Cuphead: Glitches

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Glitches found in Cuphead so far...
Enjoy!

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Glitches found by:

Outro song: Tobu - Hope

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The first one is not a glitch..
It was intended for Pacifist completion

kaje
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00:44 you ran into his nuts, of course he'd react like that.

rickrollingtrolll
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3:26
Well, I guess the devil realized that leaving his vulnerable hit box was gonna get on his *nerves*

SciReiHdEGNeRT
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Most of these ate caused by dealing too much damage too fast and the game can't keep up

baseg
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Theres a glitch on the final part of the king dice fight where if you use invincibility right as his attack animation starts, the boss freezes up. The cards don't come out at all and the fight becomes a walkover

canadian
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0:44 when the idiot jumps into your ultimate attack and disrupts it

scaredy-Cass
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Don’t wanna be “that guy” but I think most of these glitches might be triggered by the weapon switch exploit, which is in pretty much all of the clips being used here. Except on Hilda Berg and Djimmi since they’re both aerial stages.

hana-chan
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The mini boss skip is not a glitch it is part of the pacifist route.

nerdgamer
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The Random Mug Glitch is Djimmi's expert trolling moves

LittleBigPlanetian
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The bosses in run and gun levels are supposed to be skippable, it’s obviously not a glitch.

alfredandersson
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hey! atleast he's doing the *boi* animation 0:41

IPogUI
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00:46 When your friend says that her butt was this big but u trying to knock some sense into them

李荚恩
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I'm a simple person
I see Cagney Carnation, I click








What? He's one of my favorite bosses.

stupiidbee
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0:47
He be like
*"get in my onion leaves"*

sufiahyahya
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I feel like most of these glitches are caused by minor errors on the machines running the games. How it works is as follows. Most games like this, ones that operate in stages throughout the battles and such, generally have a list of requirements that must be met in order to activate specific events. By the way i'm simplifying this explanation. Anyway, heres an example, when dragon boss has 0 hp, end round. Or, when timer gets to 5 secs, move to next stage. Again, this is a simplification.

Anyway, commands like these are some of the easiest ways to work stages, however, they are imperfect. Even though they are solid on their own, if another prerequisite is met at the same time, or the computer accidentally slows a little, and misses that one little key moment, the command is never met and the next step that the game should follow, doesn't take place.

This is why you should set requirements like these to be constant so that they check more than once, and that they have a minimum requirement, but no maximum requirement.

For example, if boss is hit 5 times.
This would be poor code because if the boss is hit 6 times, with the last two hits being in such rapid succession that they are counted before the requirement is checked, then whatever is supposed to happen, like the boss dying, won't happen.

A better way would be if the boss is hit more than 4 times.


Another problem is using too many timers, timers can be okay if you follow the above advice, but they should not be used in conjunction with collisions. Iv'e seen too many people do this, and it's a bad idea. Timers are finicky, and collisions are unpredictable, they make for a bad combination.

Anyway, no one asked me to write this, sorry!

gesshugh
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2:16 she was like "HE'S HITTING ME FROM THERE?!"

Dot_
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0:55 he wants you get in the leaves so he can grab you

DapperusFG
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1:29 Is the dragon humping the sky or himself...?




Or maybe even Mugman?

probrogaming
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0:46
WHY ARE WE HERE
*JUST* *TO* *SUFFER*

kylefisher
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So many people are talking about how cagneys arms are but can we appreciate how he has l e g s in that sprite.

spiltmilk