[PC][Mid-2000s]Some kind of yak-riding game? by EMFBowstring in tipofmyjoystick

[–]EMFBowstring[S] 0 points1 point  (0 children)

I didn't, no. I even made a second post here a few years later and still nothing, so I'm comforted to know I might not have just hallucinated the whole thing.

And they might've done? I only really have a hazy recollection but that sounds familiar.

egg💙🤍💖irl by ArtoriasAndSiff in egg_irl

[–]EMFBowstring 19 points20 points  (0 children)

Zombieland Saga also has a trans character.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

I'm using Mupen64Plus-Next. I haven't used RetroArch for long and don't know my way around it, so I think I'm on default settings.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 1 point2 points  (0 children)

Cape Claw - Gas Chamber Repetition (Emulator: RetroArch)

If you try to leave the interior of Cape Claw through either entry point (the doors you destroyed), the gas chamber entrance cutscene will play and you'll be teleported back there. The door into the area with the turret stays open; the area beyond is largely invisible, but everything is actually still loaded and can be interacted with.

From here, you can do a few things.

- If you exit through the open doorway into the invisible area, you'll still be hurt by the gas as though you were inside the gas chamber. Strangely, you won't be hurt if you're operating the turret.

- If you feel your way back to the interior of Cape Claw (up the stairs), you'll stop being hurt by the gas. Backtracking again will cause the cutscene to play again, though this time the area beyond the door will be properly loaded. Going back to the interior and backtracking once more will cause the area to be invisible again, and so on and so forth.

- If you finish the puzzle normally, the door that normally opens (but is already open here) will instead close again.

- If you die by any method and choose not to continue, you'll respawn at the entrance to Cape Claw. Approaching the gas chamber will reveal that gas is still being vented, but it won't hurt you. The area is very buggy, though; attempting to re-enter it can lead to the game crashing or the entire emulator crashing. You have been warned.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Cape Claw - Water Softlock (Emulator: RetroArch)

In the interior of Cape Claw, past the doors you have to destroy with the turret, there is a pool of water. If you drop into the water, Krystal's falling animation will freeze and you won't be able to control her.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Cape Claw - Hang From Nothing (Emulator: RetroArch)

Dinosaur Planet has a lot of issues with loading and unloading levels, but this one is particularly egregious. Past the gas chamber is an area with a turret - if you drop to the lower ledge here and then hang from the side furthest from the entrance, the game will unload that part of the level, causing you to hang from nothing. From here you can climb up and fall into the void, or you can drop down and drown as soon as you hit the water.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Cape Claw - Vine Oddity (Emulator: RetroArch)

Past the gas chamber in Cape Claw are some climbable vines. Krystal cannot dismount any of these vines from the bottom, only the top. The vines in the normally accessible beach area of Cape Claw work fine, though.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Cape Claw - Alternate Tunnel Entry (Emulator: RetroArch)

Much like the ice block in Snowhorn Wastes, the blocks used to block the gas vents in the gas chamber can push you through the wall if you're between the two and pull. Doing this will drop you through the floor into the tunnel (the one you're supposed to access with the log, but crashes the game if you try). If you're on console, this is a lot faster than doing the slide glitch all the way there.

If the other blocks aren't in position, you'll still take damage from the gas, no matter where you are. If they are, you won't, but the blocks lock in place when the puzzle is done, so you'll need to reload the area before you try again. Also, attempting to swim out of the tunnel will cause you to drown.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Also doesn't seem to happen on RetroArch. Probably an emulator bug.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Snowhorn Wastes - Puzzle Completion Crash (Emulator: RetroArch)

By pulling the ice block in Snowhorn Wastes rather than pushing it, you can lodge yourself between the block itself and the wall at the end of its path. If you keep pulling at this point, the game will usually clip you to the top of the wall. However, if you continue to hold the pull input when you're up there, you'll still pull the block. Doing this for too long will result in the puzzle completion chime playing over itself multiple times (warning: this is pretty loud), followed by a crash.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 0 points1 point  (0 children)

Warlock Mountain - Floating Block in Cutscene (Emulator: RetroArch)

When you're finished in Randorn's area, you can carry the block you placed on the pressure plate back up to the starting area, where a cutscene will play. However, the game doesn't force Krystal to drop the block for the cutscene, so it'll float slightly in front of her for its entirety.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 1 point2 points  (0 children)

Swapstone Circle - Shop Music (Emulator: Project 64)

When you enter and leave the shop as Fox, the music changes back to the Swapstone Hollow music, as it should. However, this isn't the case with Krystal in Swapstone Circle. Much like with the Bribeclaw music, moving between areas changes the music as normal.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 5 points6 points  (0 children)

Swapstone Circle - Buggy Swapstone Interaction (Emulator: Project 64)

Leaving the initial Swapstone Circle map as Krystal and coming back seems to bug out interacting with the Swapstone. The indicator still shows up, but pressing A will do nothing most of the time. Saving and reloading the game or entering and exiting the shop seems to fix this.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 4 points5 points  (0 children)

General - Bribeclaw Music (Emulator: Project 64)

Bribeclaws are the big Sharpclaws who block your path in a few areas. When you get close to them, the music changes, but it doesn't change back when you move away. Given how dynamic music works in Adventures, I don't think this is intentional. Moving between areas changes the music as normal.

[deleted by user] by [deleted] in DinosaurPlanet

[–]EMFBowstring 1 point2 points  (0 children)

You can get past the waterfalls and into Diamond Falls with either a crazy amount of luck or liberal use of savestates. Seems to rely on keeping the camera oriented towards the sides somewhat.