Follow TV Tropes

Following

History Main / EasyLevelTrick

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/AdvanceWars'':

to:

* ''VideoGame/AdvanceWars'':''VideoGame/NintendoWars'':
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

** Multiplayer: ''Repentance'' introduces a "true" co-op mode, where up to four players can join the game with one of the 34 characters. When a player dies, they're reduced to a weak but invincible ghost, and the run isn't over until all players are ghosts. Defeating a final boss makes all present characters gain the respective completion mark, including those who are in ghost form. This means that if you're having trouble completing one or more characters' marks pages, you can connect more controllers, assign the "troublesome" characters to them and let them idle while you waltz through the run with your main. Oh, and you get extra items from bosses too!
*** If someone is playing as Tainted Jacob, any other co-op player (who aren't Jacob & Esau or other Tainted Jacobs) will be completely immune to Dark Esau's charges. So, get a friend, let them choose Tainted Jacob, and [[ViolationOfCommonSense let them die]]. This way, Ghost!T. Jacob can freely aim Dark Esau against enemies and bosses, giving the main player powerful support with little drawbacks, and still getting both characters completion marks.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/Sonic3AndKnuckles'', Tails can skip most of Sky Sanctuary Zone (including two of the three bosses) by flying.

to:

** In ''VideoGame/Sonic3AndKnuckles'', Tails can skip most of Sky Sanctuary Zone (including two of the three bosses) by flying. He can also make his solo boss fight much easier in Marble Garden zone by getting as many hits in on Robotnik as you can before he collapses the stage with his drill, since the damage you inflict here carries over into the boss fight proper.
Is there an issue? Send a MessageReason:
None


** "The Dig" is a HoldTheLine mission where you have to protect a laser drill until it tears down the Xel'Naga temple's gates from two heavily defended Tal'darim bases. These Tal'darim bases launch increasingly stronger attacks, eventually sending several late-tech units while your only heavy-damage unit by then tends to be the Siege Tank (which has only just been introduced), requiring using the drill to take out the strongest units (while making the mission last longer). This mission gets almost entirely trivialized by SequenceBreaking and waiting until you can field Ghosts or Spectres with the permanent cloak upgrade. The Tal'darim never bring Detectors in their attack waves, so a row of these cloaked units easily walls off (and kills) everything they can bring bar Colossi or air units, which can be handled by Missile Turrets, Marines and Marauders without much issue. Similarly, rather than using Missile Turrets and the drill for anti-air, doing the mission after Haven and/or Belshir will give access to Vikings and Goliaths which will easily chew threw enemy air forces.

to:

** "The Dig" is a HoldTheLine mission where you have to protect a laser drill until it tears down the Xel'Naga temple's gates from two heavily defended Tal'darim bases. These Tal'darim bases launch increasingly stronger attacks, eventually sending several late-tech units while your only heavy-damage unit by then tends to be the Siege Tank (which has only just been introduced), requiring using the drill to take out the strongest units (while making the mission last longer). This mission gets almost entirely trivialized by SequenceBreaking and waiting until you can field Ghosts or Spectres with the permanent cloak upgrade. The Tal'darim never bring Detectors in their attack waves, so a row of these cloaked units easily walls off (and kills) everything they can bring bar Colossi or air units, which can be handled by Missile Turrets, Marines and Marauders without much issue. Similarly, rather than using Missile Turrets and the drill for anti-air, doing the mission after Haven and/or Belshir will give access to Vikings and Goliaths which will easily chew threw through enemy air forces.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Persona3'': In the fight against Fortune and Strength, the Wheel of Fortune affects both your party and the two of them equally. This includes the outcome where everyone is afflicted with Fear, meaning you can then cast Ghastly Wail for a OneHitKO on Strength, thus skipping the entire first half of the boss fight.

to:

* ''VideoGame/Persona3'': In the fight against Fortune and Strength, the Wheel of Fortune affects both your party and the two of them equally. This includes the outcome where everyone is afflicted with Fear, meaning you can then cast Ghastly Wail for a OneHitKO on Strength, thus skipping the entire first half of the boss fight. This works in every version of the game except ''VideoGame/Persona3Reload'', where the Fear outcome was removed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/Persona3'': In the fight against Fortune and Strength, the Wheel of Fortune affects both your party and the two of them equally. This includes the outcome where everyone is afflicted with Fear, meaning you can then cast Ghastly Wail for a OneHitKO on Strength, thus skipping the entire first half of the boss fight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Doom}}:
** A switch in ''[=E2M2: Containment Area=]'' can be activated from the nukage canal to raise the bridge to the exit, bypassing most of the level. Also, it's possible to [[DiagonalSpeedBoost straferun]] across the gap to the exit.
** The secret exit for ''[=E3M6: Mt. Erebus =]'' requires a rocket jump, but can instead be activated by reaching from outside of the box. Note that the secret level isn't exactly easy.
** ''[=E4M3: Sever the Wicked=]'' can be completed in 10 seconds by raising a bridge, and jumping across a gap from the invulnerability powerup using a "Straferun-50" jump.
** ''[=E4M7: And Hell Followed=]'' has a straferun from the courtyard to the exit, and also activating the exit switch before it's fully raised.
* ''VideoGame/DoomII''
** ''[=MAP07: Dead Simple=]'' has a rocket jump to the exit.
** ''[=MAP16: Suburbs=]'' allows the player to squeeze through the red key exit using a glitch. \
** ''[=MAP27: Monster Condo=]'' has an arch-vile open the red key door for you.


Added DiffLines:

* ''VideoGame/FinalDoom'': The final boss of TNT: Evilution was expected to require the player to jump down the stairs and fire a rocket during the fall. Instead, the player can simply stand on one of the stairs and fire rockets for a quicker kill.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Darius}} Twin''[='=]s Zone A can be safely completed up to the boss by simply parking your ship so that it's overlapping the Player 1 score counter.

to:

* ''VideoGame/{{Darius}} Twin''[='=]s Zone A can be safely completed up to the boss by simply parking your ship so that it's overlapping the Player 1 score counter. Of course, doing this does mean you miss out on a stage's worth of points and PowerUp items.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/OverTheHedge'': Getting frustrated by the “Don’t take any damage" objective in the fourth level? Just switch to your partner at the end and the game will think you completed it!
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

** When you’re forced to do the Fort Condor battle while Cloud is out of commission, it’s far easier to just let the enemies advance to the hut and beat the piss-easy boss than to do it legit.
Is there an issue? Send a MessageReason:
None


*** In the original UsefulNotes/SegaDreamcast version, performing a Spiral Upper as Knuckles or Screw Kick as Rouge would "suck in" all objects within a certain radius of the character - including Master Emerald shards, keys and Chaos Emeralds, even if they weren't accessible. This saved a lot of time on stages that had shards etc. inside containers that couldn't be broken open normally, especially in Security Hall - normally you would have to find out which floor the safe is on that you want to open, go up to where the switches are and press the correct colour-coded switch, then go back down and dig in the middle of the safe to open it. With this trick, however, just stand in front of the safe where the Emerald is and Screw Kick to instantly get it. This glitch was fixed in the UsefulNotes/NintendoGameCube and HD remake versions of the game.

to:

*** In the original UsefulNotes/SegaDreamcast Platform/SegaDreamcast version, performing a Spiral Upper as Knuckles or Screw Kick as Rouge would "suck in" all objects within a certain radius of the character - including Master Emerald shards, keys and Chaos Emeralds, even if they weren't accessible. This saved a lot of time on stages that had shards etc. inside containers that couldn't be broken open normally, especially in Security Hall - normally you would have to find out which floor the safe is on that you want to open, go up to where the switches are and press the correct colour-coded switch, then go back down and dig in the middle of the safe to open it. With this trick, however, just stand in front of the safe where the Emerald is and Screw Kick to instantly get it. This glitch was fixed in the UsefulNotes/NintendoGameCube Platform/NintendoGameCube and HD remake versions of the game.



* The very final boss of ''Rambo III'' on the UsefulNotes/SegaGenesis is a combo encounter of a tank and a helicopter. If you destroy the chopper first, it crashes onto the tank, taking it out as well.

to:

* The very final boss of ''Rambo III'' on the UsefulNotes/SegaGenesis Platform/SegaGenesis is a combo encounter of a tank and a helicopter. If you destroy the chopper first, it crashes onto the tank, taking it out as well.

Top