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Bugs:Castlevania (Nintendo 64)

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This page details bugs of Castlevania (Nintendo 64).

Surviving a Magical Nitro Explosion

It is possible to survive the blast of Magical Nitro. While carrying the Nitro, jump and press C-Right as fast as you can near an object you can interact with. The screen will go white, but you are still in control while the interaction is still occurring. The dialogue that will open up will be the "Take Nitro?" dialogue again. Press A until to advance until you're able to control your character again, then press Start to get rid of the white screen and you can move around freely while retaining the Nitro in your inventory. Changing the area will re-arm the Nitro, so be careful.

Cerberus Flame Glitch

If the Cerberus Flame enemies have flames in their mouths and the player goes far enough away to make them inactive, and then return back, the flames turn into other objects from the map, which can include trees, statues or even platforms.

If the dogs try to bite the player, they'll put down any items they're holding and the player needs to attack them again to renew their flames in order to spawn more items.

Sometimes, this glitch will crash the game, which is what happens at the end of the video.

This glitch happens because getting far away from the dogs cause the flames to despawn, but the pointers in the dog's struct that hold the location where these fireballs are in memory are not cleared. Because of this, the game will start reading an empty actor slot until a new actor is allocated in it, which is what causes them to suddenly appears in the dog's mouth.

Camilla Boss Fight Crash

In version USA v1.0, it is possible to crash the game by defeating Camilla without her ever doing the attack where she releases orange orbs. This can be done by getting close to her at the very beginning of the fight, and then walking while crouching + shooting at her. This will make Camilla stuck doing the "freeze" attack, and because you're very close to her, said attack doesn't hit Carrie. This will prevent her from shooting orange orbs.

When you kill her, the game will attempt to access any orange orb currently on screen to stop them from attacking the player, since Camilla has been defeated already. This is done by accessing their data structure and changing a flag variable. The thing is, the game does not check if Camilla's orange orbs are present on screen, it assumes they always are, leading the game to a crash due to a null-pointer dereference.