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Drawn to Life: The Next Chapter (DS) currently has 37 known glitches discovered.
 
 
==Turtle Rock Glitches==
 
==Turtle Rock Glitches==
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===Map Room Glitch===
 
===Map Room Glitch===
 
Right after you are finished in Galactic Jungle, when you get on Turtle Rock to go to the Map Room to see where to go next and before you go in, go to a different area first. Then go back and go look over the edge of Turtle Rock (mainly where the steering wheel is) and all the Raposa will be piled upon each other in the water<ref>[[File:Um_everyone_what_i_by_antgirl1-d5yf6el.png|thumb|This is where to look and what it looks like.]]</ref>. The only Raposa that isn't in the pile is Crazy Barks. During this glitch, he is behind a tree root. However, the player still can't speak to him.
 
Right after you are finished in Galactic Jungle, when you get on Turtle Rock to go to the Map Room to see where to go next and before you go in, go to a different area first. Then go back and go look over the edge of Turtle Rock (mainly where the steering wheel is) and all the Raposa will be piled upon each other in the water<ref>[[File:Um_everyone_what_i_by_antgirl1-d5yf6el.png|thumb|This is where to look and what it looks like.]]</ref>. The only Raposa that isn't in the pile is Crazy Barks. During this glitch, he is behind a tree root. However, the player still can't speak to him.
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==Galactic Jungle Glitches==
 
==Galactic Jungle Glitches==
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=== Machine Gun Space Ship ===
 
=== Machine Gun Space Ship ===
 
A developer oversight left in the game allows for the player if using tool assistance to continuously hit A to fire every frame. This allows for a visually amusing stream of bullets when done correctly. This oversight can be used in the boss level of GJ to slightly lag the game by firing at the buses. One reason why this happens is the DS has to handle the number of sprites and animations happening all at once.  
 
A developer oversight left in the game allows for the player if using tool assistance to continuously hit A to fire every frame. This allows for a visually amusing stream of bullets when done correctly. This oversight can be used in the boss level of GJ to slightly lag the game by firing at the buses. One reason why this happens is the DS has to handle the number of sprites and animations happening all at once.  
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== Speed Run Beneficial Glitches ==
 
== Speed Run Beneficial Glitches ==
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===Infinite Height Glitch===
 
===Infinite Height Glitch===
 
If the player swaps from Blob Form to Hero Form, then they will gain height. Repeatedly doing this will allow the player to gain height infinitely. Ground pounding helps this glitch a lot by giving you a larger window to swap.     
 
If the player swaps from Blob Form to Hero Form, then they will gain height. Repeatedly doing this will allow the player to gain height infinitely. Ground pounding helps this glitch a lot by giving you a larger window to swap.     
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=== Dog Jump ===
 
=== Dog Jump ===
 
The player can press jump as they land on an enemy to jump much higher than intended.
 
The player can press jump as they land on an enemy to jump much higher than intended.
 
 
===Ground Pound Clip===
 
===Ground Pound Clip===
 
If the player has the blob form unlocked, they can now use a ground pound clip. To execute it, have enough room to make at least one full jump, double not necessary. First hold the jump button, then press down while at the apex of the jump to start a ground pound, then when the hero is extremely close to making contact with the ground (but still not touching it; looking for clouds or noises made by ground pounds helps you know if you messed up). When pixels away from the floor, transform into blob. If done correctly, the player will fall through the ground, which can be helpful for skipping segments or reaching unintended areas, like the Corner Clip. To have better control while falling, try rapidly pressing the transform menu button to make the fall stutter.
 
If the player has the blob form unlocked, they can now use a ground pound clip. To execute it, have enough room to make at least one full jump, double not necessary. First hold the jump button, then press down while at the apex of the jump to start a ground pound, then when the hero is extremely close to making contact with the ground (but still not touching it; looking for clouds or noises made by ground pounds helps you know if you messed up). When pixels away from the floor, transform into blob. If done correctly, the player will fall through the ground, which can be helpful for skipping segments or reaching unintended areas, like the Corner Clip. To have better control while falling, try rapidly pressing the transform menu button to make the fall stutter.
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===Ground Slip===
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A clip similar to the Ground Pound Clip in its results is the Ground Slip. To execute this glitch, the player must have obtained the blob form. Again, space is needed to complete one full jump, with a double jump being unnecessary. Once the player completes the jump and they begin fall, the player must transform into blob the exact moment before touching the floor. Once this extremely precise glitch is performed successfully, the hero will fall through the floor. And like the Ground Pound Glitch, a tip to try and succeed more is the mash the transformation menu button to stutter the fall.
  
===Falling Clip===
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== Crashes ==
A clip similar to the Ground Pound Clip in its results is the Falling Clip. To execute this glitch, the player must have obtained the blob form. Again, space is needed to complete one full jump, with a double jump being unnecessary. Once the player completes the jump and they begin fall, the player must transform into blob the exact moment before touching the floor. Once this extremely precise glitch is performed successfully, the hero will fall through the floor. And like the Ground Pound Glitch, a tip to try and succeed more is the mash the transformation menu button to stutter the fall.
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=== References ===
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===Enemy Clip===
 
It is possible to stun an enemy with spider close to the ground and transform next to it taking damage and clipping through the ground.
 
 
===Don's Super Clip===
 
Using the spider form it is possible to use the web above or below the player to inch close to a ceiling or floor and transform into human form and clip through the surface. Jumping while in spider form will make the clip less likely as the player would not be able to double jump. Setup: 1. transform into spider and web to a surface. 2. inch very close to the edge and transform hold b to buffer a jump.
 
 
===Disjointed punch / Ameba crash===
 
If the player punches and transforms while the punch is active the punch will continue across the screen momentarily, and continue to hit enemies level to where the punch started. One side effect of this is if used on an Ameba enemy all 3 hits will connect faster than the game can process resulting in a crash.
 
 
== Crashes ==
 
 
=== Mite Crash ===
 
=== Mite Crash ===
 
If the player kills too many mites at once, the game crashes. This is easiest when done with a sword.
 
If the player kills too many mites at once, the game crashes. This is easiest when done with a sword.
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=== Anti-Spider Crash ===
 
=== Anti-Spider Crash ===
 
In [[Drip Drop Docks]]' second room and [[Toggle Tower]]'s second room, the player can change forms in a vertical hallway lined with anti-spider to crash the game.
 
In [[Drip Drop Docks]]' second room and [[Toggle Tower]]'s second room, the player can change forms in a vertical hallway lined with anti-spider to crash the game.
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=== Swap During Death Softlock ===
 
=== Swap During Death Softlock ===
 
If the player swaps weapons or forms as they die from falling off-screen, the screen will go black and the game will softlock.
 
If the player swaps weapons or forms as they die from falling off-screen, the screen will go black and the game will softlock.
===Baki Beard Entrance Crash===
 
If the player inputs a punch on the right frame when the animation of walking into the fight is supposed to play the game will instead let the player punch and will crash the game as the game let you punch intrupting the enterence fade.
 
 
== The Pause Glitch ==
 
The pause glitch is a glitch in the game that can be considered a crash, texture glitch, performance glitch, etc. To preform the glitch the player must press pause around the frame they press A to enter a load zone on the over world not entering a level. The cue for this happening properly is that the pause hud will show up briefly before being cancled. Once the glitch is activated pausing will cause the game to crash. The game essentially enters a "limbo" state where game play is unstable. Animations off screen will not play when the player gets near, enemys will not move, dust and coin sparkels will not despawn, and over filling the games storage to handle this will crash the game. The current theory on how many textures that can exist on hardware at once is 56 (57 if the game includes the player). Beating a level will crash the game, preforming certain actions in a sequence will crash the game or corrupt textures. The pause glitch is more visual on emulator as textures wildly corrupt on it. Leading to insane results. Only a few levels are "beatable" with the glitch activated one key one being the Baki Beard fight which promptly crashes apon completion. It is unknown the practical uses of this glitch are, but could in theory lead to warps as it has been seen to cause the game to do actions it normally doesn't preform. Such as reading and writing to outside sprite memory before crashing. Pressing L or R will fix the broken sprites and allow animations to properly play again however if to many where on the screen the game will crash instead. Beating a level after L or R is pressed lets you continue as normal. Still pausing will crash the game and can not be fixed unless you turn off the game. The glitch can be used to get a weapon last used in a previous save in the first level but is removed in the second level. Additionally deleting your save will allow you to play the game as normal but pausing will still crash the game. The end credits and deleting your save will not stop the pause glitch once it is active the only way to stop it is to turn off the system.
 
 
 
[[Category:SubPage]]
 
[[Category:SubPage]]
 
[[Category:Drawn to Life: The Next Chapter]]
 
[[Category:Drawn to Life: The Next Chapter]]

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