Pausing while entering loading-zones

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Published on ● Video Link: https://www.youtube.com/watch?v=QwolEsUmOCU



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New glitch I can’t believe I’ve never seen before. It’s so simple (read : frame-perfect) to do, and yet, this might be the first documentation of it ever.
There are quite a lot of things to say about it, but there are also many unresolved questions I will leave to who is willing to take them down.

So, this frame-perfect pause input works regardless of whether you’re walking towards the loading-zone or not (I find it much simpler to jump and land on it). It’s very similar to the pause glitch relative to mirrors in Maze of Memories : https://youtu.be/6uWlIGY6z_Q?t=1107
Upon doing the pause input, you can see the loading-zone being triggered, though for a curious reason, the Klonoa silhouette animation that acts as a visual fade-down is completely paused. Sometimes, completely glitched even. The outcome of a given door seems consistent, but the results are between them different.
And of course, what we’re here for, the pause menu is visible at the same time. Not just that, it’s fully operational despite what we’d expect. Although, when the loading-zone animation finishes, the game proceeds to load the next room, and by then we can understand that the pause menu is toggled off.

What’s even more peculiar, is that if you have an enemy with you while performing this glitch, you lose it on the way back ?
And some enemies… just never respawn back ???
If you have a way to die, even if you’ve already activated a checkpoint after this point, you’ll still be fine. But you can just as easily softlock yourself sometimes.


The one million dollar question everyone awaits an answer to now is, can we use this menu and potentially bring havoc to the game ? Well… you do have the time to select an option like retry / quit. However, the l-z animation is very short, and the game in general nearly instantly loads any room in the game.
Despite selecting retry or quit, they don’t have enough time to actually initiate, and the game will force load you to the next room with no apparent change or impact of your action.
To be exact, it’s possible to leave the pause menu *before* the game takes you. If you mash pause, or the “resume” option after doing the glitch, the game will resume as normal before it takes you to the next room. The proof of that is that if you had carried an enemy and did this, you won’t lose it.
And… although you can’t fully use the aforementioned two options… if you’re super fast, you can mute the music with them. Which I think is a big first in this game. The music you are supposed to hear in the next room will be disabled until you lose a life, go to another room (pausing does nothing), and perhaps wait super long. Quite a shocking find.

Anyways… I thought. If normal loading-zones don’t give us enough time to fully utilize the pause menu, are there perhaps special loading-zones in the game that would, somehow ? And the answer is yes ! In Joilant Fun Park and Underground Factory, you have these doors that once you trigger to open, remove control of Klonoa for two seconds while the door opens, and triggers a room transition.
I think these are the only doors. And not to be mistaken with key doors, that don’t force you into a room transition (and for which don’t seem to have any special behavior if you pause while opening them ?).

With this, we are fully able to use the pause menu. Alas... at first glance, even that doesn’t seem to lead to much.
If you select retry / quit, and they initiate *before* you’re taken to the next room, then those options will play out perfectly fine. If they initiate *after* you’re transported, then they are simply bypassed, and the game resumes as normal.
The only case I haven’t tested is when performing these actions coincide exactly with when the game loads the next room. I won’t test this outcome as it’s already annoying enough to do the glitch on these doors, you have to do a lot of stage treading before being able to retry again.

All in all, there is probably a lot more to this glitch than what we currently know. And in general, the act of pausing at very awkward game moments has yet to be touched. Perhaps when emulation of this game will become good, and we save-states will prevail. Because even without TAS, it’s clear that this quality of life would lead itself to many breakthrough.

For fun (read : pain), I managed to pull it off during a board stage. Based off what I can see, it doesn’t seem to behave different than in the standard stage. Then again, if it *has* differences, I won’t be the one uncovering them.

Usually, in games, pause glitches like this one has a high risk of breaking the game. Unfortunately, so far this doesn’t seem true with this game.
But on the other hand, it might be interesting to learn that this glitch is also possible on the remaster. As a matter of fact, it was discovered a couple months earlier : https://youtube.com/shorts/eslPvM3Egds
Apparently, the effects are much buggier over there, sadly, no one has truly played around it yet.







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