Max Payne 3 - even more Chapter 1 glitched Pause effects

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This game has as many glitches as there are stars in the universe... Also, sorry for the slightly inconsistent volume between some clips.

Here's some new info about glitched Pause-menu and especially its variant that creates psychedelic colors if you retry during Last Man Standing. I'm just gonna call this trick the "psycho-LMS" from now, alright?

If you keep glitched Pause-menu active over many game overs, you overlap the potential effect of psycho-LMS. For instance, if you let Max die once, and then retry during the next time he enters LMS, the psychedelic colors are more vivid and he can run around for twice as long before the real LMS timer kicks in and kills him. This lets you take the glitch further in the game at any Checkpoint which allows you to start it.

0:00 - so, here's an example of having overlapped psycho-LMS about four times. Nice colors! As usual, Max cannot really shoot right now. Can't open weapon wheel either. Max is invulnerable to any damage. Also, if you fall down you can't get back up again, which can lead to some embarrassing situations.

During psycho-LMS some cutscene triggers are not active - like the one at the balcony in C1-C2. So, while I would've wanted to take psycho-LMS into the next cutscene and Checkpoint 3 while at it, at least as a consolation prize we can jump off the balcony, which is normally impossible. This lets you drop down one level and see into the unloaded apartment below.

1:26 - testing overlapped psycho-LMS at C1-C5. It's overlapped about three times in this video.

Out of curiosity I fight the fight in here in hopes of being able to progress forward. Melee attacking everyone before they hit you back is the key to victory!

1:53 - As a weird detail Max is able to keep moving like normal during the fight ending bullet-time camera.

Sadly it seems Max is unable to activate the prompt that starts the next cutscene with psycho-LMS active. So that's it for psycho-LMS wackiness in Chapter 1, I guess.

2:22 - some unrelated pretty colors at C1-C3 if you retry at a wrong time.

2:34 - closing glitched Pause-menu during the C1-C3 slide can make the thug threatening Fabiana invulnerable. This makes it impossible to win this set piece! But I think the thug returns back to normal after failing once.

2:51 - doing retry glitch with cutscene Pause-menu at C1-C4 for unique effects.

Remember that time when Max used an elevator to travel forward in time to a dark future where sentient machines reign supreme? ...Me neither, but this is what such an adventure might have looked like.

Basically the elevator doors open to reveal a grim lo-res landscape. It seems nothing else is happening right now, but if you wait a bit you see something falling down... also Max dies out of screen somewhere.

3:30 - retrying and then unpausing causes the garage cutscene finally to start, only with partially unloaded assets. Towards its end the cutscene glitches out like in the regular retry glitch, leaving Max to fight against A.I.less thugs, and the rest of the level doesn't have any triggers.

4:03 - doing the same as above, then unpausing right before the game over screen appears causes some weird, momentary graphical effects at the previous Checkpoint. But that's all there is to it, it seems.

4:21 - closing glitched Pause-menu during death screens or at other inopportune times leaves these glitched bullet line effects on the screen after retry.

4:44 - aaaaaand.... glitched Pause-menu can also crash the game.







Tags:
max payne 3
glitch
trick
color
psychedelic
weird



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