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Bugs:La-Mulana (2006)

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This page details bugs of La-Mulana (2006).

Hmmm...
To do:
Replace the videos by gmestanley with ones that don't look bad in embeds.

Glitched Continue Screen

Nue? From Touhou 12?

If the game is on fullscreen and has been inactive before, there's a rare chance that the savefile loading screen will mess itself up and incorrectly display the graphics from the cutscene at the start, located in a file before the one with the title screen's textures. The current music doesn't stop playing either; since the newly-drawn graphics are also unmodified from their original state in the file, it's likely that the code responsible for these tasks was not executed after picking the wrong image.

(Source: Original TCRF research)

Audio Issues

If you enter a room before the area music plays, the room's theme will play a little earlier than intended. This is likely because the code that plays the area music is skipped since the player entered before the game executes it, so the bug doesn't work on the entrances of other areas (the exits to Backside Fields play a sound effect while the music is stopped so the next track plays at the right time, and the gates around ladders stop player movement on top of that while the next track starts). If this is abused, the next music will have a lower pitch.

Ellmac Boss Fight

Apparently this part of the game was special enough to have two bugs.

Platform Bug

If you jump very high while dropping from the previous room as the fight starts, you end up on top of an invisible platform. You can't get out and can only die, unless you have the Spear sub-weapon and defeat the boss with it. From there on, the scrolling background of the fight will remain on screen until you get to an area where you can reach the minecart.

Pause Bug

If you pause while the background transitions to the one in the fight, the area's tileset will remain there save for four topleft tiles, and Ellmac's sprite will be overwritten by black tiles save for its face showing in the aforementioned topleft tiles.

"Zombie Lemeza Glitch"

Hmmm...
To do:
Use one video that accomplishes both videos' functions.

In the Twin Labyrinths, there is the Druid enemy who launches projectiles that stun you. If your Vitality reaches 0 while stunned by it after grabbing onto a wall, you will still be able to move after and nothing can hurt you; the side effect is that you cannot do anything else. Very interestingly, the water in the Bahamut boss fight can still kill you; since it also hurts you even after obtaining the Scalesphere, it's likely that its damage is hardcoded for the latter purpose.

Area Softlock

The Infinite Corridor revolves around puzzles that unlock the way to its next part upon solved. The second puzzle in particular doesn't do so sometimes even if you do it right, making the game unwinnable unless you restart it.

Scrambled Area Prop

Damnit!

The Shrine of the Mother has a computer with a message you can read once before it's turned off. However, its sprite has the wrong "animation pattern" as revealed by the La-Mulana Editor, as its bottom tiles are set to one frame consisting of white text from the computer's screen instead; this was likely an unfortunate oversight by the developers.