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* Link's crouching stab when he's bunkered behind his shield (except for the Hylian shield as a child) normally does extremely pitiful damage in return for speed and safety, but due to a script oversight crouch stabs takes the damage of the last attack Link used. This oversight is succinctly called "Crouch stab storage" and is used with the stored damage from a jump slash to combine Link's fastest attack with his strongest attack while keeping him fairly safe behind his shield, trivializing any bit of combat. Almost [[labelnote:*]] King Dodongo, Barrinade and Volvagia recover instantly after any attack, so it's irrelevant with them[[/labelnote]] every boss in the game up to and including both form of Ganondorf can be killed in a single vulnerability period.

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* Link's crouching stab when he's bunkered behind his shield (except for the Hylian shield as a child) normally does extremely pitiful damage in return for speed and safety, but due to a script oversight crouch stabs takes the damage of the last attack Link used. This oversight is succinctly called "Crouch stab storage" and is used with the stored damage from a jump slash to combine Link's fastest attack with his strongest attack while keeping him fairly safe behind his shield, trivializing any bit of combat. Almost [[labelnote:*]] King Dodongo, Barrinade and Volvagia recover instantly after any attack, so it's irrelevant with them[[/labelnote]] every boss in the game up to and including both form forms of Ganondorf can be killed in a single vulnerability period.period with jump slash stored crouch stabs.
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* Link's crouching stab when he's bunkered behind his shield (except for the Hylian shield as a child) normally does extremely pitiful damage in return for speed and safety, but due to a script oversight crouch stabs takes the damage of the last attack Link used. This oversight is succinctly called "Crouch stab storage" and is used with the stored damage from a jump slash to combine Link's fastest attack with his strongest attack while keeping him fairly safe behind his shield, trivializing any bit of combat. Even bosses up to an including both form of Ganondorf can be killed in a single window of vulnerability instead of the two or three it normally takes.

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* Link's crouching stab when he's bunkered behind his shield (except for the Hylian shield as a child) normally does extremely pitiful damage in return for speed and safety, but due to a script oversight crouch stabs takes the damage of the last attack Link used. This oversight is succinctly called "Crouch stab storage" and is used with the stored damage from a jump slash to combine Link's fastest attack with his strongest attack while keeping him fairly safe behind his shield, trivializing any bit of combat. Even bosses Almost [[labelnote:*]] King Dodongo, Barrinade and Volvagia recover instantly after any attack, so it's irrelevant with them[[/labelnote]] every boss in the game up to an and including both form of Ganondorf can be killed in a single window of vulnerability instead of the two or three it normally takes. period.
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* Link's crouching stab when he's bunkered behind his shield (except for the Hylian shield as a child) normally does extremely pitiful damage in return for speed and safety, but due to a script oversight crouch stabs takes the damage of the last attack Link used. This oversight is succinctly called "Crouch stab storage" and is used with the stored damage from a jump slash to combine Link's fastest attack with his strongest attack while keeping him fairly safe behind his shield, trivializing any bit of combat. Even bosses up to an including both form of Ganondorf can be killed in a single window of vulnerability instead of the two or three it normally takes.
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* By emulating or taking your controller apart, interesting things happen when you walk up stairs facing downwards by pressing up and down at the same time. Interesting in that you go down a level instead of going up a level, letting you use room exits where there should be none, walking under the entire map of the game. If you use enter the Triforce room while doing this, the ending plays. This is how the game is speedrun in three minutes.

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* By emulating or taking your controller apart, interesting things happen when you walk up stairs facing downwards by pressing up and down at the same time. Interesting in that you go down a level instead of going up a level, letting you use room exits where there should be none, walking under the entire map of the game. If you use enter the Triforce room while doing this, the ending plays. This is how the game is speedrun in three minutes.
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* In the UsefulNotes/NintendoGameCube version of ''Twilight Princess'', pressing the reset button on the console at ''just the right moment'' after Link falls into Lava in the Goron Mines (sometime during the fade to black) causes Link to respawn normally, except in Hyrule Field. He can then run around, and you might notice the title music playing. The title logo will eventually pop up, and pressing any button besides the control stick will cause the game to go into the file select screen. It's also possible in the Wii version, although the timing must be very precise and it's harder to pull off. Also sometimes Link can spawn on a Bridge of Eldin; in that instance the glitch needs to be used again. If done correctly, the area which is supposed to be the Hyrule Field rendered ''behind the title logo screen'' becomes fully ''explorable''. This can lead to going outside the boundaries of the level, including going as far as the end of skybox, or seeing the blurry textures of places which are in the distance, like Hyrule Castle. Oh, yeah. Epona is a '''MUST''' when going outside the walkable area, so prepare to see some flying horses.

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* In the UsefulNotes/NintendoGameCube Platform/NintendoGameCube version of ''Twilight Princess'', pressing the reset button on the console at ''just the right moment'' after Link falls into Lava in the Goron Mines (sometime during the fade to black) causes Link to respawn normally, except in Hyrule Field. He can then run around, and you might notice the title music playing. The title logo will eventually pop up, and pressing any button besides the control stick will cause the game to go into the file select screen. It's also possible in the Wii version, although the timing must be very precise and it's harder to pull off. Also sometimes Link can spawn on a Bridge of Eldin; in that instance the glitch needs to be used again. If done correctly, the area which is supposed to be the Hyrule Field rendered ''behind the title logo screen'' becomes fully ''explorable''. This can lead to going outside the boundaries of the level, including going as far as the end of skybox, or seeing the blurry textures of places which are in the distance, like Hyrule Castle. Oh, yeah. Epona is a '''MUST''' when going outside the walkable area, so prepare to see some flying horses.
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* The Japanese version allows you to collect infinite heart containers by going to Eastern Hyrule, where a heart container is out in the water on a broken dock and requires the bridge to reach. All you have to do is use the whistle so the tornado drags you across the heart container, and then travel back and repeat this for as many hearts as you like[[note]]The way the game is coded, every single area has an EventFlag for a heart container even if one wasn't put there by the developers. Doing this glitch sets the event flag ''at your destination'' instead of at the location of the heart container, so the game puts another one there when you travel back[[/note]]. All subsequent versions of the game corrected this glitch.
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* The single-most useful and abuseable glitch in the entire game is whistle-sprinting, which allows you to sprint infinitely. All you have to do is hold down on the d-pad to whistle, then start tapping x as you run, and you can sprint clear across Hyrule without ever stopping for a rest. The advantage this gives you is utterly insane as it allows you to easily escape enemies that would normally run you down and force you to stand and fight, is much more flexible (albeit still slower) than riding a horse, and can even allow you some sequence-breaking opportunities as sprinting up a vertical surface can give you considerable height before you're forced to start climbing. Its one trade-off is enemies hear you doing it (the game thinks you're constantly whistling) which can attract a lot of attention, but since you can outrun them all you really need to worry about is the occasional arrow or Octorok's rock. The best part is Nintendo seems to be fine with this one as it remains unpatched even to this day, unlike some of the glitches mentioned below.
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[[folder:''Tears of the Kingdom'']]
* Negating Autobuild at the right timing in earlier patches of the game will leave the "ghost outline" of the Autobuild structure floating in the air. It is possibile to manipulate this structure and use it to fly around at high speeds. This has been called Autobuild Cancel Slide, or [=ABCs=], by the speedrunning community, and is a common glitch used in any category that allows it. Because of this glitch, even Any% speedruns will still stop by to get Autobuild once it becomes available simply because the time it shaves off is worth the time spent making the detour to get it.
[[/folder]]
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* At certain positions in the game, it is possible into walls by positioning yourself against them and activating the Sheikah Slate's spyglass feature. This is most notably used by speedrunners to skip the beginning cutscene.

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* At certain positions in the game, it is possible into to clip through walls by positioning yourself against them and activating the Sheikah Slate's spyglass feature. This is most notably used by speedrunners to skip the beginning cutscene.

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* [[https://www.youtube.com/watch?v=3UhRVt7pqkw&feature=player_detailpage The infinite-bombs-and-arrows glitch]] can be done by exploiting the connection between Iza's Rapid Ride and Plumm's Fruit Pop Flight Challenge up Zora's River. By playing the latter beforehand, and using the clawshots while swimming to clip through a wall, you can purposely fall out of bounds in Lake Hylia. What makes this glitch possible is the fact that when the game respawns you, it returns you to the place you last entered the area -- in this case, at the end of Plumm's game, which can usually only be played while you're a wolf -- however, because you died as human Link, you'll be respawned as human Link, in a situation that shouldn't be possible. After a few more deaths and respawns, you can get it so Wolf Link is playing Iza's game (another impossibility), but isn't in the boat. This allows you to warp out, and when you turn human again, you'll still have the infinite bomb arrows assigned to your B button, as though you were still playing Iza's game. Having unlimited bombs and arrows makes the Cave of Ordeals a whole lot easier, [[ThrowDownTheBomblette among other uses]].
* In the UsefulNotes/NintendoGameCube version of ''Twilight Princess'', pressing the reset button on the console at ''just the right moment'' after Link falls into Lava in the Goron Mines (sometime during the fade to black) causes Link to respawn normally, except in Hyrule Field. He can then run around, and you might notice the title music playing. The Title logo will eventually pop up, and pressing any button besides the control stick will cause the game to go into the file select screen. It's also possible in the Wii version, although the timing must be very precise and it's harder to pull off. Also sometimes Link can spawn on a Bridge of Eldin; in that instance the glitch needs to be used again. If done correctly, the area which is supposed to be the Hyrule Field rendered ''behind the Title logo screen'' becomes fully ''explorable''. This can lead to going outside the boundaries of the level, including going as far as the end of skybox, or seeing the blurry textures of places which are in the distance, like Hyrule Castle. Oh, yeah. Epona is a '''MUST''' when going outside the walkable area, so prepare to see some flying horses.

to:

* [[https://www.youtube.com/watch?v=3UhRVt7pqkw&feature=player_detailpage The infinite-bombs-and-arrows glitch]] can be done by exploiting the connection between Iza's Rapid Ride and Plumm's Fruit Pop Flight Challenge up Zora's River. By playing the latter beforehand, and using the clawshots while swimming to clip through a wall, you can purposely fall out of bounds in Lake Hylia. What makes this glitch possible is the fact that when the game respawns you, it returns you to the place you last entered the area -- in this case, at the end of Plumm's game, which can usually only be played while you're a wolf -- however, because you died as human Link, you'll be respawned as human Link, in a situation that shouldn't be possible. After a few more deaths and respawns, you can get it so Wolf Link is playing Iza's game (another impossibility), but he isn't in the boat. This allows you to warp out, and when you turn human again, you'll still have the infinite bomb arrows assigned to your B button, as though you were still playing Iza's game. Having unlimited bombs and arrows makes the Cave of Ordeals a whole lot easier, [[ThrowDownTheBomblette [[ThrowDownTheBomblet among other uses]].
* Early American copies of the Wii version left in a debug feature where putting out the torches in the [[BonusDungeon Cave of Ordeals]] opens the door on the floor below, allowing players to skip most of the fights.
* In the UsefulNotes/NintendoGameCube version of ''Twilight Princess'', pressing the reset button on the console at ''just the right moment'' after Link falls into Lava in the Goron Mines (sometime during the fade to black) causes Link to respawn normally, except in Hyrule Field. He can then run around, and you might notice the title music playing. The Title title logo will eventually pop up, and pressing any button besides the control stick will cause the game to go into the file select screen. It's also possible in the Wii version, although the timing must be very precise and it's harder to pull off. Also sometimes Link can spawn on a Bridge of Eldin; in that instance the glitch needs to be used again. If done correctly, the area which is supposed to be the Hyrule Field rendered ''behind the Title title logo screen'' becomes fully ''explorable''. This can lead to going outside the boundaries of the level, including going as far as the end of skybox, or seeing the blurry textures of places which are in the distance, like Hyrule Castle. Oh, yeah. Epona is a '''MUST''' when going outside the walkable area, so prepare to see some flying horses.
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Added Superlaunch for Bot W

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** The speed of the blastoff, while pretty powerful on its own, can be further enhanced by pointing the camera in a direction that causes lag, which is called a Superlaunch. This is the variation predominantly used in speedruns, whereas regular Windbombs are more common in Multiplayer mod based Manhunt scenarios due to their better versatility.

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