Chain Chomp: Difference between revisions

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(fixed the infobox, which i forgot to make say chain chomp instead of scuttlebug :p)
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{{object_infobox
{{object_infobox
|title= Scuttlebug
|title= Chain Chomp
|image= [[File:Chain Chomp.png|100×100px|A scuttlebug]]
|image= [[File:Chain Chomp.png|100×100px|A scuttlebug]]
|damage= 3
|damage= 3

Revision as of 16:13, 17 September 2018

Chain Chomp
[[File:A scuttlebug]]
Hitbox
Damage 3
Found In
Bob-Omb Battlefield

Chain Chomp is an enemy that appears only in BoB. He is chained to a wooden post, and he lunges at Mario when he is nearby.

If Mario ground pounds on the post 3 times to put it into the ground, Chain Chomp becomes freed. It activates a cutscene where chain chomp jumps around, smashes the gate that has a star behind it, and then jumps up the mountain. Chain chomp then disappears, and gameplay resumes.

Glitches

Chain Chomp Falls Down

The exact cause is not known, but sometimes during Chain Chomp's cutscene he will fall off past the fence, which causes his animation to glitch and he doesn't jump to the right places.

Huge Chain Chomp Jump

Chain Chomp flying into the air after touching a bob-omb during his cutscene.

When Chain Chomp touches a Bob-omb or a Cork Box, he will fly into the air. Usually his chain keeps him from going very high, but if he touches a cork box or bob-omb during his cutscene, there is nothing to stop him and he flies very high into the air before landing again. After landing, he resumes his cutscene as normal.

Interruption Softlock

If chain chomp touches a thrown cork box during his cutscene, after he flies into the air and lands again, he will not resume his cutscene, resulting in a softlock.

Pivot Clone

The pivot point where Chain Chomp is chained to is an invisible object that loads and unloads when Mario goes close to it and away from it. This means it can be cloned. Releasing a clone of chain chomp's pivot will cause him to move to there. Until he is deactivated and loads back in the normal spot.

Out of Bounds Softlock

Chain chomp has no collision with walls, so by moving him near a wall with a pivot clone he can easily become out of bounds. If his cutscene is activated by grounding his post, he will fall underneath the course until he reaches the default water at Y -11,000. Then he will stay at the surface of the water and not move. Since he never finishes his cutscene, this results in a softlock.