Talk:Oracle of Seasons Glitches
Add 3ds version?
- Well, if some bugs do not work, then there ought to be the 3DS version in the template. Now, AFAIR, there are also 3 3DS version (EU, US & JP), which means there should be 3 new versions in the version box. And of course, we should do the same for OOA. -- Morwenn (talk) 23:01, 20 September 2013 (UTC+1)
- Well, from what I've observed from what we've got, of all OoS glitches we've got listed, only Map Freeze is confirmed non-working in the 3DS version--and that's one we don't even know if it works on cartridge. Haven't checked Stalfo Din, can't check Translation Oversight (the USA 3DS Virtual Console copy doesn't have the French language set on it due to limitations of how the Virtual Console system works), but all hints point toward both Oracles being just like all other Virtual Console releases--meaning additional fields in the version boxes probably aren't needed...--Pikachu (talk) 20:16, 20 September 2013 (EDT)
I thought it would be best if I just posted this here rather than just creating a new glitch page. Sorry if I'm wrong with this. Anyways, I stumbled on this for a while about it wether being a glitch or a thing Nintendo forgot to avoid. Its about that if you try jump over 3 holes with roc's feather and with pegasus seeds, you can actually make it if you jump at the right moment. Because if you done it right, you will land on the end of the hole and you will be able to get out before you fall in(if you stay still after jumping over, you will still fall in until you move away). This is also possible with 2 holes and withoud the seeds. The reason this is possible is because of hiw the holes work: you don't directly fall until you are in the middle of that hole.(a good example could be seen if you would jump in the middle of a 2x2 hole. I really dont think Nintendo intended this. So does anybody think this is a glitch or what? Because I'm not really sure. Sorry that I didn't post this earlier even since I know it for a very long time(discovered this myself years ago).Miven (talk) 17:26, 6 October 2013 (EDT)
- Unfortunately, it's not really a glitch, it's an exploit of the random engine used for the holes. The farther from the center your are, the least chance you have to fall. But to make it more spicy, there is a random factor applied to it. In speedruns, people exploit that to simply walk past holes, no feather is needed. I'm not sure whether we can call it a glitch; it's more like a randomness factor oversight. -- Morwenn (talk) 20:36, 7 October 2013 (UTC+1)
Another possible glitch?
There's this thing of which I'm not sure about if it is a glitch or not, so I wonder what you all think of it.
The 'glitch' is about the t-split room below the mimi-boss room in level 4, as it is possible to go left early(Normally, the slingshot is needed) by throwing your boomerang at the switch. If you then continue until you use your last key (the last reachable, in this case). you won't be able to go any further as you need the slingshot. And since you need the slingshot to get another key, you will not be able to continue.(By the way, this happened to me when I was young...Had to restart.)
- That sounds like a level design error. The developers assumed that there was only one way to do something but were wrong. It seems that Zelda Chaos generally does not cover level design errors: there are two leve design errors in Link's Awakening (one was fixed for the DX revisions) that does not require to use any bug, but can get you stuck forever because you used keys on the wrong doors. -- Morwenn (talk) 11:43, 29 April 2014 (UTC+1)