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** Block Shifting, which is triggered by moving vertically while mashing the Select button and causing the screen to scroll, will actually change the physical layout of the game. It so thoroughly breaks the game that it's been ruled illegal for speed runs.

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** Block Shifting, which is triggered by moving vertically while mashing the Select button and causing the screen to scroll, will actually change the physical layout of the game. It so thoroughly breaks the game that it's been ruled illegal for speed runs. [[https://www.youtube.com/watch?v=vZYCBzRB_c4 Here]] is a Tool-Assisted Speedrun that makes heavy use of it -- go ahead, ''try'' and figure out just what in the hell was going on on [=SR388=] that day.
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** ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' has Murky Mill, a dark level where you must play as Ellie the Elephant who is terrified of rats and so must avoid spotting the Sneek enemies when they're in the light. Normally you're forced into the Ellie barrel as it outright blocks a door, but with good timing you can build up enough momentum and duck to slide under it like [[Music/TheWho Pete Townshend]] and do the whole level as the Kongs who couldn't care less about the Sneeks. Granted Murky Mill's not a hard level even with the gimmick, but without it it's basically the easiest level in the game.
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** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus completely invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y unmorphing at an E.M.M.I. zone door]] at a precise position. It also prevents Samus from bouncing off the Robot Chozo Soldiers with the Screw Attack, resulting in an instant kill when it hits multiple times.

to:

** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus completely invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y unmorphing at an E.M.M.I. zone door]] at a precise position. It also prevents Samus from bouncing off the Robot Chozo Soldiers with the Screw Attack, resulting in an instant kill when it hits multiple times. This bug was however patched out in the 1.03 version, and it no longer works.
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** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. It saves her position on the ledge and teleports her there as soon as she un-morphs. It can help to save backtracking time, but the biggest boon of this is that it is one of two ways to trigger the Invincibility bug.
** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y unmorphing at an E.M.M.I. zone door]] at a precise position. While this is active it also prevents Samus from bouncing off the Robot Chozo Soldiers with the Screw Attack, resulting in an instant kill when the Screw Attack hits multiple times.
** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug involves refreshing the Melee Counter cutscene by reloading a checkpoint in Corpius' fight. If Samus kills the Muzby from behind before triggering the cutscene by entering the area from the front, the Muzby disappears from the cutscene and locks the camera, keeping all entities in other rooms from loading. With some skill and the Speed Booster, a player can then maneuver themselves to any other part of Artaria, use a Shinespark to deactivate this camera lock, allowing them to obtain the Screw Attack ''far'' earlier than normal.
** The [[https://www.youtube.com/watch?v=x-UJRvc0_tU Z-Axis]] bug allows Samus to end up facing the screen if she's cornered between an enemy and a wall while using the Melee Counter, allowing her to shoot towards the screen or "run towards the screen" to charge up a Shinespark, among other things. It can be used along the Invincibility bug against the Purple E.M.M.I. and a destructible wall to reach its Central Unit without the Gravity Suit.

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** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. It saves her position on the ledge and teleports her there as soon as she un-morphs. It This can help to save backtracking time, but the biggest boon of this is that more importantly it is one of two ways to will trigger the Invincibility bug.
** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus completely invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y unmorphing at an E.M.M.I. zone door]] at a precise position. While this is active it It also prevents Samus from bouncing off the Robot Chozo Soldiers with the Screw Attack, resulting in an instant kill when the Screw Attack it hits multiple times.
** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug involves refreshing the Melee Counter cutscene by reloading a the last saved checkpoint in Corpius' fight. If Samus kills the Muzby from behind before triggering the cutscene by entering the area from the front, the Muzby disappears from the cutscene and locks the camera, keeping all entities in other rooms from loading. With some skill and the Speed Booster, a player can then maneuver themselves to any other part of Artaria, use a Shinespark to deactivate this camera lock, allowing them to and obtain the Screw Attack ''far'' earlier than normal.
** The [[https://www.youtube.com/watch?v=x-UJRvc0_tU Z-Axis]] bug allows causes Samus to end up facing the screen player/screen if she's cornered between an enemy and a wall while using the Melee Counter, allowing causing her to shoot towards or run "towards the screen or "run towards the screen" to charge up a Shinespark, among other things.screen". It can be used along the Invincibility bug against the Purple E.M.M.I. and a destructible wall to charge a Shinespark and reach its Central Unit without the Gravity Suit.
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** There's a bug that allows Samus to sometimes shoot through walls without the need of the Wave Beam by sliding, jumping out of the slide and shooting, or clipping a shot through a ceiling via proper timing when doing a wall jump. This can immensely help in SequenceBreaking and skip certain segments entirely, such as the first E.M.M.I encounter and Drogyga. This same method can also help Samus [[https://www.youtube.com/watch?v=exrfttEdJwI use the Grapple Beam on Grapple Blocks from the wrong side]].
** The [[https://www.youtube.com/watch?v=7PkX4PwKEEA "Water Bomb Jump"]] bug. Normally, trying to Bomb Jump underwater while not on the ground will provide Samus with ''very'' little lift, usually making it impossible to get higher without the Gravity Suit. However, if Samus does a Bomb Jump underwater on the ground and is uncurled ''before'' touching the ground again, a bug occurs where they will be affected by mid-water Bombs as if they were on the ground. By doing this, one can Bomb Jump and quickly uncurl before landing to initiate the bug, jump + Morph Ball + Bomb to place a bomb mid-water and uncurl again before landing, then jump + Morph Ball to mid-water Bomb Jump with ''much'' greater height than normal. This allows the player to access a good number of areas that they would not have been able to normally without the Gravity Suit.
** There's a bug that allows Samus to get extra jump height at the water's surface with the Space Jump. Normally, the game tries to limit the height of an underwater Space Jump to the max height of your first jump. However, Space Jumping near a ceiling without hitting your head on it allows you to gain a little bit of height. This seems oddly specific, [[https://youtu.be/CNUMMGCL8vs?t=37 but if used correctly you can exit a water area with a small overhang]] leading to the Screw Attack to obtain it much earlier, and thus [[spoiler:skip not only the ''entire frozen Artaria sequence'', but also ''the fight with Experiment Z-57'']].

to:

** There's a bug that allows Samus to sometimes shoot through walls without the need of the Wave Beam by sliding, jumping out of the slide and shooting, or clipping a shot through a ceiling via proper timing when doing a wall jump. This which can immensely help in SequenceBreaking and skip certain segments entirely, such as the first E.M.M.I encounter and Drogyga. This same method can also help allows Samus to [[https://www.youtube.com/watch?v=exrfttEdJwI use the Grapple Beam on Grapple Blocks from the wrong side]].
** The [[https://www.youtube.com/watch?v=7PkX4PwKEEA "Water Bomb Jump"]] bug. Normally, trying bug allows Samus to Bomb Jump normally underwater while not on the ground will provide Samus with ''very'' little lift, usually making it impossible to get higher without the Gravity Suit. However, if Samus does a Bomb Jump underwater on the ground and is uncurled ''before'' touching the ground again, a bug occurs where they will be affected instead of being hampered by mid-water Bombs as if they were on the ground. By doing this, one can Bomb Jump and quickly uncurl before landing to initiate the bug, jump + Morph Ball + Bomb to place a bomb mid-water and uncurl again before landing, then jump + Morph Ball to mid-water Bomb Jump with ''much'' greater height than normal. This allows water physics, allowing the player to access a good number of areas that they would not have been able to normally without the Gravity Suit.
** There's a bug that allows Samus to get extra jump height at the water's surface with the Space Jump. Normally, the game tries to limit the height of an underwater Space Jump to the max height of your first jump. However, Jump, by Space Jumping near under a ceiling without hitting your head on it allows you to gain a little bit of height.but not colliding with it. This seems oddly specific, [[https://youtu.be/CNUMMGCL8vs?t=37 but if used correctly you can exit a water area with a small overhang]] leading to the Screw Attack to obtain it much earlier, and thus [[spoiler:skip not only the ''entire frozen Artaria sequence'', but also ''the fight with Experiment Z-57'']].



** The "[[https://www.youtube.com/watch?v=d1uuULdnWsI Shine Sink Clip]]" bug. This allows Samus to clip through a 1-block floor if she uses a Flash Shift on a wall, then Shinespark at the right time. Normally, the game would kill Samus via TeleFrag if she happens to be inside the ground, but if the player presses certain commands that involve sliding and using the Grapple Beam, she will clip through the 1-block floor unharmed. This of course leads to several ways of SequenceBreaking, including getting the Screw Attack ''much earlier'' by performing this trick in Cataris to get to the teleporter leading to Artaria.
** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then. However, the biggest boon of this is that it is one of two ways to trigger the Invincibility bug.
** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y using the Morph Ball and unmorphing at an E.M.M.I. zone door]] at a precise moment. While this is active it also prevents Samus from bouncing off a boss with Screw Attack, resulting in ludicrous damage when the Screw Attack hits multiple times.
** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug is performed by triggering the Melee Counter tutorial cutscene against the Muzby, then loading the last saved checkpoint upon entering Corpius' room. This reactivates the Melee Counter tutorial cutscene, and when Samus returns to the Muzby later it will play out. If Samus kills the Muzby from behind before triggering the cutscene from the front, the Muzby will disappear from the cutscene and the camera will lock, keeping all entities in other rooms from loading. With some skill, a player can then maneuver themselves to any other part of Artaria with enough equipment and abilities, then use a Shinespark to deactivate this camera lock, allowing them to obtain the Screw Attack ''far'' earlier than normal.

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** The "[[https://www.youtube.com/watch?v=d1uuULdnWsI Shine Sink Clip]]" bug. This bug allows Samus to clip through a 1-block floor if she uses a Flash Shift on a wall, then Shinespark at the right time. Normally, the game would kill Samus via TeleFrag if she happens to be inside the ground, but if the player presses certain commands that involve sliding and using the Grapple Beam, she will clip through the 1-block floor unharmed. This of course leads unharmed, leading to several ways of SequenceBreaking, including getting the Screw Attack ''much earlier'' by performing this trick in Cataris to get to the teleporter leading to Artaria.
** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it It saves her position on the ledge and moves teleports her there as soon as she un-morphs. This It can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then. However, backtracking time, but the biggest boon of this is that it is one of two ways to trigger the Invincibility bug.
** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y using the Morph Ball and unmorphing at an E.M.M.I. zone door]] at a precise moment. position. While this is active it also prevents Samus from bouncing off a boss the Robot Chozo Soldiers with the Screw Attack, resulting in ludicrous damage an instant kill when the Screw Attack hits multiple times.
** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug is performed by triggering involves refreshing the Melee Counter tutorial cutscene against the Muzby, then loading the last saved by reloading a checkpoint upon entering in Corpius' room. This reactivates the Melee Counter tutorial cutscene, and when Samus returns to the Muzby later it will play out. fight. If Samus kills the Muzby from behind before triggering the cutscene by entering the area from the front, the Muzby will disappear disappears from the cutscene and locks the camera will lock, camera, keeping all entities in other rooms from loading. With some skill, skill and the Speed Booster, a player can then maneuver themselves to any other part of Artaria with enough equipment and abilities, then Artaria, use a Shinespark to deactivate this camera lock, allowing them to obtain the Screw Attack ''far'' earlier than normal.

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** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then. However, the biggest boon of this is that [[https://www.youtube.com/watch?v=BY1GVbR-A-w Samus becomes invulnerable to damage]] (including extreme temperatures) after the teleport is performed, which lasts until she enters a cutscene or another zone.

to:

** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then. However, the biggest boon of this is that [[https://www.it is one of two ways to trigger the Invincibility bug.
** The "[[https://www.
youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus becomes invulnerable to damage]] damage (including extreme temperatures) after the teleport is performed, which lasts temperatures) until she enters a cutscene or another zone.zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y using the Morph Ball and unmorphing at an E.M.M.I. zone door]] at a precise moment. While this is active it also prevents Samus from bouncing off a boss with Screw Attack, resulting in ludicrous damage when the Screw Attack hits multiple times.
** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug is performed by triggering the Melee Counter tutorial cutscene against the Muzby, then loading the last saved checkpoint upon entering Corpius' room. This reactivates the Melee Counter tutorial cutscene, and when Samus returns to the Muzby later it will play out. If Samus kills the Muzby from behind before triggering the cutscene from the front, the Muzby will disappear from the cutscene and the camera will lock, keeping all entities in other rooms from loading. With some skill, a player can then maneuver themselves to any other part of Artaria with enough equipment and abilities, then use a Shinespark to deactivate this camera lock, allowing them to obtain the Screw Attack ''far'' earlier than normal.
** The [[https://www.youtube.com/watch?v=x-UJRvc0_tU Z-Axis]] bug allows Samus to end up facing the screen if she's cornered between an enemy and a wall while using the Melee Counter, allowing her to shoot towards the screen or "run towards the screen" to charge up a Shinespark, among other things. It can be used along the Invincibility bug against the Purple E.M.M.I. and a destructible wall to reach its Central Unit without the Gravity Suit.
Is there an issue? Send a MessageReason:
None


** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then.

to:

** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then. However, the biggest boon of this is that [[https://www.youtube.com/watch?v=BY1GVbR-A-w Samus becomes invulnerable to damage]] (including extreme temperatures) after the teleport is performed, which lasts until she enters a cutscene or another zone.
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None

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** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. If done correctly, it saves her position on the ledge and moves her there as soon as she un-morphs. This can help to save time when needing to backtrack from an area, as long as Samus keeps in her Morph Ball form until then.
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* ''VideoGame/MetroidDread'':
** There's a bug that allows Samus to sometimes shoot through walls without the need of the Wave Beam by sliding, jumping out of the slide and shooting, or clipping a shot through a ceiling via proper timing when doing a wall jump. This can immensely help in SequenceBreaking and skip certain segments entirely, such as the first E.M.M.I encounter and Drogyga. This same method can also help Samus [[https://www.youtube.com/watch?v=exrfttEdJwI use the Grapple Beam on Grapple Blocks from the wrong side]].
** The [[https://www.youtube.com/watch?v=7PkX4PwKEEA "Water Bomb Jump"]] bug. Normally, trying to Bomb Jump underwater while not on the ground will provide Samus with ''very'' little lift, usually making it impossible to get higher without the Gravity Suit. However, if Samus does a Bomb Jump underwater on the ground and is uncurled ''before'' touching the ground again, a bug occurs where they will be affected by mid-water Bombs as if they were on the ground. By doing this, one can Bomb Jump and quickly uncurl before landing to initiate the bug, jump + Morph Ball + Bomb to place a bomb mid-water and uncurl again before landing, then jump + Morph Ball to mid-water Bomb Jump with ''much'' greater height than normal. This allows the player to access a good number of areas that they would not have been able to normally without the Gravity Suit.
** There's a bug that allows Samus to get extra jump height at the water's surface with the Space Jump. Normally, the game tries to limit the height of an underwater Space Jump to the max height of your first jump. However, Space Jumping near a ceiling without hitting your head on it allows you to gain a little bit of height. This seems oddly specific, [[https://youtu.be/CNUMMGCL8vs?t=37 but if used correctly you can exit a water area with a small overhang]] leading to the Screw Attack to obtain it much earlier, and thus [[spoiler:skip not only the ''entire frozen Artaria sequence'', but also ''the fight with Experiment Z-57'']].
** There's a bug that allows you to [[https://www.youtube.com/watch?v=p_9Vw2Lw_z4 fire off charge shots much more quickly than normal]], due to some mechanics that accelerate the Charge Beam when you execute a somersault.
** The "[[https://www.youtube.com/watch?v=d1uuULdnWsI Shine Sink Clip]]" bug. This allows Samus to clip through a 1-block floor if she uses a Flash Shift on a wall, then Shinespark at the right time. Normally, the game would kill Samus via TeleFrag if she happens to be inside the ground, but if the player presses certain commands that involve sliding and using the Grapple Beam, she will clip through the 1-block floor unharmed. This of course leads to several ways of SequenceBreaking, including getting the Screw Attack ''much earlier'' by performing this trick in Cataris to get to the teleporter leading to Artaria.
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* In the ''VideoGame/SuperMarioAllStars'' version of the first game and ''Lost Levels'', the [[DemonicSpiders Hammer Bros.]]' hammers can't hurt you if you're on the far left edge of the screen. This has little practical use in the first game, but in ''Lost Levels'' with Hammer Bros that ''march towards you'', it helps trivializez them.

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* In the ''VideoGame/SuperMarioAllStars'' version of the first game and ''Lost Levels'', the [[DemonicSpiders Hammer Bros.]]' hammers can't hurt you if you're on the far left edge of the screen. This has little practical use in the first game, but in ''Lost Levels'' with Hammer Bros that ''march towards you'', it helps trivializez trivialize them.
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* In the ''VideoGame/SuperMarioAllStars'' version of the first game and ''Lost Levels'', the [[DemonicSpiders Hammer Bros.]]' hammers can't hurt you if you're on the far left edge of the screen. This has little practical use in the first game, but in ''Lost Levels'' with Hammer Bros that ''march towards you'', it helps trivializez them.

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* ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' has the [[https://youtu.be/aLUlBwHmGbA Pack Jump]], which allows Banjo to DoubleJump during his Pack Whack attack. While not entirely game-breaking, it does allow quite a few shortcuts to areas.

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* ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'' ''VideoGame/BanjoKazooie'':
** [[FallingDamage Fall damage]] normally kicks in if you fall for about a full second. However, it's possible to preemptively avoid this by using the [[GroundPound Beak Buster]] near a ledge, then steering Banjo and Kazooie over the ledge during the move's recovery animation where the duo leaps up to put Banjo back on his feet; this animation makes them immune to it.
** During Grunty's Furnace Fun quiz, normally if you get the question wrong on a skull space, Banjo and Kazooie are chucked into the lava below the board, costing you a life and making you redo the quiz from the start. However, if you crouch while moving (to perform a sliding crouch) on a space adjacent to the skull tile and mash C-left, it's possible to enter Talon Trot while on the quiz board. If you receive a quiz question (as opposed to a timed challenge) from the skull space and get it wrong while in Talon Trot, Banjo and Kazooie take damage but remain in place, and the invisible walls preventing you from skipping spaces without answering their questions, or just leaping around the board, are all removed. This lets you skip the rest of Furnace Fun and the cutscenes that come after its completion, and instead head straight to the [[FinalBoss final battle with Grunty]].
* ''VideoGame/BanjoTooie''
has the [[https://youtu.be/aLUlBwHmGbA Pack Jump]], which allows Banjo to DoubleJump during if you do his Pack Whack attack.attack in midair. While not entirely game-breaking, it does allow quite a few shortcuts to areas.
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* Similar to the above, ''VideoGame/SonicBoom: Rise of Lyric'' has a glitch where pausing the menu while in the middle of the jump [[https://www.youtube.com/watch?v=ZPwXKHqdXDw allows you to jump again]], allowing for ridiculous [[SequenceBreaking sequence breaks]] (including a 1 hour speedrun finished ''a day after the game's release'').

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* Similar to the above, ''VideoGame/SonicBoom: Rise of Lyric'' has had a glitch where pausing the menu while in the middle of the jump [[https://www.youtube.com/watch?v=ZPwXKHqdXDw allows you to jump again]], allowing for ridiculous [[SequenceBreaking sequence breaks]] (including a 1 hour speedrun finished ''a day after the game's release''). Sadly, this was patched later.
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* ''VideoGame/Spyro2RiptosRage'' and ''VideoGame/SpyroYearOfTheDragon'' both had a few levels with the 'swimming' glitch - if you charged out of the water just ''so'' at certain points where the ground is level with the water, you can trick the game into letting you swim through the entire level. It makes finishing the stage a cinch and you can even finish a few of the challenges in a level by using this bug to cheat at them, like swimming around collecting sprockets instead of riding a cart for them.

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* ''VideoGame/Spyro2RiptosRage'' and ''VideoGame/SpyroYearOfTheDragon'' both had a few levels with the 'swimming' glitch - if you charged out of the water just ''so'' at certain points where the ground is level with the water, you can trick the game into letting you swim through the entire level. [[labelnote:Explanation]]How it works is that Spyro's dive animation has him move forward in a slight arc: if you dive into the top of solid ground, the ground holds Spyro up in the air while his moveset is switched to swimming.[[/labelnote]] It makes finishing the stage a cinch and you can even finish a few of the challenges in a level by using this bug to cheat at them, like swimming around collecting sprockets instead of riding a cart for them.



** In ''VideoGame/Jak3Wastelander'' there's a bug that requires the Light 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. Enabling Infinite Light Jak allows you to fly ''anywhere''.

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** In ''VideoGame/Jak3Wastelander'' ''VideoGame/Jak3'' there's a bug that requires the Light 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. Enabling Infinite Light Jak allows you to fly ''anywhere''.



** In ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' you can climb most walls by going up to them in first person, jumping, and then spamming your wrench at a downwards angle.

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** In ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' you can climb most walls by going up to them in first person, jumping, and then spamming your wrench at a downwards angle. The only downside is that you have to be in Challenge Mode to unlock the First-Person mode.
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**The same game has a great one in world 4-2. If you climb a vine you can go to the warp zone, right? Well, it turns out that only one sub-area like that can be loaded at a time. That means if you enter a pipe later in the level that should lead to a room full with some coins, if you perform the trick ''perfectly,'' you can take the pipe and find yourself at the warp zone because the game hasn't swapped it for the coin room yet. The "wrong warp" trick works in more than one place and more than one Mario game, but to speedrunners it's more than a fun trick here: you shave a few ''very'' precious seconds off of your attempt at that world record because you don't have to wait for the vine to rise.
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** In an ironic way, you can ''fix'' Silver's telekinesis against other characters through a glitch (specifically by pausing the game).
*** There are also other glitches involving Silver's telekinesis and pausing, [[https://www.youtube.com/watch?v=dJ9CqtTAcRA as this video shows]].
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** Another that was trickier to use, but incredibly invaluable when used well, would be to intentionally cause slowdown right as Mega Man got hit - this would extend MercyInvincibility to much longer than it usually lasts. In particular, using it properly would turn the Wily Dragon, ordinarily ThatOneBoss, into a BreatherBoss (particularly as the best weapon to trigger this glitch, the Quick Boomerang, was its weakness). However, this was due to a glitch that involved, among other things, the clock speed of the NES. Attempting this on other platforms with higher clock speeds (like all of the releases of ''Mega Man Anniversary Collection'') causes things to backfire - it instead ''eliminates'' the Mercy Invincibility and causes a dramatic increase in speed and aggressiveness of foes.
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** The battle against King Whomp becomes much easier once you know that if you jump when he falls forward on you, you'll pass straight through him and can ground-pound his vulnerable point immediately.

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** The battle against King the Whomp King becomes much easier once you know that if you jump when he falls forward on you, you'll pass straight through him and can ground-pound his vulnerable point immediately.
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** The [[http://metroid.wikia.com/wiki/Door_Jump Door Jump]] which is famous enough to get its own Wiki entry. The gist of it is there is a means to use a door to clip inside a wall which can be used for both SequenceBreaking as well as accessing the game's [[MinusWorld Secret Worlds]].

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** The [[http://metroid.wikia.com/wiki/Door_Jump Door Jump]] which is famous enough to get its own Wiki entry.entry and even appeared in an issue of ''Magazine/NintendoPower'' described as if it was a legitimate game mechanic. The gist of it is there is a means to use a door to clip inside a wall which can be used for both SequenceBreaking as well as accessing the game's [[MinusWorld Secret Worlds]].
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** Though the word is still out on whether this is a bug or some kind of leftover debug feature, the Glitch Password of "7443 2241 1221" will make the "wrong password" sound but immediately load you into the tutorial level with different effects based on what you did at the title screen, some of which are legitimately useful while others are handy as a form of SelfImposedChallenge:
*** Skip the intro and demo and enter the password to crash the game.
*** Watch the intro but press start at the black screen to skip the demo before it starts, and enter the password to start with only 10 health.
*** Watch the intro, let the demo start, and then skip it and enter the password to start with all weapons, bosses beaten, and heart containers.
*** Watch the intro and demo entirely, and then enter the password to start with all weapons and bosses beaten, but only 10 health.

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* ''VideoGame/KirbysAdventure'' has a puzzle in the third level of Orange Ocean that leads to a switch that will activate an event in the HubLevel; you're faced with a cannon, which has a fuse that you have to light. The only problem is that the fuse is underwater, which means that using fire is out. In concept, you're supposed to get the Laser ability from a Laser Ball just outside the room and then shoot a laser at the (slanted) ceiling above the fuse, which will light it. In execution, however, you can also inhale a Hothead, walk over to the fuse, and then swallow it, which makes the fire from the resulting TransformationSequence light the fuse. This was fixed for ''[[VideoGameRemake Nightmare in Dream Land]]''.
** However, in ''VideoGame/KirbySuperStar'', a certain treasure chest in ''The Great Cave Offensive'' can only be reached if you know to light a fuse this way, making it an AscendedGlitch as well (although you can also get a helper to light it for you).

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* ''VideoGame/KirbysAdventure'' has a ''VideoGame/KirbysAdventure'':
** A
puzzle in the third level of Orange Ocean that leads to a switch that will activate an event in the HubLevel; you're faced with a cannon, which has a fuse that you have to light. The only problem is that the fuse is underwater, which means that using fire is out. In concept, you're supposed to get the Laser ability from a Laser Ball just outside the room and then shoot a laser at the (slanted) ceiling above the fuse, which will light it. In execution, however, you can also inhale a Hothead, walk over to the fuse, and then swallow it, which makes the fire from the resulting TransformationSequence light the fuse. This was fixed for ''[[VideoGameRemake Nightmare in Dream Land]]''.
** However,
Land]]'' but became an AscendedGlitch in ''VideoGame/KirbySuperStar'', as there is a certain treasure chest in ''The Great Cave Offensive'' can only be reached if you know to light a fuse this way, making it an AscendedGlitch as well way (although you can also get a helper to light it for you).you).
** Any ability that changes Kirby's appearance, that is Hammer, Parasol, Sword, and UFO, can be kept permanently if you press start and select simultaneously and leave the level. Kirby will have no ability according to the status bar, but he'll keep its powers and not have the ability knocked out of him if he takes a hit. Since you normally lose UFO when you finish a level, the ability to keep it and use it in any level is an outright ludicrous GameBreaker that neuters a lot of puzzles and reduces all but two bosses (Meta Knight and the FinalBoss, who force you to use specific abilities) to {{zero effort|boss}}s. By the way, you can find it in the ''first level'' if you [[https://www.youtube.com/watch?v=uAAvTHWwnns know where to look]].
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typos + elaboration


* ''VideoGame/MegaManX6'' is host to a multitude of different bugs, mainly due to the game's short development cycle not allowing for proper playtesting. This also results in the game being NintendoHard, and [[FakeDifficulty rarely for reasons that are fair]], but thankfully some bugs can potentially alleviate game's infamously high difficulty.
** When Zero performs an Ensuizan (the move he learns for beating Rainy Turtloid), he is completely invincible until the move is completed. However, if the animation were to be interrupted while Zero is standing on solid ground due to said ground ceasing to exist (i.e., the Ensuizan itself breaks a destructible platform underneath him or he slides off the platform he is standing on due to it being slippery), the game will think that Zero is perpetually still performing the move, rendering him completely invincible to enemies, spikes, and certain other hazards. The glitch will wear off if Zero performs the Ensuizan again, falls into a BottomlessPit, is crushed, or goes through a screen transition, such as into a boss corridor. This glitch can be performed in many different stages, most notably during the fight with ThatOneBoss, Gate.

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* ''VideoGame/MegaManX6'' is host to a multitude of different bugs, mainly due to the game's short development cycle not allowing for proper playtesting. This also results in the game being NintendoHard, and [[FakeDifficulty rarely for reasons that are fair]], but thankfully some bugs can potentially alleviate the game's infamously high difficulty.
** When Zero performs an Ensuizan (the move circular slash he learns for beating Rainy Turtloid), he is completely invincible until the move is completed. However, if the animation were to be interrupted while Zero is standing on solid ground due to said ground ceasing to exist (i.e., the Ensuizan itself breaks breaking a destructible platform underneath him or he slides him sliding off the platform he is standing on due to it being slippery), the game will think that Zero is perpetually still performing the move, rendering him completely invincible to enemies, spikes, and certain other hazards. The glitch will wear off if Zero performs the Ensuizan again, falls into a BottomlessPit, is crushed, or goes through a screen transition, such as into a boss corridor. This glitch can be performed in many different stages, most notably during the fight with ThatOneBoss, Gate.

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Added 3 Good Bad Bugs for Mega Man X6, and updated the "ENGAGE RIDLEY" section in the Metroid folder a little bit.


* ''VideoGame/MegaManX6'' is host to a multitude of different bugs, mainly due to the game's short development cycle not allowing for proper playtesting. This also results in the game being NintendoHard, and [[FakeDifficulty rarely for reasons that are fair]], but thankfully some bugs can potentially alleviate game's infamously high difficulty.
** When Zero performs an Ensuizan (the move he learns for beating Rainy Turtloid), he is completely invincible until the move is completed. However, if the animation were to be interrupted while Zero is standing on solid ground due to said ground ceasing to exist (i.e., the Ensuizan itself breaks a destructible platform underneath him or he slides off the platform he is standing on due to it being slippery), the game will think that Zero is perpetually still performing the move, rendering him completely invincible to enemies, spikes, and certain other hazards. The glitch will wear off if Zero performs the Ensuizan again, falls into a BottomlessPit, is crushed, or goes through a screen transition, such as into a boss corridor. This glitch can be performed in many different stages, most notably during the fight with ThatOneBoss, Gate.
** Another useful glitch involving Zero is the Guard Shell glitch. When Zero uses his Z-Saber while he has the Guard Shell out, the area of the Z-Saber's [[HitboxDissonance hitbox]] where the Guard Shell is active completely bypasses the MercyInvincibility frames that enemies and certain bosses have, allowing them to be hacked to ribbons in mere seconds by regular Z-Saber attacks.
** Yet another glitch in ''X6'' allows the player to equip two parts in a single slot on the part equipment screen, bypassing some of the need to [[LevelGrinding constantly grind for more Nightmare Souls to increase the player's rank]].



** Input the password "[[https://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]]". The results are hilarious, if suicidal. Unfortunately, it simply freezes the system (requiring a hard reset) if done on a 3DS.

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** Input the password "[[https://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]]". The results are hilarious, if suicidal. Unfortunately, it simply freezes the system (requiring a hard reset) if done on a 3DS.3DS, and will make the Nintendo Switch Online application outright crash.

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Works with their own pages:
* ''GoodBadBugs/SpongeBobSquarePantsBattleForBikiniBottom''
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* ''VideoGame/SpongeBobSquarePantsBattleForBikiniBottom'' has the Cruise Boost, done by performing the Cruise Bubble and Bubble Bowl moves at the same time against certain walls makes [=SpongeBob=] slide forward, letting him run faster, jump farther, and get extra height with the Bash (Which lets [=SpongeBob=] jump higher but he can't move while doing it). [[https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CB4QFjAA&url=http%3A%2F%2Fwww.youtube.com%2Fuser%2FCOEL625&ei=cBYlVInBAeup8QHNjoDwBw&usg=AFQjCNFQmr5SoW0pwRRRkb60YM1CSk5KbQ&sig2=y7FwRutSeDTIPhXLB776Uw This Youtuber]] has a series where he gets various collectibles without doing normal jumps using this trick.
** In Goo Lagoon's boardwalk area, there is a Skee Ball machine in which Spongebob can use his Bubble Bowl move (provided he unlocked it; it's rewarded after defeating a boss) to get various amounts of Shiny Objects, the currency of the game. The payout is normally incredibly small, however using Patrick to pick up and throw a pair of tikis in just the right spot inside the machine, swapping to Spongebob, and using the Bubble Bowl often leads to the ball becoming stuck in between one of the holes and the Tikis, rewarding Spongebob with the regular skee ball reward ''once per frame''. This has been dubbed "Skee Ball Abuse" and is used in certain speedrun categories due to it being a great source for Shiny Objects to easily pay for the Golden Spatulas (The primary collectibles that unlock areas and bosses) Mr. Krabs charges you for, as well as the clam gates that open additional areas for a fee.
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* The [[GameEngine Hedgehog Engine]] (which was used in ''VideoGame/SonicUnleashed'' and ''[[VideoGame/SonicGenerations Generations]]'') works by [[DynamicLoading loading the textures of the next part of the level when the player hits loading triggers]]. When playing the game normally, you get detailed levels that load seamlessly and without texture pop-in. However, if you're a SequenceBreaking {{speedrun}}ner, sometimes you will miss one of these triggers, and now your supersonic hedgehog can add [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=495 walking on air]] (some explanation of how this works can be heard [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=431 here]]) to his list of superpowers until you hit the next one.

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* The [[GameEngine [[UsefulNotes/GameEngine Hedgehog Engine]] (which was used in ''VideoGame/SonicUnleashed'' and ''[[VideoGame/SonicGenerations Generations]]'') works by [[DynamicLoading loading the textures of the next part of the level when the player hits loading triggers]]. When playing the game normally, you get detailed levels that load seamlessly and without texture pop-in. However, if you're a SequenceBreaking {{speedrun}}ner, sometimes you will miss one of these triggers, and now your supersonic hedgehog can add [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=495 walking on air]] (some explanation of how this works can be heard [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=431 here]]) to his list of superpowers until you hit the next one.
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** The life underflow glitch. Taking damage at the right moment while drowning can cause you to lose 2 lives instead of 1, and if this happens when you're on your last life, the game will [[FissionMailed appear to end... and then resume]], with the number having looped back around to 255 lives, although the life counter can't display numbers that massive correctly correctly (even when gained in [[InfiniteOneUps non-glitchy ways]]).

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** The life underflow glitch. Taking damage at the right moment while drowning can cause you to lose 2 lives instead of 1, and if this happens when you're on your last life, the game will [[FissionMailed appear to end... and then resume]], with the number having looped back around to 255 lives, although the life counter can't display numbers that massive correctly correctly (even when gained in [[InfiniteOneUps non-glitchy ways]]).
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*** The four main bosses: [[spoiler:It's possible to use the door to the statue room in a way that clips you underneath the statues, putting you on the elevator and letting you bypass the requirement to kill them.]]

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*** The four main bosses: [[spoiler:It's possible to use the door to the statue room in a way that clips you underneath the statues, putting you on the elevator to Tourian and letting you bypass the requirement to kill them.]]
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*** Kraid: [[spoiler:If timed correctly after the initial missile shot to the mouth, the player can switch to super missiles and pump three rapidly into Kraid during his damage animation. it is possible to kill him before he lifts out of the ground with this glitch.]]

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*** Kraid: [[spoiler:If timed correctly after the initial missile shot to the mouth, the player can switch to super missiles and pump three rapidly into Kraid during his damage animation. it It is possible to kill him before he lifts out of the ground with this glitch.]]



*** The four main bosses: [[spoiler:With a recently discovered door glitch, it's possible to enter Tourian without defeating them.]]

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*** The four main bosses: [[spoiler:With a recently discovered door glitch, it's [[spoiler:It's possible to enter Tourian without defeating use the door to the statue room in a way that clips you underneath the statues, putting you on the elevator and letting you bypass the requirement to kill them.]]

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* ''VideoGame/SuperMetroid'' has the incredible Murder Beam (also known as Space/Time Beam or Spazma Beam), a bug caused by activating the Spazer Beam and Plasma Beam simultaneously (needs pretty good reflexes or dexterous fingers). In most locations, firing this weapon will cause everything to slow down and fade to black as the game crashes. In some places, though, the game does not crash but just causes minor graphical glitches instead. This includes the final boss fight, where using it causes the boss to move slower, making the fight a bit easier. If you save after using the beam in a safe spot and reload, the game will be reset back to the very beginning, at the Space Colony. All upgrades (except missiles) are retained, however, allowing you to beat the crap out of the early bosses with weapons that kill them in one shot and obtain up to 900% completion.
** What the Murder Beam does is that it creates a vertical wall of damage, and anything in the wall takes constant streams of damage. But the only way to fire it without crashing the game is by firing a charge shot Left. Since you have to fire once to start charging, you have to pause the game, hold the fire button, and unpause it to charge without firing an uncharged shot, and fire left. Since Mother Brain is the only boss in the game that consistently stays to the left of you, she's the only one it's really effective against.
** The wave/spazer/plasma combo results in the Chainsaw Beam, which has an absolutely amazing rate of fire, but only affects beam-destroyable blocks (it can't hurt enemies).

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* ''VideoGame/SuperMetroid'' has the incredible Murder Beam (also known as Space/Time Beam or Spazma Beam), a bug caused by activating ''VideoGame/SuperMetroid'':
** With [[SomeDexterityRequired very fast fingers]], you can activate
the Spazer Beam and Plasma Beams together, something that isn't normally allowed. The effects of the resulting beam depend on which other beams you have equipped:
*** With all beams equipped, Samus will use the Murder Beam. It creates a vertical wall of damage, and anything in the wall takes constant streams of damage. But the only way to fire it without crashing the game is by firing a charge shot to the left. Since you have to fire once to start charging, you have to pause the game, hold the fire button, and unpause it to charge without firing an uncharged shot, and fire left. Since Mother Brain is the only boss in the game that consistently stays to the left of you, she's the only one it's really effective against.
*** The Spacetime
Beam simultaneously (needs pretty good reflexes or dexterous fingers).is the product of all beams other than Wave. In most locations, firing this weapon will cause everything to slow down and fade to black as the game crashes. In some places, though, the game does not crash but just causes minor graphical glitches instead. This includes the final boss fight, where using it causes the boss to move slower, making the fight a bit easier. If you save after using the beam in a safe spot and reload, the game will be reset back to the very beginning, at the Space Colony. All upgrades (except missiles) are retained, however, allowing you to beat the crap out of the early bosses with weapons that kill them in one shot and obtain up to 900% completion.
** What *** Combining Spazer and Plasma with Wave (and not the Murder Beam does is that it creates a vertical wall of damage, and anything in the wall takes constant streams of damage. But the only way to fire it without crashing the game is by firing a charge shot Left. Since you have to fire once to start charging, you have to pause the game, hold the fire button, and unpause it to charge without firing an uncharged shot, and fire left. Since Mother Brain is the only boss in the game that consistently stays to the left of you, she's the only one it's really effective against.
** The wave/spazer/plasma combo
Charge Beam) results in the Chainsaw Beam, which has an absolutely amazing rate of fire, but can only affects beam-destroyable blocks (it can't hurt enemies).damage enemies during a Power Bomb explosion.
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** In Goo Lagoon's boardwalk area, there is a Skee Ball machine in which Spongebob can use his Bubble Bowl move (provided he unlocked it; it's rewarded after defeating a boss) to get various amounts of Shiny Objects, the currency of the game. The payout is normally incredibly small, however using Patrick to pick up and throw a pair of tikis in just the right spot inside the machine, swapping to Spongebob, and using the Bubble Bowl often leads to the ball becoming stuck in between one of the holes and the Tikis, rewarding Spongebob with the regular skee ball reward ''once per frame''. This has been dubbed "Skee Ball Abuse" and is used in certain speedrun categories due to it being a great source for Shiny Objects to easily pay for the Golden Spatulas (The primary collectibles that unlock areas and bosses) Mr. Krabs charges you for, as well as the clam gates that open additional areas for a fee.

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