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* In the "Funky" special stage in ''VideoGame/SuperMarioWorld'', wait for the timer to reach below 100 seconds, causing the music to speed up. Then, eat a green berry to restore 20 seconds to the timer. If you keep doing this, the music will keep speeding up.

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* In the "Funky" special stage in ''VideoGame/SuperMarioWorld'', wait for the timer to reach below 100 seconds, causing the music to speed up. Then, eat a green berry to restore 20 seconds to the timer. If you keep doing this, the music will [[http://www.youtube.com/watch?v=pTxl84qHLyk keep speeding up.up]].
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* In the "Funky" special stage in ''VideoGame/SuperMarioWorld'', wait for the timer to reach below 100 seconds, causing the music to speed up. Then, eat a green berry to restore 20 seconds to the timer. If you keep doing this, the music will keep speeding up.
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*** This gets referenced in ''SonicGenerations'', only in Chemical plant can Sonic outrun the camera, it keeps up with him anywhere else.
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Do not use This Troper, and avoid Walk Through Mode.


** This Troper isn't sure what exactly he did but defeating Sonic's final boss only amounted to grabbing its horn once, missing the targets around the arena, and automatically winning.
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** This Troper isn't sure what exactly he did but defeating Sonic's final boss only amounted to grabbing its horn once, missing the targets around the arena, and automatically winning.
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Fix namespace stuff, yeah


** And ''{{Metroid Prime}}''(!)

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** And ''{{Metroid Prime}}''(!)''MetroidPrime''(!)



** Kraid in ''[[{{Metroid}} Super Metroid]]''. Kraidgief's glitches in ''IWannaBeTheGuy'' might be a deliberate reference to this. At the very least, Kayin kept them in, saying that it made the Kraidgief fight more like Kraid.

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** Kraid in ''[[{{Metroid}} Super Metroid]]''. Kraidgief's glitches in ''IWannaBeTheGuy'' ''VideoGame/IWannaBeTheGuy'' might be a deliberate reference to this. At the very least, Kayin kept them in, saying that it made the Kraidgief fight more like Kraid.



*** The kicker, of course, is that the initial music in Hydrocity Act 1 in Sonic 3 isn't the ''Sonic 3'' miniboss music but the main boss music, which unlike the miniboss themes is used in both games as well as the locked-on version (as opposed to how ''Sonic 3 & Knuckles'' uses the miniboss theme from ''Sonic & Knuckles'' in that case). So its a bug WITHIN a bug.
* In ''VideoGame/SonicTheHedgehog2006'' there are a bunch of these, mostly due to the fact that [[ObviousBeta the game is completely broken]].

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*** The kicker, of course, is that the initial music in Hydrocity Act 1 in Sonic 3 isn't the ''Sonic 3'' miniboss music but the main boss music, which unlike the miniboss themes is used in both games as well as the locked-on version (as opposed to how ''Sonic 3 & Knuckles'' uses the miniboss theme from ''Sonic & Knuckles'' in that case). So its a bug WITHIN a bug.
bug.
* In ''VideoGame/SonicTheHedgehog2006'' there are a bunch of these, mostly due to the fact that [[ObviousBeta the game is completely broken]].



** During the boss fight against him, Silver's psychokinesis is coded to fling you backward until you hit something. [[http://www.youtube.com/watch?v=qwOUrd8Jt7M What if you don't hit something?]]

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** During the boss fight against him, Silver's psychokinesis is coded to fling you backward until you hit something. [[http://www.youtube.com/watch?v=qwOUrd8Jt7M What if you don't hit something?]] something?]]



* In ''DragonBallZ: Buu's Fury'', you can eat the Senzu bean before you give it to the person. Does this mean the game wants you to get another one? No! It takes the one you don't have, which gives you 255 Senzu Beans.

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* In ''DragonBallZ: Buu's Fury'', you can eat the Senzu bean before you give it to the person. Does this mean the game wants you to get another one? No! It takes the one you don't have, which gives you 255 Senzu Beans.



** Also in ''JakIIRenegade'' is a minor glitch that is not usable, but nevertheless creepy: Jak's [[TheMirrorShowsYourTrueSelf reflection in the mirror]] behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]].

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** Also in ''JakIIRenegade'' is a minor glitch that is not usable, but nevertheless creepy: Jak's [[TheMirrorShowsYourTrueSelf reflection in the mirror]] behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]].



* ''{{Donkey Kong 64}}'' has some [[http://www.youtube.com/watch?v=yrFkwDdp-b0 really]] [[http://www.youtube.com/watch?v=TvXb-ZAXxoo dodgy]] [[http://www.youtube.com/watch?v=zC7COFJ_Osw collision]] [[http://www.youtube.com/watch?v=ZYzNj91epjA detection.]] Mercilessly abused by players attempting {{Speed Run}}s.
** ''{{Donkey Kong Country}}'' has a glitch where mashing buttons while [[http://www.youtube.com/watch?v=g4Qmth3RrVE traveling between the first two levels on the main map]] (about 1:20 in) will warp you over halfway through the game. Used in practically every non-100% speedrun, and very easy to pull off.
** You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.
* ''RocketRobotOnWheels'' has a pretty good physics engine, with one slight exception: The game includes cheat codes for things like lower gravity and higher strength, which the game wasn't ''necessarily'' programmed to deal with on a normal basis. Thus, by using both the Low Gravity and High Jump cheats, it is possible to jump outside the game world in the very first area and plummet into nothingness.
** The Extra Strength cheat also has a habit of not playing nice. Picking up vehicles, in particular, tends to make the game do odd things. It tends to make player character Rocket "hop"--sometimes it's just a little bunny jump, but other times (seemingly at the whim of the RandomNumberGod), Rocket will be ''catapaulted'' into the air until he ''collides with the skybox.'' Letting go of your impromptu jet before getting there will let you descend quickly, while you get to watch a go-kart shaped like a hot dog gracefully bound across the landscape.

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* ''{{Donkey Kong 64}}'' ''DonkeyKong64'' has some [[http://www.youtube.com/watch?v=yrFkwDdp-b0 really]] [[http://www.youtube.com/watch?v=TvXb-ZAXxoo dodgy]] [[http://www.youtube.com/watch?v=zC7COFJ_Osw collision]] [[http://www.youtube.com/watch?v=ZYzNj91epjA detection.]] Mercilessly abused by players attempting {{Speed Run}}s.
** ''{{Donkey Kong Country}}'' ''DonkeyKongCountry'' has a glitch where mashing buttons while [[http://www.youtube.com/watch?v=g4Qmth3RrVE traveling between the first two levels on the main map]] (about 1:20 in) will warp you over halfway through the game. Used in practically every non-100% speedrun, and very easy to pull off.
** You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.
time.
* ''RocketRobotOnWheels'' has a pretty good physics engine, with one slight exception: The game includes cheat codes for things like lower gravity and higher strength, which the game wasn't ''necessarily'' programmed to deal with on a normal basis. Thus, by using both the Low Gravity and High Jump cheats, it is possible to jump outside the game world in the very first area and plummet into nothingness.
nothingness.
** The Extra Strength cheat also has a habit of not playing nice. Picking up vehicles, in particular, tends to make the game do odd things. It tends to make player character Rocket "hop"--sometimes it's just a little bunny jump, but other times (seemingly at the whim of the RandomNumberGod), Rocket will be ''catapaulted'' into the air until he ''collides with the skybox.'' Letting go of your impromptu jet before getting there will let you descend quickly, while you get to watch a go-kart shaped like a hot dog gracefully bound across the landscape.
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* Level 10 in ''VideoGame/SuperMario64'', the second snow level, has a bug in which, after Mario's hat is blown off by a gust of wind, warping between points in the level causes the hat to replicate. Not only was it possible to scatter hats all over the level, it was possible to get Mario to hold his hat in his hand rather than wearing it.

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* Level 10 Snowman's Land in ''VideoGame/SuperMario64'', the second snow level, ''VideoGame/SuperMario64'' has a bug in which, after Mario's hat is blown off by a gust of wind, warping between points in the level causes the hat to replicate. Not only was it possible to scatter hats all over the level, it was possible to get Mario to hold his hat in his hand rather than wearing it.



** Both Super Mario 64 and the remake Super Mario 64 DS have glitches which allow you to skip huge portions of the game, in the former by a reverse version of the long jump mechanic, allowing you to go through locked doors and beat the endless stair case (0 Star runs are possible), the latter with some glitches allowing you to enter the basement with as few as zero Stars and beat Bowser as anyone with as little as fifty Stars (and completely screw up the credits in the process).
** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use an oxygen meter instead, except for ''SuperMario3DLand'', which lacks drowning due to its nature as what ShigeruMiyamoto calls "a 2D Mario game that plays like a 3D Mario game.")

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** Both Super ''Super Mario 64 64'' and the remake Super ''Super Mario 64 DS DS'' have glitches which allow you to skip huge portions of the game, in the former by a reverse version of the long jump mechanic, allowing you to go through locked doors and beat the endless stair case (0 Star runs are possible), the latter with some glitches allowing you to enter the basement with as few as zero Stars and beat Bowser as anyone with as little as fifty Stars (and completely screw up the credits in the process).
** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use an a separate oxygen meter instead, except for ''SuperMario3DLand'', which lacks drowning due to its nature as what ShigeruMiyamoto calls "a 2D 3D Mario game that plays like a 3D 2D Mario game.")
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** Additionally, the tendency of the NES Mega Man games to slow to a crawl whenever a mass of bullets was being fired, while not a glitch in any way, was still so useful at allowing players' brains to catch up to the action on-screen ("Nature's Bullet Time", some people call it), that [[AscendedGlitch the engine was designed with the default option to replicate it exactly]] in [[{{Retraux}} 2008's Mega Man sequel]] ''9''.

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** Additionally, the tendency of the NES Mega Man games to slow to a crawl whenever a mass of bullets was being fired, while not a glitch in any way, was still so useful at allowing players' brains to catch up to the action on-screen ("Nature's Bullet Time", some people call it), that [[AscendedGlitch the engine was designed with the default option to replicate it exactly]] in [[{{Retraux}} 2008's Mega Man 2008 sequel]] ''9''.''VideoGame/MegaMan9''.

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* The pause glitch in the first ''VideoGame/MegaMan'' game, where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.

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* The pause glitch in the first ''VideoGame/MegaMan'' game, ''VideoGame/MegaMan1'', where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.



*** ''[=rRootage=]'' also features intentional slowdown, for [[NintendoHard a similar reason]].
*** In the first two games, this could also be used to slow the internal timer used for determining how long MercyInvincibility would last, greatly extending its potential usefulness. Possible to trigger in the first game, but much easier in the second game where the Quick Boomerang's rate of fire could reliably activate it.

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*** ** ''[=rRootage=]'' also features intentional slowdown, for [[NintendoHard a similar reason]].
*** ** In the first two games, this could also be used to slow the internal timer used for determining how long MercyInvincibility would last, greatly extending its potential usefulness. Possible to trigger in the first game, but much easier in the second game ''VideoGame/MegaMan2'' where the Quick Boomerang's rate of fire could reliably activate it.



** In ''3'', a glitch (bug? hidden code?) allowed Mega Man to never die. It involves holding Right on the D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.

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** In ''3'', ''VideoGame/MegaMan3'', a glitch (bug? hidden code?) allowed Mega Man to never die. It involves holding Right on the D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.



*** It was also possible to get the Rush Marine and Rush Jet after beating Shadowman. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''4'' on.
** In some of the games, if a weapon took more than one to eat up one pixel of weapon energy, you could use the weapon for free by using the weapon once, pausing, reselecting the weapon, and unpausing. This was highly useful for the last boss of Mega Man 2, by conserving uses of Bubble Lead as you fought.
** In ''7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
* The little-known "11th Chip Glitch" in ''VideoGame/MegaManBattleNetwork 3''. Used properly, this trick allowed you to use any chip in your folder ''at least twenty-one times'', or ''as many times as you want'' if you only use that chip and know the secret. This included Mega Chips and Giga chips, which you could only use once, in addition to using this to break the four-of-the-same limit on Standard chips. This gets especially broken in White Version with the Balance Giga Chip, which cuts the HitPoints of everyone on the stage in half and cannot be blocked by ''anything''. Combining this with the Woodstyle/Undershirt/[=SetGreen=] [[GameBreaker game-breaking tactic]] (referred to as "[[FanNickname Cardboard Immortality]]" in some circles) allows you to reduce the Final Boss (and, for that matter, his powered-up form) to a simple matter of using Balance every turn while dodging attacks, then delivering a FinishingMove of your choice. The only downside to the 11th Chip Glitch is that it takes up a considerable amount of Navi Customizer space (at least three squares on the Command Line) and your backup programs are limited to Plus Parts, what little you can squeeze into the remaining Command Line squares, and [[GuideDangit EX Codes]].
** There's also 2's resident GameBreaker bug, the Gospel Duplication glitch. Anything you got between saving before the final battle and the end-of-game save was added to your pack in the end-of-game save when you picked it back up at the save point. However, one-off items were not considered taken by the game (with the exception of Power Ups), and so you could get multiples of the same one-off chip repeatedly. Common things to do this with were the very useful Roll 3 and Area Grab * code chips, both of which had set locations and were otherwise single-instance chips. This glitch also appears to let you buy chips for free, or at least those that are bought with Bug Frags, as the supply of Bug Frags is finite in this game, and you can buy multiples of the same chip (otherwise one-offs there) without taking a hit to your Bug Frag supply.

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*** It was also possible to get the Rush Marine and Rush Jet after beating Shadowman.Shadow Man. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''4'' ''VideoGame/MegaMan4'' on.
** In some of the games, if a weapon took more than one to eat up one pixel of weapon energy, you could use the weapon for free by using the weapon once, pausing, reselecting the weapon, and unpausing. This was highly useful for the last boss of Mega Man 2, ''2'', by conserving uses of Bubble Lead as you fought.
** In ''7'', ''VideoGame/MegaMan7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
* The little-known "11th Chip Glitch" in ''VideoGame/MegaManBattleNetwork 3''. Used properly, this trick allowed you to use any chip in your folder ''at least twenty-one times'', or ''as many times as you want'' if you only use that chip and know the secret. This included Mega Chips and Giga chips, which you could only use once, in addition to using this to break the four-of-the-same limit on Standard chips. This gets especially broken in White Version with the Balance Giga Chip, which cuts the HitPoints of everyone on the stage in half and cannot be blocked by ''anything''. Combining this with the Woodstyle/Undershirt/[=SetGreen=] [[GameBreaker game-breaking tactic]] (referred to as "[[FanNickname Cardboard Immortality]]" in some circles) allows you to reduce the Final Boss (and, for that matter, his powered-up form) to a simple matter of using Balance every turn while dodging attacks, then delivering a FinishingMove of your choice. The only downside to the 11th Chip Glitch is that it takes up a considerable amount of Navi Customizer space (at least three squares on the Command Line) and your backup programs are limited to Plus Parts, what little you can squeeze into the remaining Command Line squares, and [[GuideDangit EX Codes]].
** There's also 2's resident GameBreaker bug, the Gospel Duplication glitch. Anything you got between saving before the final battle and the end-of-game save was added to your pack in the end-of-game save when you picked it back up at the save point. However, one-off items were not considered taken by the game (with the exception of Power Ups), and so you could get multiples of the same one-off chip repeatedly. Common things to do this with were the very useful Roll 3 and Area Grab * code chips, both of which had set locations and were otherwise single-instance chips. This glitch also appears to let you buy chips for free, or at least those that are bought with Bug Frags, as the supply of Bug Frags is finite in this game, and you can buy multiples of the same chip (otherwise one-offs there) without taking a hit to your Bug Frag supply.
kill.
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** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface.

to:

** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use an oxygen meter instead, except for ''SuperMario3DLand'', which lacks drowning due to its nature as what ShigeruMiyamoto calls "a 2D Mario game that plays like a 3D Mario game.")
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*** The kicker, of course, is that the initial music in Hydrocity Act 1 in Sonic 3 isn't the Sonic 3 miniboss music but the main boss music. So its a bug WITHIN a bug.

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*** The kicker, of course, is that the initial music in Hydrocity Act 1 in Sonic 3 isn't the Sonic 3 ''Sonic 3'' miniboss music but the main boss music.music, which unlike the miniboss themes is used in both games as well as the locked-on version (as opposed to how ''Sonic 3 & Knuckles'' uses the miniboss theme from ''Sonic & Knuckles'' in that case). So its a bug WITHIN a bug.
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* The pause glitch in the first ''Game/MegaMan'' game, where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.

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* The pause glitch in the first ''Game/MegaMan'' ''VideoGame/MegaMan'' game, where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.



*** Additionally, the split-second morphing effect makes Megaman invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.

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*** Additionally, the split-second morphing effect makes Megaman Mega Man invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.



* The little-known "11th Chip Glitch" in ''MegaManBattleNetwork 3''. Used properly, this trick allowed you to use any chip in your folder ''at least twenty-one times'', or ''as many times as you want'' if you only use that chip and know the secret. This included Mega Chips and Giga chips, which you could only use once, in addition to using this to break the four-of-the-same limit on Standard chips. This gets especially broken in White Version with the Balance Giga Chip, which cuts the HitPoints of everyone on the stage in half and cannot be blocked by ''anything''. Combining this with the Woodstyle/Undershirt/[=SetGreen=] [[GameBreaker game-breaking tactic]] (referred to as "[[FanNickname Cardboard Immortality]]" in some circles) allows you to reduce the Final Boss (and, for that matter, his powered-up form) to a simple matter of using Balance every turn while dodging attacks, then delivering a FinishingMove of your choice. The only downside to the 11th Chip Glitch is that it takes up a considerable amount of Navi Customizer space (at least three squares on the Command Line) and your backup programs are limited to Plus Parts, what little you can squeeze into the remaining Command Line squares, and [[GuideDangit EX Codes]].

to:

* The little-known "11th Chip Glitch" in ''MegaManBattleNetwork ''VideoGame/MegaManBattleNetwork 3''. Used properly, this trick allowed you to use any chip in your folder ''at least twenty-one times'', or ''as many times as you want'' if you only use that chip and know the secret. This included Mega Chips and Giga chips, which you could only use once, in addition to using this to break the four-of-the-same limit on Standard chips. This gets especially broken in White Version with the Balance Giga Chip, which cuts the HitPoints of everyone on the stage in half and cannot be blocked by ''anything''. Combining this with the Woodstyle/Undershirt/[=SetGreen=] [[GameBreaker game-breaking tactic]] (referred to as "[[FanNickname Cardboard Immortality]]" in some circles) allows you to reduce the Final Boss (and, for that matter, his powered-up form) to a simple matter of using Balance every turn while dodging attacks, then delivering a FinishingMove of your choice. The only downside to the 11th Chip Glitch is that it takes up a considerable amount of Navi Customizer space (at least three squares on the Command Line) and your backup programs are limited to Plus Parts, what little you can squeeze into the remaining Command Line squares, and [[GuideDangit EX Codes]].



* [[BenCroshaw Yahtzee]]'s ''VideoGame/TwelveThirteen'' has a final boss battle that involves running, climbing, and shooting the boss over and over again in a difficult pattern. Unless you shoot the boss once, pause the game with the projectile still intersecting the boss, then unpause several seconds later. Instant win. Might be a reference to the first ''MegaMan'' game, which had the same bug.

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* [[BenCroshaw Yahtzee]]'s ''VideoGame/TwelveThirteen'' has a final boss battle that involves running, climbing, and shooting the boss over and over again in a difficult pattern. Unless you shoot the boss once, pause the game with the projectile still intersecting the boss, then unpause several seconds later. Instant win. Might be a reference to the first ''MegaMan'' ''VideoGame/MegaMan'' game, which had the same bug.
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** For anyone having trouble with Sonic's Casino stage in ''Sonic Adventure DX'', get a player 2 controller, look at a monitor, which stops the time... And let Tails go into the place where you play Pinball, Sonic will then be ''pulled into to the pinball machine, which stops time'', allowing players to complete the level around 5 seconds.
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** Speaking of glitching out items that are offscreen, this can be abused to let Tails jump on spikes while playing in tandem as Sonic and Tails. It's the easiest to perform on Carnival Night Zone, where Tails can stand and jump on spikes as long as the spikes themselves are out of view, treating them as a basic platform and only hurting Tails when the screen scrolls down far enough to expose the spikes.
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** And then there's a glitch that causes all metallic textures to become bright, candy pink. It makes it seem [[ScaryBlackMan Sig]] is out on a mission to prove RealMenWearPink, and the Metal Heads become decidedly less scary.
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* In ''BlasterMaster'' for the NES, certain enemies were susceptible to a easy to exploit glitch that would kill them without much effort. While the boss is flashing from taking damage, bringing up the inventory effectively paused the movement of the game but the boss would still be damaged as long as he was still flashing.

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* In ''BlasterMaster'' ''VideoGame/BlasterMaster'' for the NES, certain enemies were susceptible to a easy to exploit glitch that would kill them without much effort. While the boss is flashing from taking damage, bringing up the inventory effectively paused the movement of the game but the boss would still be damaged as long as he was still flashing.
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* In ''Citadel'' (a mid 1980s platform game by Superior Software for the BBC Model B), if you drop a trampoline in the room furthest to the right (the room where you find the hieroglyphic statuette), and use it to jump high enough to reach the top of the screen, you end up on the title screen.

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* In ''Citadel'' (a mid 1980s platform game by Superior Software for the BBC Model B), BBCMicro), if you drop a trampoline in the room furthest to the right (the room where you find the hieroglyphic statuette), and use it to jump high enough to reach the top of the screen, you end up on the title screen.

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** There is also a bug in Oil Ocean Zone in the beginning of act 2, if you jump at the side of the big purple platforms.
you will shoot up into the sky. But if you get hit by the spikes and fall in the green ball-like tubes you'll fall out of them. If you've done this Sonic should be twice as fast and jump twice as high.

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** There is also a bug in Oil Ocean Zone in the beginning of act 2, if you jump at the side of the big purple platforms.
platforms. you will shoot up into the sky. But if you get hit by the spikes and fall in the green ball-like tubes you'll fall out of them. If you've done this Sonic should be twice as fast and jump twice as high.
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* There is also a bug in Oil Ocean Zone in the beginning of act 2, if you jump at the side of the big purple platforms.

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* ** There is also a bug in Oil Ocean Zone in the beginning of act 2, if you jump at the side of the big purple platforms.

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* Another ''Sonic 2'' example (though it has zero impact on gameplay, it's just a glitch people have taken to fondly) is the ability to garble Sonic's color palette. Executed using debug mode, if you place a bunch of waterfall objects on Emerald Hill Zone, when you transform back to Sonic, he'll appear out from behind the waterfalls with a neon green hue with black spots around his head. This is called the "Ashura" glitch ("Ashura" is just a name fans made up for the now-green Sonic). The fandom likes this and has turned "Ashura" into a fanon character on the side, but the glitch itself is just a simple palette error generated by the debug mode.

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* There is also a bug in Oil Ocean Zone in the beginning of act 2, if you jump at the side of the big purple platforms.
you will shoot up into the sky. But if you get hit by the spikes and fall in the green ball-like tubes you'll fall out of them. If you've done this Sonic should be twice as fast and jump twice as high.
* Another ''Sonic 2'' example (though it has zero impact on gameplay, it's just a glitch people have taken to fondly) is the ability to garble Sonic's color colour palette. Executed using debug mode, if you place a bunch of waterfall objects on Emerald Hill Zone, when you transform back to Sonic, he'll appear out from behind the waterfalls with a neon green hue with black spots around his head. This is called the "Ashura" glitch ("Ashura" is just a name fans made up for the now-green Sonic). The fandom likes this and has turned "Ashura" into a fanon character on the side, but the glitch itself is just a simple palette error generated by the debug mode.
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* In ''SonicTheHedgehog2006'' there are a bunch of these, mostly due to the fact that [[ObviousBeta the game is completely broken]].

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* In ''SonicTheHedgehog2006'' ''VideoGame/SonicTheHedgehog2006'' there are a bunch of these, mostly due to the fact that [[ObviousBeta the game is completely broken]].

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** Also in ''JakIIRenegade'' is a minor glitch that is not usable, but nevertheless creepy: Jak's reflection in the mirror behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]].

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** Also in ''JakIIRenegade'' is a minor glitch that is not usable, but nevertheless creepy: Jak's [[TheMirrorShowsYourTrueSelf reflection in the mirror mirror]] behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]].

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* The second ''JakAndDaxter'' has a rather entertaining one. You start out with access to only part of Haven City and have to pick up passes to disable energy barriers to let you through (which happen as plot events, you don't actually have to hunt them down). Until you get these, the barriers are there for ''everyone''. So if you're near a barrier you haven't opened yet, and the Krimzon Guard are pissed off, you can see a KG jetbike slam into the glowy energy wall, crash and die. [[[VideogameCrueltyPotential Snigger]]].
** In the third game, there's a nice bug that requires the Infinite Light Jak cheat and the Light Jak shield and flight powers. Normally, the flight ability is more of a gliding power, only really slowing the speed and increasing the distance of falling. However, the shield power seems to suspend you in mid-air for a moment if used while jumping. So by activating Light Jak and then alternating between using the shield and flapping the wings given for flight, you can now achieve true flight. Having Infinite Light Jak then allows you to fly ''anywhere''.

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* The second ''JakAndDaxter'' ''JakIIRenegade'' has a rather entertaining one. You start out with access to only part of Haven City and have to pick up passes to disable energy barriers to let you through (which happen as plot events, you don't actually have to hunt them down).through. Until you get these, the barriers are there for ''everyone''. So if you're near a barrier you haven't opened yet, and the Krimzon Guard are pissed off, you can see a KG jetbike [[VideogameCrueltyPotential slam into the glowy energy wall, crash and die. [[[VideogameCrueltyPotential Snigger]]].
die]].
** Also in ''JakIIRenegade'' is a minor glitch that is not usable, but nevertheless creepy: Jak's reflection in the mirror behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]].
** In the third game, ''Jak3Wastelander'' there's a nice bug that requires the Infinite Light Jak cheat and the Light Jak shield and flight powers. Normally, the flight ability is more of a gliding power, only really slowing the speed and increasing the distance of falling. However, the shield power seems to suspend you in mid-air for a moment if used while jumping. So by activating Light Jak and then alternating between using the shield and flapping the wings given for flight, you can now achieve true flight. Having Enabling Infinite Light Jak then allows you to fly ''anywhere''.
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** Actually, the intent is for the helper character to light it for you. It just so happens that the previous method works as well.
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** You can do it in the very first level, Green Hill Zone

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* [[BenCroshaw Yahtzee]]'s ''[[{{ptitlethb9vdac}} 1213]]'' has a final boss battle that involves running, climbing, and shooting the boss over and over again in a difficult pattern. Unless you shoot the boss once, pause the game with the projectile still intersecting the boss, then unpause several seconds later. Instant win. Might be a reference to the first ''MegaMan'' game, which had the same bug.
* BanjoTooie has the Pack Jump, which allows Banjo to double jump during his Pack Whack attack. While not entirely game-breaking it does allow quite a few shortcuts to areas.

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* [[BenCroshaw Yahtzee]]'s ''[[{{ptitlethb9vdac}} 1213]]'' ''VideoGame/TwelveThirteen'' has a final boss battle that involves running, climbing, and shooting the boss over and over again in a difficult pattern. Unless you shoot the boss once, pause the game with the projectile still intersecting the boss, then unpause several seconds later. Instant win. Might be a reference to the first ''MegaMan'' game, which had the same bug.
* BanjoTooie has the Pack Jump, which allows Banjo to double jump during his Pack Whack attack. While not entirely game-breaking it does allow quite a few shortcuts to areas.areas.
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* In ''Blaster Master'' for the NES, certain enemies were susceptible to a easy to exploit glitch that would kill them without much effort. While the boss is flashing from taking damage, bringing up the inventory effectively paused the movement of the game but the boss would still be damaged as long as he was still flashing.

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* In ''Blaster Master'' ''BlasterMaster'' for the NES, certain enemies were susceptible to a easy to exploit glitch that would kill them without much effort. While the boss is flashing from taking damage, bringing up the inventory effectively paused the movement of the game but the boss would still be damaged as long as he was still flashing.
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* Another ''Sonic 2'' example (though it has zero impact on gameplay, it's just a glitch people have taken to fondly) is the ability to garble Sonic's color palette. Executed using debug mode, if you place a bunch of waterfall objects on Emerald Hill Zone, when you transform back to Sonic, he'll appear out from behind the waterfalls with a neon green hue with black spots around his head. This is called the "Ashura" glitch ("Ashura" is just a name fans made up for the now-green Sonic). The fandom likes this and has turned "Ashura" into a fanon character on the side, but the glitch itself is just a simple palette error generated by the debug mode.
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*** Additionally, the split-second morphing effect makes Megaman invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.
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**You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.

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