with the colors of the HP bar, names, Pokémon, and Trainers altered, and with blocks of purple. Interestingly, the blocks seem to slide across the screen as the battle begins (at the point where the stat areas and Trainer slide into view). In towns, houses, routes, and other locations, blocks of color can be made to disappear by moving so that they move off-screen. The blocks appear to not be just a display problem, because they scroll with the map. This is apparently caused by the game thinking that it is being played on a Classic [[Game Boy]].


When a [[Cheating#Cheating_devices|cheating device]] is used to walk through objects, in some cases where the game does not [[Game freeze|freeze]] when the player walks out of the {{tt|game|When you walk past formatted boundaries, such as into the black space inside a house.}}, the game will restart in a "clean" glitch dimension where the background of the title screen is gray and has no blocky effects. Gameplay will be virtually the same, the only difference being; when a person is talked to, glitch dimension blocks will appear.
When a [[Cheating#Cheating devices|cheating device]] is used to walk through objects, in some cases where the game does not [[Game freeze|freeze]] when the player walks out of the {{tt|game|When you walk past formatted boundaries, such as into the black space inside a house.}}, the game will restart in a "clean" glitch dimension where the background of the title screen is gray and has no blocky effects. Gameplay will be virtually the same, the only difference being; when a person is talked to, glitch dimension blocks will appear.


When the game is restarted, the color scheme is forced to use the player's palette on the title sequence. This makes it appear to display {{p|Ho-Oh}} in color, due to the similarities in the palette and where the colors are assigned. {{p|Lugia}}'s sprite is assigned only two colors in Silver and will not display in color.
When the game is restarted, the color scheme is forced to use the player's palette on the title sequence. This makes it appear to display {{p|Ho-Oh}} in color, due to the similarities in the palette and where the colors are assigned. {{p|Lugia}}'s sprite is assigned only two colors in Silver and will not display in color.
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===Unused Memory Game===
===Unused Memory Game===
The glitch can be used for executing the code for the unused [https://en.wikipedia.org/wiki/Concentration_(card_game) memory game]. The player needs a {{p|Quagsire}}, which holds an [[HP Up]] and a new captured Pokémon, which does not hold an item. Also the player needs the following items in his PC in the following order:
The glitch can be used for executing the code for the unused [https://en.wikipedia.org/wiki/Concentration_(card_game) memory game]. The player needs a {{p|Quagsire}}, which holds an [[HP Up]] and a new captured Pokémon, which does not hold an item. Also the player needs the following items in his PC in the following order:
*[[Max Revive]] x1
*[[Max Revive]] ×1
*[[Full Restore]] x4
*[[Full Restore]] ×4
*[[PP Up]] x56
*[[PP Up]] ×56
*[[X Accuracy]] x99
*[[X Accuracy]] ×99
*[[BlackGlasses]] x44
*[[BlackGlasses]] ×44
*[[Dire Hit]] x44
*[[Dire Hit]] ×44
*Dire Hit x44
*Dire Hit ×44
*{{TM|16|Icy Wind}} x1
*{{TM|16|Icy Wind}} ×1
Then the player has to go back to Professor Elm's Laboratory, save the game, exit and moving four steps to the right. If you now hear the cry of a {{p|Bellsprout}}, it is possible to enter the memory game by opening the [[Coin Case]].
Then the player has to go back to Professor Elm's Laboratory, save the game, exit and moving four steps to the right. If you now hear the cry of a {{p|Bellsprout}}, it is possible to enter the memory game by opening the [[Coin Case]].
{{youtubevid|-sQ-W2aD_6A|EveryGameEver|Electric}}
{{youtubevid|-sQ-W2aD_6A|EveryGameEver|Electric}}