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From version < 4.1 >
edited by Allie
on 2021/03/15 02:31
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edited by Allie
on 2021/03/15 02:40
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39 39  
40 40  == Remote control log ==
41 41  
42 -Similar to water dropping, pressing **C-up** and **Z **while riding on a log will cause you to exit the log and sink to the bottom of the body of water that you are traversing. In doing so, you will gain the usual effects of water dropping, as well as retaining control of the log as if you were still riding it. You can turn the log with the analog stick, and move the log forward by pressing **A**. While doing this, your character will react to your inputs as well, so controlling the log can be awkward. This trick also comes with some unusual properties, such as requiring two A presses to perform an attack and "gliding" a bit when jumping off ledges that can't be grabbed. This trick can also be performed on any other vehicle, such as the Jet Bike or an EarthWalker.
42 +Similar to [[water dropping>>doc:||anchor="HWaterdrop"]], pressing **C-up** and **Z **while riding on a log will cause you to exit the log and sink to the bottom of the body of water that you are traversing. In doing so, you will gain the usual effects of water dropping, as well as retaining control of the log as if you were still riding it. You can turn the log with the analog stick, and move the log forward by pressing **A**. While doing this, your character will react to your inputs as well, so controlling the log can be awkward. This trick also comes with some unusual properties, such as requiring two A presses to perform an attack and "gliding" a bit when jumping off ledges that can't be grabbed. This trick can also be performed on any other vehicle, such as the Jet Bike or an EarthWalker.
43 43  
44 44  
45 45  == Ledge drop ==
... ... @@ -65,3 +65,11 @@
65 65  == Actor movement ==
66 66  
67 67  It is possible to move certain actor entities in several ways, such as attacking or running into them. Certain actions also have the potential to move actor entities, such as throwing Tricky's ball. The most consistent (albeit slow) way that you can intentionally push an actor entity is by placing an item from either the Food Bag or the Food Jar into the actor entity's hitbox. With enough effort, it is possible in some instances to move the invisible walls attached to certain entities in order to bypass them and reach an area intended to be accessed by other means. One notable application of this is moving the SharpClaw guard in Cape Claw in order to bypass him.
68 +
69 +
70 +== Zombie mode ==
71 +
72 +When the player's health reaches zero and the death animation is not allowed to play out, you will enter a state in which you cannot interact with objects, attack enemies, or take damage until any amount of health is restored or a Duster is used. This state can be entered by dying while in midair (taking damage while the knockback animation is playing) or by losing all your health during a cutscene (such as the LightFoot Village Flame tutorial). In many cases, the death menu will remain visible on the screen, despite being able to move your character around.
73 +
74 +
75 +There is a detrimental variant of this effect that can be entered when an action, such as talking to an NPC or activating a lever, is interrupted and the player is allowed to take back control of the character. In this instance, you will not be able to interact with any objects, and the only currently known way to reverse this state is by resetting the game.

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