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    Baldur's Gate 
  • In the first Baldur's Gate, one can export and import characters, and in the tutorial area there's a simulated Party that has good items for the low level (plate mail, a + 1 shield, wand of heavens, etc). Normally, any attempt to loot and walk out is thwarted since "Those items are illusionary". Clever players figured out you can save in the party tutorial stage, export the character, and then import them into a new game, allowing them to have equipment they should not have at that point, or enough vendor junk to buy good items your character shouldn't be able to buy — making the game up until the Mines a breeze. Sadly, they made the tutorial items in Baldur's Gate 2 unusable if you tried the same trick.
  • Baldur's Gate II:
    • By using a potion from inventory and then switching it with another item, the other item gets used instead. This led non-mages to be able to use scrolls, which are otherwise unavailable to them. Particuarly popular is the scroll of Summon Familiar, thus allowing any main character to have one. This has been patched with the Enhanced Edition.
      • Rather amusing, if you swap the potion with a gem, the latter amount would go to 0. Instead of depleting and disappearing like potion stacks, the number of gems simply underflows and gets to 65,535. This way you could give you the equivalent of several billion of gold, essentially granting you unlimited money from the start of the game.
    • 'Mislead' would create an illusory image of the caster and turn the caster invisible. The invisibility would not be dispelled as long as the image lasted, so you could beat everyone to death with a stick at your leisure, with the enemies being none the wiser.
    • Spells cast through 'Project Image' were not removed from your spell pool, allowing you to cast all your spells twice, or as many times as you memorised the 'Project Image'. Also, any monsters summoned through this spell weren't subject to the limitations placed on summoning, so you could conjure an army of planetars and watch them beat even the hardest encounters for you.
    • 'Simulacrum' created a duplicate of the caster, also duplicating any items they held in their quickslots.
    • 'Simulacrum' and 'Project Image' also stacked, with a PI doppelgänger being able to cast Simulacrum and vice versa. Careful use of spell slots made it possible to rapidly amass a massive army of cloned mages. Better still, one of the two was immune to the summoning limit of five creatures. Thus they could bring forth massive armies of insanely powerful creatures, without running over the limit.
    • The special wild mage spells 'Reckless Dweomer' and 'Chaos Shield' were all broken, making this class powerful beyond wildest dreams. Spells cast through Reckless Dweomer weren't subject to one spell in a round limit that mere mortal mages had to observe. Using the robe that reduced casting time you could easily get four or five spells off in the time it takes for the enemy mages to cast one. The Chaos Shield, though not supposed to stack with itself would nevertheless do that if cast through a spell sequencer, virtually guaranteeing that you would never get a harmful wild surge.
    • One of the Wild Surges could lead to the cap of five summoned allies being completely ignored, as an Area Effect on your Mordenkainen's Sword led to you being surrounded by seven or eight razor-edged death engines. (One Let's Player had this happen on an elemental summoning spell and ended up reloading the game because it happened in quite a small room, meaning he had no idea what was going on.)
    • The 'Talk and Fight' bug was another useful, though very situational, bug: Any non-hostile character whom you are currently talking to or have a character lined up to talk to will have their AI disabled and will not go hostile while the character ordered to talk to them is underway. This allows you order one character to engage an NPC in dialogue, while ordering the other members of your party to, well, engage the NPC in less courteous modes of communication (like, say, a sword to the shin). The NPC, still waiting to be talked to, will sit there and take it as long as the would-be talker is still en-route and for several seconds afterwards. While it will not work on any enemy that requires a scripted event to die (such as the Big Bad and the most difficult boss), it does wonders against the game's literal dragons who are not hostile towards you by default. AI mods were eventually released to kill this problem.
    • When the game starts, the screen gets black in a cutscene where the Big Bad tortures your main character. Meanwhile, a script erases any item you might carry (e.g. from an imported character), because you are imprisoned and thus not supposed to have any equipment ready with you. However, before the cutscene begins, there is a short window of time where you can manage to pause the game. The erasing script triggers with the cutscene, so you can get into the inventory and you will find everything still in your backpack. Since the script only checks what is in your inventory or equipped, but NOT what is on the ground, you can drop everything and re-equip when the cutscene ends (even high level items if you imported your character from the end of the game). Patched with the Enhanced Edition, unfortunately.
    • The Staff of the Magi is already an exceptionally powerful item, but in early versions of the game it was downright game breaking in the hands of a dual or multiclass Thief. Equipping it makes its wielder invisible, so you'd just do that, backstab an enemy, quickly unequip and re-equip it, and repeat until everything in the room was dead. This was quickly patched out; now backstabs can only be performed with weapons natively usable by a Thief. Although for whatever it's worth, the best backstabbing weapon in the game is a different quarterstaff (Staff of the Ram +4 to be precise).

    Dragon Age 
  • Dragon Age: Origins:
    • You can double-sell an item by clicking the 'sell all' button, and the 'sell' button at almost the same time. This can result in infinite gold.
    • If you have enough talent/spell points you can buy a low-level power, and cancel it while buying the higher level one at the same time, leaving you with the higher level power, and the extra point you sold back.
    • When adding stat points, if you press reset after adding stat points into it you can actually reduce the stat point by that amount (by pressing the reduce button after resetting), and thus gaining those stat points to distribute freely. Fear the Arcane Warrior with 0 strength!
    • At one point, you're traveling through the Fade, and obtain the ability to shapeshift into a few different forms with different powers. Once you leave the Fade, your shapeshifting abilities are lost, and you can't fool the game by assigning your various forms to the quickbar... unless you assign each form to the quickbar more than once, in which case you can turn into a golem or an undead sorcerer whenever you like just by clicking the icon. This has since been patched, alas.
    • Another Fade exploit comes from the various fonts and essences, each of which permanently increases one of your attributes by 1 when used. Rapid-fire clicking, however, can get you additional stat boosts, ranging from two or three points to double digits, depending on the font. The slower your computer, the more effective the exploit becomes.
    • Winter's Grasp can go off twice in a single cast. This happens at an almost alarming frequency.
    • Mana Cleanse does the opposite of its description and intent; it replenishes enemy mana to maximum. Later on the same spell branch, Mana Clash deals damage based on the target's total mana. Since most spellcasters have a higher capacity for mana than hit points, topping off their mana before Mana Clashing can be highly lethal. Between these two spells is Spell Might, which amplifies spellpower and makes Mana Clash a pretty brutal attack even on tougher-than-average wizards.
    • In the final battle, there are a few ballistae nearby. Going up to them will aim them at the Archdemon if it's close enough. Mashing the ballista fire button does a decent amount of damage (comparable to a powerful two-handed swing) to the Archdemon, but every time it is hit, it has to go through its hit animation. That means that due to the great firing rate of the ballistae, you can hit the Archdemon with it until it dies, slowly chipping away at its health as it can do nothing about it. If it flies away, just go to another ballista closer to it. The only real threat is the other darkspawn, but your other party members and your army can deal with them easily. The ballistae do jam up if you use them too many times, but can be repaired by a Rogue, as it becomes a "trap".
    • There's a particular armory vault door on the second floor of Redcliffe Castle that requires a key (or a rogue) to gain access. You're rewarded 40 experience for unlocking the door. The catch is that if you leave the area and come back, the door refreshes and can be unlocked for 40 experience every time. However, it's a lengthy process due to having to wait on the loading screens as you switch in and out of Redcliffe Castle's second floor, so YMMV indeed as to whether it's worth the trouble of doing more than a few times.
    • Reloading a save can refund you for those pricey specialization unlocks (be it through expenditure of coin for manuals or moral caliber to be taught by a morally repugnant NPC), but the specializations remain unlocked and available. They actually fixed this an early patch, but fan outcry caused them to change it back. It's likely that this bug is the reason specializations are handled differently in the subsequent games.
    • It's actually possible to kill and loot Ser Cauthrien for her Cool Sword (complete with Codex entry!) twice. First, kill her at the Arl of Denerim's estate, then allow yourself to be captured by all the archers she brought with her. (Make sure you loot her body before that last happens, though, as you won't ever be able to return here either way.) Then once you go to the Landsmeet proper, there she is again, alive and well. Even if you decapitated her. You can then kill her and loot her a second time, giving you two copies of the Summer Sword.
    • A number of bugs that have not been fixed by BioWare as of the most recent (and probably final) updates may actually be seen as good things, even if they are sometimes annoying, as abilities having limits not described in the text might be the only thing not making the game even easier. If Haste worked properly (and there is an unofficial fix), mages would be even more broken, and that would be just the start of the mayhem you can cause.
  • Dragon Age II:
    • You can infinitely increase your armor stat by repeatedly un-equipping and re-equipping a shield. Any shield.
    • The infinite gold bug is back in DAII, and it joins a new one: if you turn in a Fetch Quest at the same time you sheath your weapon (you have to draw and then wait for Hawke to put it away), you can get the quest reward repeatedly every time you press the interact button. Do this for an arbitrary amount of experience and money and then buy the Disc One Nukes from Bonny Lem and the Black Emporium to make you a killing machine. This was patched.
    • It's possible to gain infinite talent points, due to some bugs that give player character some talents back for free after they reset their character, save, and reload. Continue resetting your character and you can have enough talent points to max nearly every talents you have. It was patched.
    • In the final boss fight, the boss will repeatedly paralyze all combatants in order to monologue... but if a Warrior Hawke or Aveline have talents or gear that renders them immune to paralysis, they can ignore this and beat the final boss to a bloody pulp while they rant.
  • Dragon Age: Inquisition:
    • The Tempest rogue specialization's Flask of Fire ability negates the stamina cost of abilities. This also applied to Focus abilities, whether the Tempest's own Thousand Cuts or the Inquisitor's Mark of the Rift. Proper usage allowed Tempests to utterly eviscerate any encounter, even High Dragons. This has since been patched.
    • Item duplication returned, this time restricted entirely to crafting materials. It was patched, but replaced with a storage chest that enables duplication of all weapons, armor, accessories, and equipment add-ons. Amulets of Power are classified as an accessory.
    • The Axe of the Dragon Hunter is not supposed to be modifiable, and it has enhanced stats to match like other such weapons. However, an Axe of the Dragon Hunter that the player crafts themselves is modifiable, while still having the elevated stats of an unmodifiable weapon. This places it at a distinct advantage compared to other two-handed weapons.
    • The Coming Through upgrade of the ability Combat Roll lists its damage modifier as 250%. Its observed damage is actually twice that.
    • Occasionally, the game will spawn the loot enemies drop on the players location.

    Knights of the Old Republic 
  • Knights of the Old Republic
    • There is one SINGLE conversation choice near the end of the game that will drag the player character's morality bar from either extreme into the neutral zone if their response is contrary to their behaviour thus far, and will set the ending received irrespective of prior behaviour. However, if all other choices in said conversation and following it follow the ORIGINAL behaviour and run contrary to that single choice, it is quite possible to slip back into the previous morality and get the Light Side ending with a Dark Side character (including the special morality-specific robe options) and vice versa.
    • During a duel to the death, it is possible to stop combat just to ask your enemy if you can have his autograph. This happens if you challenge Bendak Starkiller to a duel but don't ask him for an autograph beforehand. In the opening seconds of the duel you click on him to attack, but the game makes you run up to him and starts the dialogue sequence that stops him from attacking you. This bug can be used to get close to Bendak before he has chance to shoot at you and thus avoid damage that you would suffer if you ran up to him.
    • If the player starts out as a Scoundrel, then becomes a Jedi Guardian, it is possible to combine the Force Jump and Sneak Attack abilities, causing the player to leap across the map and deal a massive amount of damage to whatever they hit.
    • You can gain an infinite amount of any given item by paying attention to the cap, above which they will not give you any more, then stuff them in one of the crates in the cargo bay and go and ask again.
    • The first game had a glitch to make Carth a Jedi, which is not normally possible. note 
    • On the Xbox version, pressing a combination of keys on the Player 2 controller while leveling up allowed for a "false level up" where you could apply skills, stats, and feats to the character, but the actual "level up" wouldn't fire until you completed a level up the correct way, leaving the player to leave the Endar Spire with more feats and skill points than the player should have earned for the entire game run.
    • The airlock at the Manaan underwater base had a bug where you could go to the room, strip the party members, go through the airlock, then go back in and the party members would respawn with all of the equipment you just removed (with the original items still in inventory)! Cue massive Loophole Abuse to Xerox the best gear in game.
  • Knights of the Old Republic II: The Sith Lords
    • One glitch involves cheating at the Handmaiden's training game and then berating her for calling you out on it. Like the Hanharr glitch, this is only supposed to happen once or twice, but it can be done over and over for infinite dark-side points and influence with the Handmaiden if you do it right.
    • It is possible to get unlimited copies of the Handmaiden's sparring robes by agreeing to fight her with them on, then tell her you're not ready yet, unequip them and start over from the top. The robes are worth a mint. Do the math.
    • By switching weapons during one of the Handmaiden sparring matches, right before she becomes "hostile," it literally turns it into a Duel to the Death. That's right. You can kill the Handmaiden on the Ebon Hawk. If you exit the ship, she will not be available for your party. If you re-enter, however, she will be back.
    • If you choose to fight in the Mandalorian battle circle, breaking the rules of the duel (such as bringing a lightsaber or Force powers to a fistfight) counts as forfeiting. However, the developers forgot to check if the player had planted mines in the dueling area beforehand...
    • There is a complicated glitch that requires a bit of planning, but it is possible to give Mandalore Jedi Powers; while his armor prevents most force powers, he can still use some and can wield lightsabers.
    • The duplication glitch in the second game made it possible to have Kreia hold a second weapon in her dismembered hand. The hand was still gone so the weapon would just float there.
    • It's possible to break Hanharr the Wookiee's will, reducing his intelligence but increasing his strength. This becomes a bug when you do it several times and drop his INT below zero — causing it to pull a loop-the-loop and turn Hanharr into a Genius Bruiser and max out every skill he can relative to his level.

    Mass Effect 
  • Mass Effect:
    • There is a glitch on Noveria when you speak with the turian named Lorik Qui'in. You do the mission he tasks you with, then speak with Gianna Parasini before reporting back to him. If you have enough Charm/Intimidate skill points, you can use either option to persuade him to testify against his boss. The glitch starts if you immediately talk to him again and ask him about Matriarch Benezia. Afterwards, you get the same options to convince him to testify again. Depending on whether you use Charm or Intimidate, you get Paragon or Renegade points every time you speak with him. You can fill up one or both bars in minutes.
    • On a number of the open-world planets, you can shoot at enemies (generally with a sniper rifle) at such a distance, that their name and health won't appear on your HUD. They might fire back at you, but they'll never be able to hit you, and will just stand still. Armatures and Colossi may still be able to hit you with their large pulse missles, but all you need to do is find a hill or something else to duck behind while the missles runs into where you just were while you're safe. You can kill entire groups with this method, which may be boring, but is a godsend on Insanity.
    • In the "Lost Module" side quest, there is a space monkey you have to search to find the module in question. If you do so without shooting any of the monkeys, you get some Paragon points. But, if you save and reload the game immediately after acquiring the module, you can search the monkey again unlimited number of times and get paragon points every time. This is even easier to exploit than the Lorik Qui'in glitch, as you don't need any Charm skill, and you can just tap the button and fill your Paragon meter in seconds.
    • It's possible to break the game so hard just by exploiting bugs (like spawning in the Mako where it normally isn't allowed) that the cutscenes become hilariously broken, with characters rapidly sliding past the screen in cutscenes and Shepard even running around in hilariously awkward stances.
    • In this clip, a bug causes the game to act as though Kaidan is not present toward the end, resulting in Tali arguing with herself over whether to save the Council.
  • Mass Effect 2:
    • There used to be a bug in the Xbox 360 version which allowed you to essentially get infinite skill points, for both you and all 12 of your party members, if you didn't enable auto-level. By pressing A ("Buy Rank") and X ("Reset Talent Points") at the same time when buying a Rank 4 skill, you'd get the skill...as well as every point you spent on that screen. If you had at least 10 unspent skill points going in, then you could completely level up every single character in the game in one fell swoop. At level 6. Disc-One Nuke indeed. This one was eventually fixed in a patch because of the problems it would have caused when transferring data to Mass Effect 3.
    • Hey, remember Conrad Verner? The creepy guy in ME1 who asks you to be a Spectre? You got the Paragon resolution to his sidequest, calmly explaining to him that he should go back home to his wife...but wait! There he is in ME2, wearing a full suit of your armor and harassing a bartender. He says he learned how to be "truly extreme" from you "shoving a gun in [his] face"...wait, what? That's the result of a save import bug, of all things. It always assumes you did the Renegade solution to his sidequest and adjusts the game accordingly (Paragon Shepard is supposed to get a different dialogue)...which actually makes the Paragon resolution funnier, because it turns ME2 Conrad from "This Loser Is You" to "This Cloudcuckoolander Is You". It becomes an Ascended Glitch in Mass Effect 3, where Conrad will apologize for accusing you of pointing a gun at him, saying he was under a lot of stress at the time.
    • Players discovered that, when reloading a gun, its ammo count changed at a specific point in the reloading animation, not at the end. By performing another action that overrode the animation at the right moment, it was possible to cut the process short while still reloading the player's gun. This created an ad-hoc timing minigame when reloading long-cycle guns like sniper rifles and most shotguns that could dramatically increase performance if done well. This became an Ascended Glitch, mentioned by Bioware forum posters and preserved in Mass Effect 3.
    • During the final fight at Horizon, the Scions will not start attacking you until you enter the final area, but they can still be seen from the edges of the passage... Meaning the player can use a sniper rifle to take them out. Considering that this is one of the toughest battles in the game on Insanity, this is very helpful to a lot of people.
    • In the Arrival DLC, there is an intermittent bug that can cause some of the enemies to begin screaming "Waughhhh-aghhhhh!!" at you nonstop. It plays rather nicely into the whole indoctrination aspect of the DLC. In another instance, because Shepard's battle lines are carried over from the main game, you'll often hear them yell "They've seen us!", even though the character is supposed to be on a solo mission. The bug is possible, although less common, in other parts of the game.
    • You can get characters sliding around insanely in the background while you talk to Anderson for the first time.
  • Mass Effect 3:
    • In some scenes, when a character tries to turn their head to face someone when speaking to them, but the character is behind them, the entire head and neck will twist around 180 degrees rather than the character model turning. Usually this just happens during non-cutscene dialogue, but a conspicuous example is after Priority: Geth Dreadnought where Admiral Han'Gerrel's head will twist around in an otherwise dramatic, high-tension scene.
    • The multiplayer mode (at least on PC) has an occasional bug where you glitch and suddenly you can move at super speed! Even faster walking speed than the fastest class and race selectable, making retrieval missions an absolute BREEZE if you get that particular glitch.
    • In the third game's multiplayer when you're carrying a retrieval objective you're normally not allowed to run, dodge, cloak, or use Charge, otherwise you drop the object; but some players have figured out that if you mash spacebar fast enough it's possible to sprint while repeatedly picking up and dropping the objective.
    • It is possible to skip the Renegade confrontation with Wrex if you sabotaged the genophage cure via downloading any of the last three DLC's and not using the Docking Bay altogether. The end result is that you get full Krogan and Salarian support, while Wrex hilariously treats you as though you saved the Krogan (thus turning Shepard into a Karma Houdini).
    • The Omega DLC is filled with hilarious bugs:
      • Aria T'Loak's speech to the inhabitants of the station is noticeably (and hilariously) glitchy. Her speech includes several instances of her rapidly sliding backward and forward along the floor at rapid speed, similar to what would happen in the first game if the player tried to mess with the programming or bring the Mako into areas it couldn't normally access.
      • There's an intermittent glitch where Aria and/or Cerberus enemies would suddenly start levitating in the air with their hands outstretched like Jesus.
      • Trying to perform a Vanguard's Biotic Charge at certain points would cause Shepard to act as if they're having a heart attack and drop dead in the middle of the battlefield.
    • Headshots on villains who appear in subsequent cutscenes or continue fighting in that encounter can cause them to run around like quite literal headless chickens.
    • In-universe example in the Citadel DLC, where after you complete the hideously difficult "Fatal Error" challenge, resulting from a glitch in the Armax Arsenal Arena you're trying to solve, they consider the resultant perpetually shifting arena fusion to be interesting enough to become an Ascended Glitch and one of their officially supported battlefields. Of course, to get to this you need to defeat a Boss Rush.

    Might and Magic 
Might and Magic Series:
  • Might and Magic 2 for the Sega Genesis had a bug where if you dismissed your hirelings before opening a chest, the chest would have ludicrously valuable treasure. Also, in dungeons prohibiting Etherealize spell (go through walls), it would sometimes forget it wasn't supposed to allow that, making the final dungeon a cinch.
  • Might and Magic 6:
    • There is a bug that allows you to turn in a certain quest an infinite number of times and thus giving you infinite experience. All you have to do is keep clicking the quest turn in button without closing the window. This might seem like a godsend, but leveling in that game required you to go train, which costs an increasing amount of gold per level, training to the max level would cost you a huge sum of gold.
    • As luck would have it, there's an infinite gold bug as well! In each of the 15 outdoor maps there is an obelisk, which displays part of a code which, when figured out, gives the location of a valuable treasure chest. This chest contains the most powerful spells for both Light and Dark Magic, two or three magical artifacts and bestows 250,000 gold on the opener. Then, if you exit the chest and go back in again, you get another 250,000 gold. Repeat until satisfied. Note: Once you leave the chest, the bug stops working, so make sure you get your fill there and then.
    • Many chests in the game are trapped. The trap damage is usually enough to kill all your characters at once, if they are at a low level. However, if the chest happens to be outside, and you have a flight spell active, it's possible to trigger the trap while flying up at the same time, letting you get far enough away that you can avoid the damage entirely. You can then safely return to the chest and open it. This lets you open chests far earlier than the programmers intended you to be able to do. In one such chest you find a quest item, Lord Kilburn's Shield, which you can return to the quest giver for a massive XP boost, enough to take your characters from level 1 to level 9 or 10. You can also get large amounts of gold and powerful items from other high level chests.
    • When moving between regions on foot, the game doesn't clean the herbs and other such items that lie on the ground, effectively duplicating them to the next map. Including horseshoes that give bonus skill points.
    • While training a character in skills that are limited to certain classes, if you swap from them to another character who can't use that skill the button to train the skill disappears. However this is only visual - clicking where the button should be will train the character in the skill. This allows for classes such as Sorcerers to wear plate armor or wield the wrong type of weapon.
  • Might and Magic 7:
    • The player's attack range was slightly longer than the monsters' attack range. Minotaur Lords, which had tons of hitpoints and a ludicrously powerful attack that also had a chance of outright killing whoever it hit, were also very big — big enough that they could get stuck in the scenery in certain places. Combine the two and a player could lure a Minotaur Lord to a chokepoint, get in that range where he could attack it and it couldn't attack back, and carve it up. (Minotaur Lords weren't the only monster this strategy worked on, but because they were so big and dangerous, they're the ones against whom players resorted to this exploit.)
    • You can duplicate some quest items indefinitely. Just put your quest items in a chest somewhere, talk to the Arbiter in Harmondale to get the quest items back, go back to the chest, and repeat. Since most quest items have limited use, this may not be very useful. However, one later game quest item is a spellbook for the highest level light spell, which can be sold. Before you complete the quest stores don't stock it. However you can sell or read the book (memorizing it). Slightly late to be useful but still handy. This applies even if you are dark aligned and thus never have a use for it other than infinite gold.
    • Another useful one would be that enemies' bodies sometimes do not disappear after being looted, which allows you to loot them again. And sometimes they wouldn't disappear a second time, nor a third or fourth. Since only a few powerful enemies (Dragons, for example) leave behind valuable items it was very situational, but there was a dragon available to fight and defeat right at the start of the game, your party can be equipped with high level items very easily — simply save before trying to loot the corpse and load if it does disappear. You do need to defeat the dragon, but it can be done employing strafing and shooting at him in real time.

    Pokémon 
  • Pokémon Red and Blue:
    • The Toxic Leech Seed glitch: use both of said attacks on your opponent, and as Toxic's effect of doubling damage from poison effects increases, so will Leech Seed's damage. In other words, twice as much damage each turn AND restoring a lot of your own HP.
    • In all generations, critical hits ignore enhancements to the appropriate defensive stat. In Generation I, they also ignored penalties. So a critical hit from a Normal move did extremely low damage to a Rock type even after a few Screeches while a non-crit attack with the same move did significantly more.
    • The first generation was riddled with Good Bad Bugs due to the programmers taking a lot of shortcuts to fit the game onto a Game Boy cartridge, including but not limited to warping everywhere from the very first town, even past the Elite Four, getting every Pokémon you want including Mew (not random), leveling a Pokémon from Level 1 to Level 100 in one battle by EXP underflow, walking through walls, etc.
    • The Japanese versions of the first generation games (except Yellow) had glitches based around the 11th item of the game and some Pokémon. Wanted to instantly level up to 100? You could do that. Wanted an exorbitant amount of items? Same deal. In fact, you could use this glitch combined with a specific set of actions to "create" Pokémon, including the event-exclusive Mew.
    • One of the most popular glitches is the Cinnabar Coast glitch, where there's no data for what Pokémon you're supposed to encounter therenote , so it uses the same data as the last place you were where you could fight and catch Pokémon. This glitch was fixed in the Spanish versions of Pokémon Red and Blue, as it was apparently discovered before it was released in that language.
      • If you talked to the Old Man who teaches you how to catch a Weedle, your name data would be stored in the encounter table and determine what Pokémon could be found there. This included the fan-favorite glitch Pokémon MISSINGNO., which allowed the player to duplicate hard-to-find items such as Rare Candies (which you can feed to a Pokémon to immediately increase its level) and the Master Ball (can be used to automatically capture any Pokémon, but you only got one during the course of a normal game). This works because the game stores MISSINGNO.'s Pokédex info on the same place as the data for how many of the sixth inventory item you have, so just catching a glimpse of MISSINGNO. would give you 128 of that item, and actually catching it would give you 255, giving you enough Master Balls to catch the entire Pokédex and still have an extra 104 balls to spare.
      • Even without delving into the potential game corruption that MISSINGNO brings, a player can visit the Safari Zone and then Fly to Cinnabar Island to encounter and catch the rare Safari Zone Pokémon in a setting where they won't run away and regular Poké balls (or Ultra Balls) can be used.
    • A glitch with trainers that can see and challenge you from the very edge of the screen and how the game handles spawning them on-screen allowed the user to randomly encounter any Pokémon in Red and Blue in the wild, making it catchable... most famously the event-only Mew, not to mention all sorts of glitch Pokémon, with random move names and types. It's most famous, as above, for allowing the player to catch a Mew by starting with either a Gambler on Route 8 or a Jr. Trainer at Nugget Bridge, Flying or Teleporting away as soon as they see you, then battling either a Youngster on Route 25 or the first Swimmer in the Cerulean Gym; their last Pokémon has a Special stat of 21, which forces you into a Mew encounter upon returning to the route the first Trainer you escaped from is at. For good measure, the level of what you encounter depends on the last Pokémon's Attack stat, so you can use attacks like Growl to lower that stat and make the Mew appear at level 1, then use an underflow glitch (since the first gen games didn't normally allow for Pokémon at level 1) to give it millions of experience points and instantly level up to 100.
    • Related to the above glitch is one that allows you to obtain a level 100 Pokémon before battling Brock. Not all Pokémon caught this way can be leveled to 100, and the setup differs slightly between Red and Blue and Yellow (It's much easier to perform in Yellow), but it's still a very useful glitch that obliterates the difficulty of the game.
    • One glitch that blurred the Game-Breaking Bug line was a save corruption glitch in Gen I. Normally, if the Game Boy was reset while saving, the save file got corrupted and the game rejected it, insisting the player start over. But if the game is saved before receiving the first Pokémon and reset at the right moment, the game saves the number of carried Pokémon as 255 instead of 0. Switch a couple of Pokémon and now the item count is 255 when the normal limit is 20 items. What's in the other 235 slots? Pretty much everything else in the game, like the player's coordinates, the current area, the rival's name, etc. Switching items can lead to some interesting gameplay effects, including an extremely short game. This has since then been taken even further with other TASes that abuse the bug to beat the game in slightly over a minute or essentially allow the player to rewrite the code on the fly with their innate Rapid-Fire Typing.
    • If a Pokémon happens to evolve after defeating Champion Blue in the Indigo Plateau, the music goes silent until Professor Oak congratulates the player instead of looping the victory theme, since the "evolution jingle" doesn't loop.
    • Celadon Hotel's interior was based so heavily on a regular Pokémon Center that it even has an invisible PC where the PC would be in a Pokémon Center. It's not particularly useful as there's a PC-equipped Pokémon Center in the same city, but it's amusing.
    • In an utterly bizarre example, a glitch on a physical copy of a first-generation Pokémon game (the 8F arbitrary code execution glitch) can be used to reprogram other games. As in, games on other physical cartridges. You can use this to warp right to the credits in Super Mario Land 2: 6 Golden Coins (as demonstrated here). And while no one's got a practical use for it yet, this can be used to write code onto a SNES game. Getting it wrong could damage the Game Boy, but getting it right can let you manipulate any game on the Game Boy and potentially any game on the SNES.
    • Since the Red & Blue engine treats gym statues as water tiles, you can use your fishing rod on them, though only Cerulean Gym and Lorelei's Elite Four room actually contain any wild Pokémon.
    • The move High Jump Kick (named as "Hi Jump Kick" in these games) causes the user to crash and take damage if it misses. In Generation I, it was supposed to be 1/8 of the damage it would have dealt, but due to a bug, it only deals 1 point of damage to the user instead. This was fixed in Stadium.
    • Fly and Dig are two-turn moves that cause the user to leave the battle on the first turn, becoming immune to all attacks, then reappear on the second turn to deal damage. Due to a generation-exclusive glitch, if the user is interrupted by paralysis or confusion on the second turn, they will remain hidden indefinitely while regaining access to all of their moves. A particularly skilled player can predict a status move, execute the glitch, and put themselves into an unlosable situation, and there's almost no way to counterplay this tactic. Because of this, Fly and Dig, which are otherwise universally considered worthless, are outright banned in the Gen 1 meta.
  • A bug in Pokémon Yellow can make Pikachu like the player a lot from the first hour of play. Use a Potion on it over and over again; even if it doesn't restore health, it still makes Pikachu like you.
  • Pokémon Gold and Silver:
    • The cloning glitch: You could get multiples of one-shot Pokémon by shutting off the power of one Game Boy during a trade with proper timing (because the link cables used in the first two games couldn't send and receive data at the same time); and whatever item they held was duplicated as well, if you needed more Master Balls to get the Legendary Beasts or if you wanted more Rare Candies to level up your Mons.
    • The Celebi egg trick is incredibly convoluted, but can let you hatch just about any Pokémon you want with a moveset tailored to your liking. It's almost a pity that things like this are so rare if not nonexistent these days.
    • Using the Coin Case glitch can do weird stuff to your game, such as tricking the game into thinking the game is currently being played on the Super Game Boy instead of the Game Boy Color, accessing an unused minigame, or even modifying sprites in the game. This glitch can also be used to obtain every Pokémon in the Johto Pokédex, even Celebi. Of course, you can transfer these Pokémon to Pokébank on the Virtual Console re-releases. Just one small note: Any Pokémon you obtain with this glitch won't count as obtained in the Pokédex, so you need to trade to another game and then trade it back.
  • A bug in Pokémon Stadium 2 allows you to get infinite continues in any cup (but not Gym Leader Castle). Just have a suspended game, then start any cup (not from the suspended game), and make sure that you have at least one continue. After that, whenever you lose, choose "Suspend" then choose "Continue without Suspending". Et Voilà! No continues are lost. This is very useful because the game is heavily rigged towards the CPU, especially in Round 2. This bug doesn't work in the original Stadium because if you try this, the game would just take you back to the screen with the Continue/Suspend/Quit options.
  • In Pokémon FireRed and LeafGreen, there is a glitch involving the Nugget Bridge, on which you can beat five trainers and then get a Nugget (a very pricey piece of Shop Fodder). The guy giving the Nugget out turns out to be a Team Rocket recruiter who will battle you when you turn him down. However, he gives you the Nugget before you battle him, so if you lose you get sent back to the Pokémon Center and the guy keeps acting as if you never talked to him, including giving you a Nugget, so you can keep losing and getting another Nugget each time. Contrary to popular belief, this glitch does not work in the original games, as you only have one chance to fight him, even if you lose. The glitch was also fixed in the Spanish versions of FireRed and LeafGreen, behaving the same way as the Generation I games.
  • Pokémon Emerald:
    • Pokemon Emerald has the most extensive cloning glitch in the series thus far. By exploiting an odd half-save in the Multi Battle Challenge of the Battle Tower, it's possible to clone up to four Pokémon and up to four hundred and twenty items at a time (specifically, as many items as the player has Pokémon in their PC). Unfortunately, this area can only be accessed after completing the Elite Four, so it's limited in usefulness, but infinite Rare Candies and Master Balls makes catching 'em all much easier. These items and cloned Pokémon can also be transferred to Gen IV games as well through Pal Park.
    • In Pokémon Emerald, the part of its random number generator that creates wild Pokémon's stats never reseeds. Therefore, with great timing (hit the right 60th of a second), you can get a Pokémon with great stats (perfect stats can take hours, so it would be frustrating if you hit the wrong frame).
  • Pokémon Colosseum was the first game in the series where you could catch Pokémon in Double Battles, and with it came another item-duplication bug. One could use their first Pokémon's turn to throw any sort of Ball, and on the second turn, switch the positions of the thrown Ball and a different type. Whichever ball you threw would work as normal but stay in your inventory. Using this glitch with the Master Ball would let you catch every single Pokémon in the game from the point on where you get it with ease. Naturally, this was fixed in Pokémon XD.
  • Pokémon Diamond and Pearl:
    • Early copies of the Japanese versions (removed from later and international versions, and not in Platinum at all) had a glitch allowing you to Surf out of the door of the first Elite Four member and into the black void at the edge of the screen; the big quirk about this glitch is that, if performed correctly, it will lead you to the event-only Pokémon Darkrai and Shaymin. Performed incorrectly, however...
      • A similar glitch exists in the remakes, Brilliant Diamond and Shining Pearl. When the player attempts to use Surf right when a Trainer challenges the player into a battle, the Surf popup will appear after the battle, allowing them to surf on land. Doing this on Route 224 against Black Belt Carl allows you to access the location of the event Pokémon, Shaymin.
    • There's also two cloning variations in Generation IV; item (easy to perform, JP-exclusive) and actual Pokémon (hard to perform, requires Wi-Fi, not restricted otherwise).
    • The Acid Rain glitch blurs the line between Game-Breaking Bug and this trope. In short, if Pursuit KOs a withdrawn 'mon while any weather effect is in play, the game goes insane — all weather effects are turned on and Pokémon get harmed by their own abilities that aren't meant to do damage ("Pikachu was hurt by Static!", and so on). In short, Hilarity Ensues; but if Castform or Cherrim are sent out, the game will make them keep switching between their various forms until the game is turned off.
    • In the fourth generation, there is a glitch called Tweaking. This relies on the player cornering so fast that the game fails to load the appropriate graphics of a new area, allowing the player to walk through a black void to any location in the game. It has potential to allow access to event Legendaries, which are normally impossible to obtain.
      • The Pal Park Retire Glitch is a specific application of tweaking. It involves navigating through the void to the Pal Park map, which adds the "Retire" button to your X menu, and then taking said button to the Hall of Origin map and selecting it there to trigger the Arceus encounter script, no Azure Flute required. This is possible because of a quirk in how the "Retire" button works. Normally, it's only used in the Great Marsh and the Pal Park. If used in the former, it runs a script that asks if you want to leave. Literally anywhere else, it just runs the fourth script in runtime for the current map, which in the Pal Park is also a "do you want to leave?" prompt. The Hall of Origin's Arceus encounter script just happens to be in the same slot. The cherry on top is that this trick is repeatable. You could have a full team of level 80 Olympus Mons by the third Gym. Or at least a pair of perfect HM slaves.
    • Due to how the GTS worked in the fourth generation games, one could use a program on their computers to "spoof" it and produce any Pokémon they want to receive, with any attacks, items, nature, etc.
    • Another glitch with the GTS allowed you to evolve trade-evolution Pokémon without actually trading them. Basically, one could put a Pokémon up for trade, but request an impossible Pokémon in return (like a Lv. 9 or under Mewtwo). While it was sitting there, they could engage in a trade in the GTS using another one of your Pokémon. Once that trade is done, retrieve the Pokémon you put up for trade, and it will evolve! This could be used to get the likes of Kingdra and Machamp as early as the THIRD Gym.
    • The Cute Charm ability has an out-of-battle effect that makes encountered wild Pokémon more likely to be the opposite gender of the user. However, due to the way the ability works in the Generation IV games, it also modifies the chance of getting shiny Pokémon, raising it to be as high as one in five if you're lucky but cutting it down to almost nothing if you're not.
  • Pokémon HeartGold and SoulSilver had a bug similar to one in Pokémon Emerald where the stats of wild Pokémon were stored in the frame data and never reseeded. This allowed players with near-perfect timing to obtain Pokémon with far superior stats to the average wild Pokémon. However, the glitch was harder to perform than its Emerald counterpart, as it required manipulation of the DS date and time settings, and several actions would advance frames in the game, changing the stats of the encountered Pokémon.
  • Pokémon Black and White had a similar issue with the GTS as the fourth generation games. Namely, one could use a computer program to spoof any Pokémon they desired and trade for it.
  • Pokémon X and Y made any Legendary or Mythical Pokémon come with three perfect IVs. Seemingly unintentionally, however, this extends beyond them to any Pokémon in the Undiscovered egg group (that is, Pokémon who cannot breed, not even with Ditto). This means you can catch a wild Riolu and potentially end up with a Lucario stronger and faster than any other with little to no breeding required. Sadly, this quirk was removed in Omega Ruby/Alpha Sapphire so that only Legendary/Mythical Pokémon get this bonus.
  • In Pokémon Sword and Shield, you can move the menu cursor a frame or two before using an item or Experience Candy on a Pokémon to make it evolve, causing the cursor to land on a different Pokémon than the one you were using the item on. If this second Pokémon is of the same species as the first, the item will be applied to that Pokémon instead, allowing you to do things like force underlevelled evolutions or even evolve male Combee and Salandit into female Vespiquen and Salazzle. This even works on Eggs, allowing you to potentially evolve the Pokémon inside and put even Ghetsis to shame by hatching your own level 1 Hydreigon or something equally crazy.
  • Normally, the Life Orb item gives a 30% damage bonus to all attacks, at the cost of some HP after attacking. However, if a Pokémon with the Sheer Force ability note  holds a Life Orb and uses a Sheer Force-boosted attack, the recoil doesn't occur. note  This means the Pokémon gets a 69% boost to their power using those moves with little cost. Whether this is a bug or a hidden feature of the item/ability is unknown, however, as it has persisted through several generations.
  • Pokémon Scarlet and Violet was clearly rushed for a November 2022 release, and the results speak for themselves. On launch, people quickly took to social media with clips of severe framerate drops, animations glitching, characters appearing and disappearing at random, Player Characters clipping through the map, the ability to make your character run twice as fast by using a second controller, and various other anomalies. Comparisons to Sonic the Hedgehog (2006) were inevitable due to the sheer amount of bugs and how outright bizarre they would get.

    Souls series/From Software 
  • Demon's Souls
    • There is a small glitch in the Tower of Latria stage you could take advantage of so you only have to fight one of the two Maneaters.
    • There is a bug that you can use to kill False King Allant before he even starts moving.
    • It's possible to get pushed out of bounds and (with careful maneuvering) clip through the wall in Stonefang Tunnel behind the Armor Spider boss. Since the boss can't attack behind it, this completely trivializes the fight.
    • Not so much a glitch but more of an oversight lovingly christened by fans as the "Cracked Talisman of Beasts"; the Talisman allows for the casting of both spells and miracles at the cost of having a high stat requirement to get the full power of said spell, meaning unless you have a very specific build it severely restricts offensive magic . . . however it doesn't affect the duration and effects of Status Buff spells and miracles like Warding and Second Chance, greatly increasing a character's versatility. Its main use however is to abuse the spell Cursed Weapon, which grants a flat 50 percent damage increase on a weapon at the cost of draining the user's hp at a fast rate, except if used by an unmet Talisman of Beasts, in which it drains a grand total of 1 hp per second while keeping the 50% boost. If anything, not meeting the requirements is far more beneficial in the long run.
  • Dark Souls:
    • Versions prior to 1.04 had a pretty crazy exploit that involved the Dragon Stone you get for joining the Path of the Dragon covenant that could net you infinite souls and humanity while using it.
    • At one point, shooting the Hellkite Dragon (the red drake in the Undead Parish/Burg) in the right spot caused it to jump off its perch and fall down the bridge. Apparently that counts as a Bottomless Pit, so he ends up killing himself and gives you 10,000 souls. This has since been fixed — now he just disappears until you move across the boundary that makes him spawn.
    • The Bottomless Box glitch allows you to dupe as many items as you want from an existing character onto a new character. There are some things you can't put in the box, and thus cannot dupe (spells, keys), but giving a new character a +5 Lightning Weapon, a fully upgraded armor set, any rings you want and a +5 Ascended Pyromancy Flame will make your character a weapon of mass destruction. It was patched as of Update 1.06.
    • The Hydra residing in the Ash Lake can be goaded into setting foot on land if you approach it from the Everlasting Dragon's bonfire. This in turn kills it instantly, removing the need to even fight it.
    • For some strange reason, Gwyn, Lord of Cinder will constantly dodge you if you keep spamming Great Combustion or Black Flame pyromancies, making the fight easy even on New Game+7 and eschewing the need to even parry him.
    • It's entirely possible (if very difficult) to completely cheese some bosses, most notably the Capra Demon and Manus, Father of the Abyss, by attacking them outside of their arenas without walking through the fog gate.
    • Before it was patched, it was possible to glitch through the Lordvessel door to the Kiln of the First Flame, completely skipping getting all the Lord Souls (and about half of the game). This is called the Kiln Skip, a glitch in which you forcibly quit the game at a specific point during a loading screen in the Lordvessel's room.
      • A different variant of the Kiln skip involves the use of the Purple Coward's Crystal (used to exit matches in the Battle of Stoicism, a multiplayer battle arena unlocked by killing Artorias, the boss of the Downloadable Content), an item swap glitch to use the crystal, and then immediately using a bonfire warp item. If the last bonfire you rested at was the Lordvessel at the Firelink Altar, you will instead be dumped in the Kiln.
    • Though patched now, it was possible that after Frampt shows up at Firelink Shrine you could get ludicrous amounts of souls by feeding him prism stones which gave you 90 souls each, you could buy them from the moss lady for 10 if you didn't mind the run, or if patches shows up at firelink then it became even faster.
    • It's possible to get infinite uses out of any item that has a Yes/No "Are you sure you want to use this?" confirmation screen, such as boss souls and Fire Keeper souls, thus removing the need to ever farm souls or Humanity. This is done by exploiting the way the game queues actions: Equip the item you want to your hotbar and hit the hotbar button in the middle of an animation such as a roll or a parry to queue the item use. Before the animation finishes and the confirmation comes up, open the menu and manually use a different item directly from your inventory. If you did it correctly, the confirmation for the first item should still appear, and selecting "Yes" will give you the effect of the first item while the second item is consumed in its place. For obvious reasons, it's recommended to choose an item with infinite uses as the second item, as those won't get consumed.
    • Later, the tumblebuff and moveset swap glitches were discovered. The former allows you to put any magical buff you want onto any weapon — including those that normally can't be buffed — and the latter allows you to transfer a moveset from one weapon to another; for example, giving the powerful but slow Demon's Greataxe the much quicker moveset of the Estoc.
    • Casting Homing Crystal Soulmass or Pursuers and then being summoned/invading another player causes the orbs around the player to turn invisible to the other person. In PVP, this typically results in your opponent getting close to attack, only for the orbs to activate and hit them out of nowhere, potentially killing them instantly.
    • The famous "Fall Control" glitch can be exploited ruthlessly to survive any high fall that doesn't go out of bounds, by simply saving and quitting when you touch the ground, but before the game properly finishes registering your death. This causes the game to return you to where you impacted the ground without killing you. Similarly, there is a method that allows you to survive lethal falls even without Fall Control in specific locations by using a combination of a plunge attack (which must slide off of something on the way down) and a roll in order to cause the lethal fall damage to coincide with the invincibility frames that rolling grants, cancelling all damage. This allows for massive amounts of Sequence Breaking, including skipping entire areas (most notably the Catacombs, which can be finished in under a minute). The Fall Control glitch also exists in every single Souls game AND Bloodborne, making it a very common trick of speedruns.
    • You can bypass the gate to Sen's Fortress by abusing death triggers. Death by falling into a bottomless pit (or similar) in the original game consists of two parts: the game going into a top-down view in order to display you falling to your death, and the game killing you proper. The former can be triggered without progressing to an actual death (such as using a parry to clip into the stairs before the building containing Andre the Blacksmith and the Undead Parish bonfire). Doing this causes the gate into Sen's Fortress to not load at all, allowing you to walk past it without ringing the Bells of Awakening.
      • Similarly to the Fall Control glitch, a similar trick also works in Bloodborne in several areas and is a common tactic in speedruns.
  • Dark Souls II:
    • The Binoculars Speed Glitch, which occurs when one uses the binoculars in one hand, uses it to zoom, then press dodge and heavy attack for the other hand. The result is an incredibly fast run that doesn't drain stamina. The Skywalking Glitch, where after you parry an enemy and then press the roll and attack buttons almost simultaneously to walk on the air and out-of-bounds of the game world. Both of these bugs were fixed in the 1.03 Patch.
    • The Burnt Ivory King is glitched, as he will sometimes pause indefinitely while you hack away at him with impunity. This is on top of a cheesy strategy where you can insta-kill him by luring him into one of the gates that's in the middle of being frozen by the Loyce Knights, in which case he'll get trapped in it and die instantly.
    • Thanks to one of these, the Dark Fog hex is far more deadly than it should be. A fairly obscure, gimmicky catalyst called the Bat Staff is supposed to cause minor poison buildup when you bludgeon an enemy with it. However, it also accidentally uses this poison stat as a multiplier for a poison spell channeled through it. Basically, cast Dark Fog through a Bat Staff and your target is almost-instantly poisoned by a huge cloud of effectively undodgeable toxins. Fortunately, it was nerfed in the 1.06 patch.
    • If you throw a Holy Water Urn where Nashandra spawns right before the cutscene starts, it'll get stuck in her game model and Nashandra's AI will freeze up, making an already easy boss fight completely trivial.
    • The Attunement Glitch, which can only be done on the PC version of the Scholar of the First Sin edition. Basically, this glitch allows you to swap the number of casts on your spell by left clicking on one of the available bonfires to bring up the "back" option, then going to the attune spells option, and just before the load screen pops up, by clicking on the spell you want the number of casts from (most commonly Soul Arrow due to having the most number of casts). With this, a spell such as Forbidden Sun which is normally inhibited by its limited casts can have much more viability thanks to this glitch.
    • For one that's more amusing and less powergamey, the Falconer enemies have a glitchy run animation where their legs appear to be carrying out the wrong actions, which is hilarious to watch. The game has been out for six years and it's never been patched.
    • The Brightbug is an incredibly powerful item, providing a 20% boost to your attack and defense at the cost of lasting only 2 minutes (and being very expensive). However, if you use the item while wet, then quit out, the buff will last indefinitely, at least until you die or quit out. Combine this with an item that can give you the wet status effect at any time...
  • Dark Souls III:
    • The now-patched Tears of Denial glitch. Tears of Denial, by itself, is an expensive Miracle that allows you to survive with one HP remaining from a hit that would otherwise kill you. Due to some wonky collision boxes, however, having the buff active while jumping into very specific parts of bottomless pits made it so that your Y-coordinates would never go down unless you quit the game or died, effectively granting flight, allowing you to skip every single level and boss short of Iudex Gundyr, Vordt, the Lords of Cinder, and the Final Boss. It could even be used to kill some of the bosses by going underneath their arenas and slaughtering them while their AI was disabled. In online play, it was frequently exploited to grief unfortunate invaders, and in regular play it allowed for so much Sequence Breaking that the game could be beaten in under 40 minutes.
    • The Sacred Flame pyromancy can be made to be drastically stronger than it was intended to be, giving it the ability to devastate humanoid enemies in a single shot, and due to another bug, it tends to be far more accurate than it should be due to severe Hitbox Dissonance. This has since been patched.
    • A rather rare-yet-hilarious glitch can happen in the first dragon encounter in Archdragon Peak. On rare occasions, the dragon can spawn improperly and fall off the tower into a nearby bottomless pit, giving you numerous valuable items that you'd normally get by killing it the hard way.
    • Another particularly crazy bug allowed people to invade other players boss fights. By joining the Mound Makers covenant and using a move storage bug with the Darksign, a talisman, and healing items, you could trick the game into thinking that you were a white phantom instead of an invader, allowing you to fight players even in bosses. You could even get Vertebra Shackles by killing the host or their phantoms (or by killing the boss). This was swiftly patched.
    • The Tree Jump glitch, a frequent feature of challenge runs. Instead of paying 20k souls to unlock the Firelink Shrine tower, you can use the level geometry to jump off a tree and reach the roof that way, allowing you to grab a majority of the useful items, including an extra Estus shard and a ring that gives you an extra 10% soul gain.
    • A particular infamous example is the Off-Hand Bow glitch, which is very similar to the tumblebuff swap glitch from the first game. This can result in tons of different effects from faster weapon attack animations to instant spell casting. Most infamously you can use this glitch to "turn" a Great Bow into a Great Automatic Crossbow, allowing for shenanigans such as one-shotting the final boss.
  • Bloodborne:
    • The original release had a bug where leaving the game running for long periods of time (somewhere in the 12 hour range) caused a memory leak that messes with the AI of the bosses in the game. The typical result forces them to use a single attack and nothing else, which completely trivializes every boss in the game if you're willing to leave your PS4 on for a long time. The 1.03 patch fixed this.
    • Father Gascoigne has a number of bugs that can render him trivial. It's very easy to get him stuck between a tree and a statue, allowing you to wail on him with impunity. It's also possible to glitch him out of the map boundaries by using a Visceral Attack on the stairs, killing him instantly. Although much more difficult to pull off, it's also possible to make him jump out of the map boundaries and kill himself by baiting his jump attack while standing near the exit gate.
    • A very useful bug allows you to cheese the Bloody Crow of Cainhurst fight for Eileen the Crow's questline, normally one of the most difficult battles in the entire game. When the Hunter switches the form of his Chikage, using a Blue Elixir and running away down the stairs to the door will cause him to lose track of you and return to his starting point. However, the Chikage's alternate form also drains health, so he'll simply stand still until he dies, and he won't attempt to heal because his AI isn't technically "in combat" anymore.
    • Remember how Bone Ash enchanted Cannons were the bane of low Blood Level PvP characters? Now imagine if they had an unlimited load of those silver bullets with the Rapid-Fire Cannon glitch. This would have been the precessor to the infamous Off-Hand bow Glitch in Dark Souls III had it been not been discovered over half a decade after the game's release, and can easily cheese even the Orphan of Kos.
    • Speaking of the Orphan of Kos, there is a very difficult but cheesy glitch where if you manage to Visceral Atttack him onto one of the rocks around the edge of the arena and start phase two of the fight in the process, the boss's AI will freeze completely, making him completely trivial.
      • There is another funny and less-powergaming bug with the Orphan of Kos as well; if you somehow manage to do enough damage to kill the boss outright before he goes into phase 2, the Orphan will freeze in place and stare at you instead of doing its death animation, as the developers had not accounted for the boss dying before changing phases. Fortunately this is more humorous than anything, as the game will still count it as a victory after a few seconds.
    • Taking Frenzy damage at the right time while returning to Hunter's Dream will trigger the animation before the warp but deal the damage after, which makes you randomly keel over and die on the loading screen.
    • The Chalice Dungeons, being a system of semi-procedurally generated dungeons, can have some very interesting quirks that range from harmless to potentially game-breaking. The Tomb Prospecters fan community has compiled a rather exhaustive list of datamined and discovered dungeons along with these glitches.
      • One of the most famous glitched Chalice Dungeon glyphs is "cummmfpk" (sometimes jokingly called the "Cum Dungeon" or "Cum Chalice" by fans). The very beginning of this chalice spawns an inactive Hunter NPC in front of a pendulum trap just far enough from the player that his animations are not loaded but his hitbox is. The trap will repeatedly hit him, but he can't get out of the way because he can't play a 'stagger' animation (if you progress to the point where his animations load, he'll move out of the way and stop taking damage), so he dies pretty quickly. This instantly gives the player roughly 100k Blood Echoes on the spot (depending on equipped Runes), and the NPC Hunter will respawn if you leave the chalice and come back, turning this into the best Echo farming spot in the entire game by a huge margin and allowing you to level characters in minutes.
    • A difficult but absolutely bonkers glitch allows you to gain tens of millions of extra Blood Echoes from bosses by stacking Heir runes thanks to the way the game caculates Visceral Attack overkill damage. This glitch technically works on any boss, but it's easiest to do on Living Failures in the DLC and also gives the most Blood Echoes. Equip the Heir Runes and finish the boss battle with two consecutive visceral attacks within a time window of 6 seconds. What happens on the Living Failures in particular is that it the killing blow is applied to all of them at once but counts multiplicatively with three stacked Heir Runes, as the Living Failures technically share a single healthbar. The results in a boss that normally gives about a hundred thousand echoes instead giving you roughly 68 million echoes. On New Game +6? Try 660 million echoes, enough to almost level your character to the level cap.
    • It's possible to skip all of Old Yharnam by making a very precise jump off one of the rooftops and rolling through several collision barriers. Yahar'gul the Unseen Village has a similar skip that involves clipping through a railing and falling through the level geometry.
  • Sekiro: Shadows Die Twice:
    • You're supposed to fight Gyoubu Masataka Oniwa — but you can also just climb out of the arena. Follow that up by hanging out on a roof near a ledge, and he'll steer his horse right off a cliff trying to get to you. Hilariously, the exact same strategy also works on the Demon of Hatred, who you fight in the same arena.
    • Before it was patched, it was possible to enter a swimming state out of bounds by clipping into a wall near the Guardian Ape and then swim across the game's extensive Minus World into Fountainhead Palace. This allowed the player the skip over half the game's content and finish it in under an hour.
    • One that hasn't been patch is a Sequence Break involving clipping out of bounds via a misplaced hitbox in a wall in Senpou Temple to clip out of bounds, and drop across the void into the arena for the Folding Screen Monkeys before fighting Genichiro.
  • Elden Ring:
    • The Ash of War Determination and its more powerful version Royal Knight's Resolve apply a buff that makes a single attack deal more damage. However, this buff affects all damage you do, but is only consumed after landing a hit with the buffed weapon itself. If you buff your left-hand weapon, you could attack with your right and get the damage bonus on every hit, or even boost your spellcasting damage. It does wear off naturally after a short time, but is very quick to reapply whenever you need to. Determination is also available almost immediately by killing a Teardrop Scarab north of Agheel Lake. This interaction was corrected in the 1.03 patch to affect only the weapon with this skill.
    • A bug caused the deathblight-inflicting effects of the Eclipse Shotel's skill to be imparted onto the Fire's Deadly Sin incantation. What this entails is that the player using this combo will set themselves and their surroundings constantly ablaze, which would deal fire damage but also build up instant death, so you could quickly kill players just by being near them. It became the bane of PvP until this interaction was fixed in the 1.03 patch.
    • Carian Retaliation was a solid spell parry in the initial versions of the game. Once you deflect a spell, Carian Retaliation would cast Glintblade Phalanx, summoning three invisible (except to you) magic swords that hover over you and home in on the nearest enemy after a delay. Good on its own, but nothing special. Then the 1.03 patch introduced a major bug with Carian Retaliation that caused it to scale tremendously with shield upgrades, easily dealing thousands of damage per activation off a maxed out shield and melting the HP of any boss or player, all while safely firing shots from a distance. It's actually pretty easy to exploit as well, since you can parry your own spells or even consumables like the Wraith Calling Bell to get the swords. This set-up is so powerful that nothing, not even the game's Superboss, can actually stand up to it, killing most bosses in less than a minute with minimal risk to the player. In PVP, the Ash of War produces ludicrous damage that one-shots players and is very hard to dodge, with the only telegraph being the sounds of the item being used to create the projectiles being "parried". The 1.04 patch addressed this by fixing the damage scaling to it wouldn't do nearly as much damage.
    • The incantation Inescapable Frenzy is a very close-range grab attack that can only be used against NPC invaders or other players. However, through a bug, instead of inflicting Madness like it's supposed to do, its damage and effects scale off your right-hand weapon, so it can deal loads of damage on top of building the ailments your weapon can inflict. This bug was fixed in the 1.04 patch.
    • The game has a failsafe that prevents players from getting stuck by instantly killing them if they're trapped in the "falling" state for too long. This failsafe also works for every entity, including bosses. It's entirely possible for tough enemies to get unintentionally caught in a tree or a rock and dying from this failsafe.
    • As in previous FromSoftware games, the player can mash buttons to struggle out of some enemies' grab attacks, causing the enemy to drop them more quickly and resulting in less damage taken. For some reason, doing this to a Runebear causes it to phase straight through the floor. Provided there's no other floor beneath it, it will clip outside the map boundaries and die. Considering Runebears are some of the most aggressive and tanky enemies in the game, not only is this far more effective than actually fighting them normally, but it's also hilarious.
    • If Malenia is brought to the end of her first healthbar with a critical attack, such as through posture break or repeated parrying, there is a chance that she will begin phase 2 with very little HP instead of her usual 80%.
    • Using the Holy Ground skill after using Seppuku while wearing the Deathbed Dress causes your character to uncontrollably twitch until either effect wears off.
    • The v1.04 update introduced a bug where inflicting a damage-inducing ailment (Bleed or Frostbite) right as a boss changed phases caused them to instantly die rather than properly undergo their phase transition. This was most commonly observed on multi-phase fights with unusual health-loss mechanics such as the Fire Giant and Godskin Duo, where the bosses lost health in ways not present in other fightsnote . Fortunately it was quickly patched out.
    • One of the few ways to avoid the Draconic Tree Sentinel's targeted lightning is to be standing directly next to him, which makes the attack strike behind him. There's no clear reason for this aside from a targeting error.
    • v1.04 introduced a bug with the Gold Breaker skill from an endgame weapon that allows the player to fly horizontally for a long distance, crossing gaps that they normally cannot. That said, you'll need to have beaten the Final Boss to gain the weapon that allows this, so it cannot be used for much Sequence Breaking, but is still handy for reaching elusive opponents.
    • Although the circumstances surrounding it are still unknown and it's a rare glitch, it is possible for the Regal Ancestor Spirit to accidentally teleport himself out of bounds when he teleports around the arena, which will also instantly kill him.
    • Entering Rykard's boss room as soon as the "Invading another world" message is displayed, then grabbing the Serpent-Hunter as soon as possible before the loading screen hits, then returning to your world allows you to pick up a second one, which should be impossible due to the game preventing you from obtaining a second Serpent-Hunter even in NG+, but the glitch allows you get two of them, though unfortunately it doesn't affect the Great-Serpent Hunt skill against Rykard.
    • Zipping. While not fully understood, it is possible to jump arbitrarily long distances across the map while holding the guard and run buttons. And it's very, very easy to perform. With careful routing, it's possible to finish the game in as little as four minutes using this glitch.
    • For some reason, entering New Game Plus results in the player running around various swamps and lava without getting their movement impeded. This is most notable in areas where you cannot ride Torrent, and makes navigation much more of a breeze.
    • By using Torrent to climb the cliffs near the Converted Tower, you can reach a small ledge that happens to be in the zone of a Stake of Marika up on the Moonlight Altar, allowing you to get up there without even starting Ranni's questline by killing yourself with self-damage. And since you aren't supposed to be able to get up there without doing the questline and collecting a bunch of items, Ranni will be up there even though she shouldn't be, having slain her Fingers with a blade she shouldn't have, and you can still marry her with the ring you shouldn't have. This means you can get the Dark Moon Greatsword pretty much immediately after starting the game and obtaining a way to deal damage to yourself (either Bloody Slash or Fetid Pots).
    • Before it was patched, it was possible to get into Mohg's arena around the fog gate with a well-placed jump off a gravestone, similar to the fog gate glitch from the first Dark Souls. As this would cause Mohg's boss AI to not activate, this essentially made the boss trivial. This was eventually patched by moving the gravestone in question farther away to make the jump impossible.

    Ultima 
  • Ultima:
    • In the original games, Lord British, supposedly invulnerable, can be killed by (for instance) packing his throne room with kegs of gunpowder and throwing a fireball.
    • One of the programmers for several of the Ultima games, Mike McShaffry, in his book "Game Coding Complete" mentions a bug which caused a spell to produce a wall of fire. They then decided they liked this and decided to leave it in.
    • Ultima VII: The Black Gate:
      • One of the more useful bugs involved Batlin's delivery request in Britain. With the right usage of declining his request, accepting his request, and dumping part of your inventory, you could repeatably gain 100 EXP and dupe any item of yours that can stack.
      • There were also diapers. As, apparently, a joke item, they made enemies repelled by dirty diapers. Then the programmers forgot to make any creature resistant to diaper-repulsion, with the result that a pile of dirty diapers is one of the most effective weapons in the game.
      • Magic potions (and similar items, such as fountains with magical effects) can be used not just on your party members, but any NPC or creature in sight. Which means you can kill a dragon by force feeding it sleep and poison potions
    • Ultima VII Part II: Serpent Isle had a copious amount of bugs, due to the rushed completion. The most noteworthy ones are the "False Coin" spell, which is supposed to make illusionary money but fails at the "illusionary" part, "Vibrate" which doesn't do damage but makes people drop all their possessions (including some things they're not supposed to drop) and "Serpent Bond", which allows you to bypass script triggers. This can be used to, among other things, carry stuff out of a dream, and save a temporary party member from his scripted death.
    • Ultima Online:
      • A rather famous incident of "it's not a bug it's a feature": a "creative use of magic" allowed someone to loot people's houses, essentially robbing them of all of their stored possessions.
      • In the beta, Lord British came onto the server himself to talk to players about a recent crash. Unbeknown to him or anyone else, the crash had turned off his "Invincible" tag. Some player spontaneously decided to cast a fire spell on him as a joke - so spontaneously, in fact, that he had to steal the scroll from someone watching the speech. He wound up assassinating Lord British in full view of everyone.

        As bizarre as it may sound for what would now be considered a simple act of PVP on a dev who didn't realize his power was turned off, at the time this was a really big deal. An actual in-game riot started very shortly after it happened, there were articles about this event in mainstream PC gamer magazines afterwards, interviews with the perp in question ('Aquaman') and more — it turned into a huge debate over PK-ing, the act of 'Player Killing', whether or not it was fair and what could be done about it. The article in PC Gamer magazine itself treated PK-ing as a threat to the average gamer and something that could turn people away from this relatively new genre of game. Re-reading these old articles is exactly as quaint as you'd imagine, proto-MMO'ers 'discussing' (read: arguing bitterly over) what could be done about what would eventually become one of the largest draws to the MMO market, PVP.
      • Once upon a time there were a lot of item duplication bugs in Ultima Online, that could dupe all kinds of things, like scrolls that cast a magic arrow for one point of damage. There were also slimes that would split in half every time they took any amount of damage. One enterprising player wrote up a script, barricaded himself behind some boxes, and promptly crashed the server.
    • Ultima IX:
      • You can save the hardest-to-find spell components from being consumed simply by dragging them back into your inventory after the text box pops up to input the name of the spell. The same piece of nightshade for every spell that needs it? You bet!
      • A few of the bosses could be targeted and killed with ranged weapons before their scripted cutscenes kicked in. They wouldn't move to defend themselves, and after they were killed you could trigger the cutscene and it would go off as scripted — minus the boss.
      • The dungeon Wrong would take away all your items if you were caught by the guards. You could easily get them back once you knew where they were stored, but if you had filled all of your available inventory slots (anything would do) the game would put your original items in a bag for you. The key here being that bags are extremely rare (without the 'economy' patch which actually gives you something to do with the piles of gold you invariably leave scattered around), giving you nine slots for the price of one. This bug could be repeated until your backpack was filled with bags.
      • Stacking "bridges": With a Level 0 spell, a little ingenuity, and a lot of grabbing everything that's not nailed down, you could make items literally float in midair and due to the mechanics of the game, you could hoist yourself up onto them. Given enough time and effort (but still far less than getting there normally) you could access parts of the game that normally wouldn't be arrived at until much later.
      • Since every item in the game, even money, was a physical object, sometimes they would clip out of whatever they were stored in. One chest in particular had a piece of the best armor in the game that could only be unlocked with a key gained by starting the game as one particular class. But find the right patch of pixels and it was yours for the taking anyway.
      • Pulling out a Glass Sword in the Buccaneer's Den armor and weapons shop would make the glass of the display cases disappear, giving you access to some really good gear that you weren't supposed to get.
    • This fellow has the majority of his website devoted to making Ultima games do things they aren't supposed to.

    Others 
  • AdventureQuest:
    • The Power Katana weapon caused some odd bugs. In AdventureQuest, the armor the player character wears determines the number of hits done with each attack during a turn, but it also determines what percent of the weapon's damage is done per hit. The Power Katana, probably due to it being the only item that scaled with your level at that time, did not play nice with the latter. Instead of damage being divided over each hit, each hit did full damage, which was insanely broken if the player paired it with an armor that performed several weak hits, allowing you to do up to six or seven times standard damage. The bug was, however, eventually patched.
    • Weekly releases tend to have a few hiccups before a patch later in the day, such as the 2015 Giftbox armor bugged to deal 100% damage for two hits rather than 50% damage each. Banshee Form armor had a bug that lied unnoticed for months. Banshee Form, on paper, was a strictly inferior Darkness-element armor compared to others, but in implementation, it was bugged to deal double damage compared to other armors of the level. People who actually used Banshee Form would have a much easier time clearing the game before it was patched.
  • Amulets & Armor has a great bug dealing with the "death cam", the red-tinted view of the world you see when you die. Your character is actually still alive, the game just disables the keyboard. However, A&A has mouse navigation too, which it doesn't disable, letting you explore (and even beat) levels while dead.
  • In the old Action RPG Ancient Evil, undead enemies, when slain, would get up again after about ten seconds. The tougher undead could permanently drain your EXP if they hit with an attack, so the best response was to run like hell. However, if the game was saved and loaded, any bodies on the ground would be converted into bones, and this included the bodies of undead. Bring one down once, save and load, and it's gone forever, probably to your relief.
  • In the Playstation version of Azure Dreams, careful use of a certain transforming Mon can allow the player to duplicate items as long as their monster has enough MP to morph (intentional). Less careful use of the same monster can allow the player to freeze the game (unintentional).
  • A programming oversight in Baten Kaitos Origins can make a large portion of the game much easier. Mountain Apples raise your entire party's HP by 5% each. The effect will stack if you take multiple. Given how you have about twenty free inventory slots and never need more than two or three slots open at any time, you can carry around fifteen or so apples and get tremendous boosts to your HP. Considering Origins is very Nintendo Hard, this is a godsend.
  • Betrayal at Krondor:
    • You're allowed to restore a few hit points by resting during the battle instead of any other action. However, if you press "R" quickly enough (or just hold it), you can rest in the same turn with any other action. Or rest twice. Casting Despair thy eyes (the cheapest paralysis spell) would cost no stamina, and using cold weapons would heal characters. Characters can routinely finish a battle with more stamina/hit points that they started with — wear decent armour, kill all mages and poisoners, then keep defending and resting; you'll need to repair your armour after that, though.
    • Late in Chapter 6, the party comes across a well that, according to its description, lets you permanently raise your strength by a few points (which means improved melee damage) if you first dose it with a potion (Fadamor's Formula, which temporarily raises your strength). The original version of the game had a bug where it would take all of your Fadamor's Formula instead of just one dose. However, a later patch overcorrected the problem, so now the well doesn't take any doses at all. As long as you start with one dose of Fadamor's Formula in your inventory, you can raise your strength to insane amounts in just a few minutes, turning even your Squishy Mage into a formidable melee fighter. (Just don't raise it too high; if it goes over 255 you start doing negative damage to enemies, healing them instead.)
  • Book of Mages: The Dark Times has a glitch where a single trip to the Mana Cave can grant you more skill points than you're possibly able to spend. In the early game, trips to the Mana Cave are the only way to level up at all; the upshot of this is that you can be almost as strong as the game's bonus boss before your first battle, completely removing any difficulty whatsoever for the entire rest of the game and allowing you to curb-stomp even the early Hopeless Boss Fight.
  • During the Inevitable Tournament in Breath of Fire III, you fight the first round in a pit of lava, standing on platforms held by large men called Dodai. You can win either by knocking out all three members of the opposing team or by knocking out the Dodai holding the opponent. The second member of the enemy team, Cawer, casts multiple spells, including Heal and Rejuvenate. Where this comes into play is how the enemy is programmed to fight — if you focus on their Dodai, they focus on yours. Cawer's AI isn't programmed to differentiate between healing spells and attack spells when attacking the Dodai (only when focused on you), meaning he can and will heal your Dodai if you focus on his.
  • Chrono Trigger:
    • The sound designers for the game found a bug in the SNES's sound chip and used it to create Lavos's distinctive roar.
    • In Chrono Cross, Lord Viper goes into a secret room in the bar at Termina at one point to receive his level 3 tech, FlagBearer, and an accessory, the Dragoon's Glory. However, if you step into the hall right outside the secret room without going into the main bar area, you can go right back in. Then, if you examine the place where the flag used to be, you will get another FlagBearer and Dragoon's Glory. The tech is useless to get multiples of, but the accessory is probably the best in the game. You can do this to acquire enough Dragoon's Glories to outfit the entire party.
  • Dark Chronicle: has two major useful glitches:
    • The first is the "Lure Glitch". You need to have recruited Olivie, two lures (which are bought from the aforementioned character), and the Lure Rod (which can be bought or invented). Equip Max with the Lure Rod and attach one of the lures to it, then in the status screen, flick the cursor over to either Monica or the Ridepod. Highlight the lure you didn't equip and by repeatedly mashing the X button, you can duplicate the lure attached to the rod up to 999. When you unequip the lures, they can be sold for an exorbitant amount of Gilda, and this can be repeated so long as you have two lures in your inventory.
    • The other involves Name-Changing Tickets you can buy from Mayor Need with medals. By using them, you can turn a weapon into any other weapon in that same class, as long as the name is exact. You can for example turn a weak store-bought Battle Wrench into the Infinity +1 Sword LEGEND just by renaming it that.
  • The original Dark Cloud also has the infamous Broken Dagger Glitch that allows you to grab a free glitch item out of the Gaffer's shop inventory; attaching this to a weapon instantly maxed out all of its stats. It takes a little setup to do properly, but basically trivializes the entire game.
  • In The Denpa Men 2: Beyond the Waves, there's the "Local DenpaM" glitch. For some reason, certain Wi-Fi signals cause the game's random character generator to flip out a little. It starts pulling characters from what seems to be a pre-built "pool" inside the game, which have predetermined appearances and all of whom have the glitchy name "Local DenpaM." However, all of these characters also come complete with decent-to-rare equipment already attached (a significantly rarer occurrence in "real" Denpa Men). They can be used to get good equipment early... and in some instances of the glitch, even if the men are caught and released, they will always appear with their trademark equipment, making them useful money farms as well.
  • Diablo:
    • Item duplication: if you picked up an item off the ground at the exact same time as left-clicking a potion from your belt, the item would appear in your inventory and the potion would be replaced with the same item. Extremely useful for fast cash or online item trades, as rare items sold well, but you could also have duplicate rings (the only item that you were allowed to wear 2 of the same thing). This could be easily abused to create a level 1 character with maxed stats, as well, as the game included elixirs that each permanently increased a primary stat. The game did have an Obvious Rule Patch that would destroy these items if they were detected, but it was only able to do so if they were on the ground in the same level simultaneously, so it's trivial to avoid.
    • Black Death Mana Shield no-stun: The "Mana Shield" spell, as the name implies, redirects all damage taken to your mana instead of your health. Taking a big enough hit would stun you temporarily, possibly long enough to get stunned again, repeating until you die. However, if the damage was greater than your current health, the game would think "this attack is clearly lethal, so no point doing the stun check". Even if, due to Mana Shield, you actually would survive the hit just fine. This can be exploited all on its own, but combining it with the fact that the Black Death enemy permanently cuts your HP by 1 with each hit would, with care and patience, allow you to become effectively unstunnable.
    • A possible item affix determines if an item increases or decreases the light radius (and thus how far a player can see) around the player character. While the original intention of this stat is that a higher light radius is good and a lower light radius is bad (because stumbling around a darkened dungeon is not exactly the sanest thing to do) to the point that -lr items are considered cursed and a -lr modifier is considered the necessary drawback on several unique items to prevent them from being overpowered... This isn't exactly the case. Light radius is also responsible for determining just how far away monsters in the dungeon activate and begin hunting you down; a higher radius means that more mobs will be out for your blood and a lower radius means you can actually apply some stealth tactics.
  • Diablo II:
    • The homing/pierce bug, which let Amazons with the Buriza-Do Kyanon unique crossbow and the Guided Arrow skill strike an enemy up to 4 times with one shot.
    • The Marrowwalk glitch. Said item is a pair of magical boots that gives charges of Bone Prison at level 33 (when the skill level cap is 20 without items). If a Necromancer, who can learn the skill naturally, equipped the boots but had yet to put an actual point into the skill, the game used the 33 given by the boots for synergy purposes. That means over a 150% increase in synergy power compared to actually leveling the skill, which meant a lot considering how all the bone skills tend to synergize with each other.
  • Disco Elysium has a bug with Goracy's Strike Brew where if you drink it, the +1 to your FYZ stat is permanent.
  • Disgaea:
    • The PSP version of Disgaea: Hour of Darkness has several bugged items that were not present in the PS2 original. A pair of glasses known as Foresight, which is readily available in the shop once certain conditions are met, contains specialists that are far more powerful than those available on any other item in the game, including maxed-out Statisticians and Armsmasters (which increase the rate of XP gain and weapon skill gain respectively) which come pre-subdued and can be moved to any other item immediately. In a game that literally requires hundreds of hours of grinding to get to some of the highest-level content, this can speed things up dramatically. On the minus side, equipping one of these items will render a character unable to move, although equipping a second one will nullify this effect. Futhermore, if you enter the Item World for a glitched item, every enemy will be a Laharl clone. A level 1500+ Laharl clone.
    • Since at least Disgaea 3: Absence of Justice (both on the PS3 and PS Vita versions) and possibly earlier, any enemy that just so happens to be Level 99 accidentally has its experience calculated improperly and winds up having the Experience Points of an enemy that's Level 297 or so, which can be rapidly exploited (in Disgaea 3's case, by combining three Level 33 zombies during a certain level in Chapter 5) by getting your characters dozens of levels within an hour or two, allowing you to breeze through the main quest — assuming, of course, you manage to be able to kill them.

      It's potentially verging on Ascended Glitch now since this bug, while not explicitly acknowledged by Nippon Ichi, is still alive and well in Disgaea 4 (and its remake on the Vita) and Disgaea Dimension 2. In fact, both games have levels that seem to be designed around exploiting this glitch, with enemy levels easily boosted to level 99 through the Cheat Shop and, in Disgaea 4's case, the map itself being just one destroyed geoblock away from granting an additional 150% experience.
    • Disgaea 4: A Promise Unforgotten has a cloning glitch. It's already helpful on its own to duplicate rare or unique pieces of equipment, but the fact that specialists are clones alongside the item pushes it into Game-Breaker territory. Even common specialists can be cloned, maxed out, and stacked together quickly with this glitch, leading to absurdly powerful weapons and huge stat increases, as well as huge Exp and Mana bonuses, provided you have the right specialists. In fact, it is so game-breaking that Nippon Ichi fixed it with a patch (Said patch can be deleted if you have already installed it, but you'll have to delete all your saves along with it).
  • Divine Divinity:
    • The "Polymorph" spell that turns an enemy into a harmless critter. The duration for the spell should be only a few seconds... but it's actually permanent. And it works on bosses. And you get full exp and item drops.
    • The game also has a movable bed in one house; most beds are unmovable, but this one was different because it was blocking a hatch. However unmovable objects have no established weight, and the game has no encumbrance limit. You could put the bed into your inventory and have a free health/magic restore whenever you wanted. This also works with combining two hay balls inside your inventory.
    • You could multiply identical items like gems by offering them to a trader, then write a negative number into the "Place on table" option and enjoy 255 items sold plus one more in your inventory. What's more, traders like you much more for your generosity as well.
  • .hack//G.U.:
    • On the 2nd game, there is a part where you get to walk inside the Moon Tree's @home. In the last corridor just before the white hall leading to the fight against Innis, there is a small section of the wall that you can simply walk through. Here
    • In Mac Anu, if you run towards a specific spot in a specific wall, the floor suddenly vanishes, and all the other characters fall into the orange void. Here
    • Again in Mac Anu, there is a spot in the wall to the east of the dome that, if you ride your steam bike towards it continuously, the bike will start sinking into the floor. Here
    • Starting from the second game, there are 8 areas (4 on the beach, 4 on the mountains) where the Invisible Walls have a small break where you can pass, allowing you to walk into the air/sea. This can be used to fight the Doppelganger without the battle cage. This is how to do it. Just make sure you take care to not be hit by a guard breaker that will send you flying through said break in the invisible wall
    • If you use the steam bike while walking in the air, the bike will immediately start falling. If you use it on the sea, you will have a rather crazy run until you hit the water's edge, where you will start falling.
    • The area Delta: Flattening Ruined Fast Horse is pretty famous for its visual glitch. The treasure room is positioned too close to another room, so the two overlap. If you go to said room, it is possible to see a waterfall in the middle of the room! The area Theta: Tranquil Black Moon Raven has a similar glitch, but not so pretty. Still worth looking, though.
    • In the second game, there are 4 areas that, if you use an item to teleport to a platform in a hill, you will end up inside the ground.
    • The last floor in the Delta: Upfront Starting Berserker is completely empty of enemies. There is a Battle Area in there, but if you enter, the victory sequence starts playing immediately without any fight. When you leave the area, it counts as if you didn't defeat 5 groups of enemies.
    • The area Delta: Screaming Idling Princess is a very interesting place. It's a mirror of a quest area, so it doesn't have an objective. The Side Quest NPC, Mecha Grunty, appears on the beach, almost in the water. This is the only area in the whole three games where this happens. The 2nd platform does not appear in the map, and if you try to teleport to it, you can appear below the ground. In the first game, there is a monster called "-" here that should not exist, and doesn't appear in the Book of 1000. This monster drops an item called Healing Portion (portion, not potion), which should not exist in the first game, and also does not appear in the Book of 1000. If you keep this item when converting to the 2nd game, it turns into a regular Healing Potion. Said monster is called Azul Sachem and is only introducted in the second game, due to it being a Lv90 enemy. Yes, it's a Lv90 enemy that appears in a Lv11 area.
    • In the 3rd game, you can customize your armor with 3 slot Countersnote . By the end of vol 3, you can use a character that was lost in the middle of the second game again. By that time, she will be around Level 90, while the last boss is Lv130. Said last boss has an attack where it'll go around to the background, and then come crashing into the battlefield, hitting everyone. For some reason, if this attack triggers a counter, it will trigger it three times. Due to how the battle system worksnote , if you have said Lv90 character trigger a counter by this attack, the last boss will be hit by 14997 damage and die instantly.
  • The first release of the necromancer armor in DragonFable had a "Final Strike" ability dealing two or three times what was intended.
  • Moraff's Dungeons Of The Unforgiven has Rings of Regeneration which restore 1 health point per ring per step taken. There is a bug in this; if you jog on the spot by pressing [Enter], not only does it count as a step, but you can get more health than your current maximum this way. Just be careful that your health doesn't go over 32,767 and thereby become negative...
  • Eye of the Beholder:
    • The aid spell can raise a character's hit points total above the max, but only temporarily (unless right before a fight, it's unlikely to be of much use). However, damage from a fall mucks up the calculation, and you can end up with more hit points than before for a while, even above your maximum, including after the expiration of the aid spell.
    • The second game has a section where you are meant to relinquish all your spellbooks and cleric holy symbols and get through relying only on physical combat. However, you can open a character's spellcasting menu, then drop the items, which will still leave the menu open and allow you to use some spells. You can also keep one such item by holding it with the mouse pointer when entering the section (preferably a holy symbol for healing).
  • In Fable, the shopkeepers semi-realistically changed the prices of their items depending on how many they had on them. A jeweler who sells wedding rings will charge far more for his last one than he will for the first of 500, and if you happen to have an extra one to sell to him, he'll pay way more if he's out of stock than if he has them piling up in storage. By the way, there are "Buy All" and "Sell All" commands. Buy All for cheap, Sell All for twice what you paid half a second ago... easy money. Too easy. As buying and selling earns you experience in your Skill exp pool, spending an hour or so abusing this not only gives you near-limitless cash, but also makes you into the ultimate archer.
  • The Final Fantasy Legend:
    • Thanks to some backwards math, the Saw item is an instant kill against strong monsters, like the final boss, instead of weak monsters.
    • Martial arts weapons, which get stronger the fewer charges they have left, stack. List a near-empty Headbutt above a fully stocked one and the fully stocked one will do as much damage for each use.
    • Final Fantasy Legend II fixed those bugs, but added a few more, most of it Robot-related (new class). Robots get stat bonuses for their equipment as long as they have it equipped. Wearing martial arts weapons gives Agility, but they don't deal the progressively higher damage per use. But once a Robot uses up said weapon, it disappears and they still keep the stat bonus.
  • The first Geneforge has a single living tool (series equivalent of a lockpick) found halfway through the game that, as long as it is picked up without any other living tools in your inventory, will be marked with an X (a value usually only held by ranged weapons out of ammo) and, along with weighing nothing, be able to be used an infinite amount of times. The tool disappears if any more living tools are picked up afterwards, but as long as you drop it on the ground before completing any quests that give you living tools, this is easily avoidable.
    • Pyroroamers are a creation that explode upon dying, damaging all nearby creatures, enemy or otherwise. Absorbing a creation counts as it dying. If you make a group of Pyroroamers and absorb them, you can cause them to explode on command. This includes in friendly towns. And towns will only recognize you as hostile if you attack them directly. Because of this, you can kill NPCs without consequence and pick up the items they drop. You can even kill faction leaders to impress rival factions without the faction you attacked getting angry with you. And to top it all off, this glitch works in every game in the series.
    • The third game added the ability for you to send creations (or Alwan and Greta, if they are in your party) to steal items. Sounds fine, except for the fact that the game only checks the player's location when deciding if they get caught for stealing. Because of this, the player can move to a location with no nearby NPCs and send their followers to steal everything in the area without getting caught. The only things this glitch can't steal are items in containers, which the player needs to directly examine. This is fixed in later games.
  • The first two Golden Sun games have the Retreat glitch. By using the shoulder key shortcuts to cast Retreat when the character casting it has less than 6 PP, certain parts of the map will connect to other maps entirely. Useful for speed-runs, and for the No Mia Challenge (it's used to skip the area where she's recruited).
  • Gothic Series:
    • Gothic
      • The Infinite Meat Bug, where sometimes the act of cooking a piece of raw meat will create a piece of cooked meat without eliminating the raw one — effectively duplicating it. As the player's inventory is infinite, and the meat can then be sold to traders or eaten to restore HP, this is fairly useful.
      • The duplication bug sometimes worked for forging swords too. Lots of Ore (in-game currency) ensues.
      • The game also has a bug where if you strafe while falling you will not take fall damage upon impact. Good for getting around faster and getting to areas normally inaccessible.
      • No doubt the most game-breaking bug of all is the Exponential Item Multiplication bug, which occurs in the unpatched game when you try to put an item back into the inventory of an unconscious (but not dead) human enemy. Due to a typo in the code responsible for this section, any item stack will increase exponentially whenever you add another item of its kind to the mule's inventory. This means that if you have at least two of any particular kind of item, you might as well have infinite amounts.
    • Gothic 2: The Night of the Raven:
      • The game had mage staves that increased your magic points when equipped. Problem is, they did it permanently.
      • There is a method to obtain very powerful runes for a mage without looking for rare ingredients (which is tedious) or praying to the Beliar (which costs you health points). All you have to do is to kill a Seeker in a very specific way. First, bring them to the verge of death by reducing their health points, then finish them off with an Ice Block spell. Now, when a Seeker thanks to the spell is still standing frozen solid, but in fact he's dead you have a few second to search their corpse. If you're lucky, you can get strong runes such as Rain of Fire or Cry of the Dead. Note the fact that this is the only way (aside from using codes, of course) to steal a rune from the Seekers. If you kill them in a normal way, runes will magically disappear from their inventory.
  • Hypixel Skyblock (a Minecraft RPG server) allows you to fly with Double Jump and the grappling hook item, as discovered by Technoblade.
  • Kingdom Hearts:
    • In Kingdom Hearts, if you enter Hercules Cup on a timer, pause the game and choose restart the match once you get to Hercules, the fight with Hercules will restart with the timer frozen.
    • Kingdom Hearts II has a bug involving Trinity Limit in the original Japanese version that causes it to always inflict the maximum number of combo hits. This makes fighting bosses a joke when you're dealing over 4 bars of their HP with a single attack in under 10 seconds.
    • There is a trick in the Game Boy Advance version of Kingdom Hearts: Chain of Memories that allowed Riku in dark mode to keep the effects of support cards that affected a finite number of attacks like Overdrive and Attack bracer indefinitely. All you had to do was double-jump and attack. You deliver a multi-hit attack with the effects of the support cards and the counter does not go down. Useful for beating Ansem!
  • Kingdom of Loathing:
    • There were a couple exploits that allowed players to submit invalid item IDs in certain places, which would allow them to replace an item they were about to acquire with any other item in the game. This led to the creation of items like the "steaming evil" and "Item #13". This has since been patched.
    • An infamous one was the Meat Vortex bug. The Meat Vortex item is a combat item, but using it from your inventory simply caused it to take away some of your Meat (the in-game currency). However, using it when you had little to no Meat on hand would cause an integer underflow, so -1 Meat would roll around to the former Cap of 18,446,744,073,709,551,615 (or 2^64 - 1) Meat, and any further losses would be deducted from that number. This caused massive amounts of hyperinflation in the game, and the cap was reduced to 4,294,967,296 (2^32 - 1).
    • There are two kinds of bug in Kingdom Of Loathing: the "this was a programming glitch that shouldn't have happened" bug like the Meat Vortex glitch, and the "this isn't technically a glitch, but you weren't supposed to be able to do this" kind. Finding the second kind can be quite fun, because the dev team's reaction to such bugs is to give a trophy or some other kind of reward to the player that found it, then fix the bug.
  • Lufia:
    • Lufia: The Ruins of Lore
      • One of the skills that can be learned well into the game is Sacrifice, a free move that deals 999 damage to a non-boss enemy but kills the user... unless you target yourself, in which case Sacrifice is an awesome skill that fully heals yourself without cost.
      • There are two easy ways to get huge sums of cash quickly. The first uses Blue Tea, an item found only in Ordens (limited time offer!) that can be bought in bulk for 100 each and then immediately sold back for 150. Later, when the blacksmith in the beginning area becomes available, a simple bug can be used to get a limitless amount of whatever item he just made (except the last), creating an even quicker supply of cash. Stock up on cash when you get the chance, and you can buy the very expensive and (at that point in the game) game-breaking Zircon equipment later.
      • One item you can have made by blacksmiths is Nectar, which fully restores a character's HP and AP. Such an item would be Too Awesome to Use, given the scarcity of the ingredients...except creating the Nectar doesn't consume the ingredients, and thus an infinite amount can be created.
    • Lufia II: Rise of the Sinistrals:
      • The Egg Dragon had the highest amount of HP possible. However, the programmers failed to cap his HP, and beating him is a simple matter of healing him with the weakest potion to cause his HP to roll over to double digits and then attacking.
      • The Master Slime is more of a case of Puzzle Boss disguised as a Good Bad Bug: you need to either kill him through pure damage or kill your own party to win the battle properly. However, neither option is easy, since you only have 3 turns to kill him and the first thing he does is heal your party to full, and if the 3 rounds pass without him dying, he attacks himself and kills himself instantly. Either way you can't really lose the battle per se, but not doing the above causes him to say that you've failed and he won't give you a key to a room with a bunch of Bragging Rights Rewards inside, forcing you to redo the entire Bonus Dungeon from the beginning for another attempt since it has no save points.
  • Mario & Luigi: Paper Jam is already an extremely buggy game, with a list of amusing glitches that numbers almost a hundred in length. However, even this game has some especially useful bugs in it...
  • Mega Man Battle Network Series:
    • Mega Man Battle Network 2:
      • The resident Game-Breaker 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.
      • The ElecBall chip obtained from a certain Metal Slime is bugged in one fight. It floats at an enemy, absorbing any damage it takes and then dealing it back to them. Electric attacks power up the attack and cannot be used to destroy it. On its own it's fairly normal, but there's a bug in the fight with MagnetMan that makes it deal 999 damage if it hits one of his attacks at the right time. And when you first fight him, he has 1000 HP, so...
    • The little-known "11th Chip Glitch" in Mega Man Battle Network 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 Hit Points of everyone on the stage in half and cannot be blocked by anything. Combining this with the Woodstyle/Undershirt/SetGreen game-breaking tactic (referred to as "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 Finishing Move 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 EX Codes.
  • Mother:
    • EarthBound (1994):
      • There is a bug concerning the use of the condiment items with any food item in the bottom two slots of a character's item-list during battle which can be exploited to use the random-stat-increasing "Rock Candy" item infinitely. Additionally, due to one condiment being able to double the increase effect of Rock Candy, this allows even HP-lacking characters like Paula and Jeff to easily exceed 1000 HP with about 30 minutes of abuse and a subsequent level-up, though EarthBound's HP display is limited to three digits. It must be used cautiously, however - boost a character's stat past 255 and it'll end up at 0!
      • MOTHER 1+2, the Japan-only Compilation Re-release of the first two games for the GBA, has a very odd glitch during the Final Boss battle against Giygas. If the player uses a Viper (an item that always inflicts poison) on Giygas during the second phase, a programming oversight will allow Giygas to be poisoned, unlike in the original SNES version where he is immune to it. Once this occurs, if the Damage Over Time from the Viper causes his HP to reach 0, instead of automatically moving on to the final phase, Giygas will instead "die" like a regular enemy (awarding 0 EXP), and the ending will proceed to play as if the battle was won normally.
    • The strange way Mother 3 saves and loads data can cause an accidental New Game Plus in which you begin with the best equipment and all PSI.
  • Neverwinter Nights:
    • You can be hit by a practice dummy during the tutorial. In order to use it as a target, they had to program it in as a creature; while it doesn't get normal attacks, it does get attacks of opportunity when you make a dim move near it.
    • Some weird combination of Rogue/Sorcerer, Charisma enhancing magic items, and a scroll of Tenser's Transformation can result in the player suddenly being able to cast each spell level they have 1024 times. You can go from having two Stoneskin spells to having more than a thousand, which in turn means you can handle physical damage equivalent to being repeatedly trodden on by Godzilla, with only a brief interval when you hide from it and cast Stoneskin again. As it happens, this also applies to elemental damage resistance spells. This bug was discovered when taking on a White Dragon. Cue large amounts of not dying.
  • In Nostalgia (Red Entertainment), the Golden Chalice item revives a party member with full HP. Due to a glitch, using this item will also give the party member up to eight extra turns. With judicious buffing and multi-attack skills, it's possible to do Over Nine Thousand points of damage.
  • Paper Mario:
    • In the original game, one of the Peach intermission sections has her baking a cake for a fat Shy Guy to persuade him to let her pass. The last step is baking it in the oven for thirty seconds, which the player times in their head. Or, you can leave it in for so long that the N64's counter runs all the way to the top and loops back around to the bottom again - roughly 4.5 years -, then wait thirty seconds and give it to him. He'll still find it delicious.
    • Paper Mario: The Thousand-Year Door has the hilarious and incredible "Flavio Glitch". It takes a lot of effort to pull off, but the results are definitely worth it. Under normal circumstances, there is a section in Chapter 5 wherein the character Flavio temporarily joins your team. However, by utilizing complicated Sequence Breaking glitches in a certain way, Flavio will follow you throughout the entire game. He doesn't say or do much, but he spawns in every room and every cutscene, sometimes in very odd ways, and he even spawns in the Peach and Bowser intermissions. Flavio's presence makes moments such as Grodus nearly killing Mario and Peach taking a shower look hilariously awkward. You can actually play and complete the game normally in this state, and if you do Flavio will spawn in the credits.
  • Persona 3 (the FES version only, sadly) has a rather hilarious bug that allows you to skip the entire final boss battle and still get the True Ending. This works because the game is programmed such that defeating the final boss is considered passing time and ending the day, and when the day 1/31 ends, the True Ending plays. To facilitate this, all methods of passing time other than beating the final boss (going to your room, doing Social Links, etc.) are unavailable... but the devs apparently forgot that before starting Tanaka's social link, he hangs around in an accessible area every night, so you can walk up to him and start his social link the day you're supposed to be preventing the apocalypse, which will end the day. The game isn't programmed for the 'I decided to hang out with a shady salesman instead of saving the world' ending, so it assumes you beat Nyx and triggers the True Ending. Fans like to interpret this as Tanaka either defeating Nyx himself or bribing it into leaving humanity alone.
  • Phantasy Star Universe's first summer event introduced swimsuits. These were treated as a single item that takes up all three clothing slots, meaning you couldn't mix-and-match as you can with the rest of the game's clothes. By going into the Xbox 360's Guide and choosing "Join Session in Progress" with another friend playing the game, all your clothes would show up as unequipped, but you would still be visibly wearing them, allowing you to equip another "layer" of clothing over the first. By having a swimsuit as your first layer, you could then put on some normal pants, while keeping the swimsuit top (bikini top for girls, shirtless for guys). Though the bug was fixed, it was popular enough the swimsuit items were later split into separate pieces for the tops, bottoms, and sandals.
  • Quest for Glory:
    • The VGA remake of Quest for Glory I has a bug in which you could sell your mushrooms to the healer infinitely, even when she says she has enough of them, thus allowing one to rack up as much as 100 gold early in the game.
    • Quest for Glory IV:
    • Whenever you fight, your stamina will slowly regenerate itself. However, because of the speed cycle bug, your stamina will instantly refill! This makes training your skills very easy. Train climbing until exhausting, then find a monster, restore your stamina, kill the monster. Rinse and repeat 'til your skill is maxed out. Rinse and repeat with the next skill.
    • Quest for Glory V:
      • There is an item duplication bug, where you stand in an area and remove a single item in your inventory. The character, for some reason, throws the item up in the air. While it's still in the air, it's also still in your inventory—which means you can remove it again and watch the second inventory item sail through the air. If you're really quick, you can use this to duplicate a number of them before the first hits the ground. You can then sell the duplicates to the shopkeeper. Naturally this is best done with the expensive items in the game, like magic chainmail. It only works with a single item, though; if you have multiples of the same item, you'll just remove those multiples from your inventory. I believe it also only works with items that can be bought and sold to the centaur shopkeeper.
      • A bug occurs after the player completes the game once. After starting a new game, the PC can walk out of Silmaria and find the hot-air balloon already made and waiting for him.
  • SaGa Frontier:
    • Takonomics, named in honor of the man who discovered it: in Koorong, the price of gold goes down as you sell ingots and back up as you buy, but this calculation is (erroneously) made before any actual physical inventory changes hand. You can therefore manipulate the gold market in the shop menu such that when you actually sell your gold, you get more money back. Then you travel to Nelson, where gold ingots are always sold at a fixed price, and repeat until you have all the money you'll ever need.
    • In addition, the well-loved Overdrive-Stasis trick, even though it seems like it may have been on purpose due to the moves descriptions ("Temporarily gain infinite speed" and "freeze time in battle"), is actually a glitch- see Zaraktheus' last post here for an in-depth explanation. It can be taken even further with the use of the Shadow Servant spell, which creates a shadow doppelganger that copies any spell or attack you use, effectively doubling the damage dealt in those eight turns.
    • This glitch has a similar effect if a snake oil item is used by the caster on himself in lieu of Stasis, without the side effect of being in stasis after Overdrive ends. This means that Time Lord does not have to complete the Rune Quest in the four quests which he is recruitable, and could be the most useful character in the game.
    • The Junk Shop glitch, which allows you to get endless free stuff from the Junk Shop in Scrap: just attempt to sell a HyperionBazooka that you don't have and you get seven free items. Perfect for either kitting yourself out with Disc-One Nukes or building up enough money to engage in Takonomics.
  • Secret of Evermore has several Game Breaking bugs:
    • If you cast the buffing spell Atlas and then save and reset the game, you will resume your save file with your original unaltered stats but the effects of the spell still active. When the spell wears off, your stats will drop permanently. This should be a bad thing (and can cost you in the long run), but if you drop your stats low enough they will under-flow and become nearly maxed out, turning you into a Physical God.
    • Both the Particle Bomb and Cryo-Blast ammunition for the Bazooka, which have 350 and 800 attack power respectively, do not deplete when you fire them, effectively giving you unlimited ammo. For comparison, the strongest melee weapons in the game clock in at 50 attack each. Have fun.
    • Normally, pressing the dash button causes your power meter to slowly empty starting from 50% of whatever it was when you first pressed the button. If you've mastered a weapon and then prepare a Charged Attack that's at least level 2, pressing the dash button as you continue to charge your attack will cause the power meter to drop by 50% as it normally does, but instead of slowly emptying, the power meter will continue to grow (albeit more slowly than normal), allowing you to sprint almost indefinitely as long as you have both buttons held down.
  • A glitch in Secret of Mana on the SNES enabled a player willing to risk game save corruption the chance to fight the very first boss all over again — provided they made use of the cartridge's built-in soft reset feature — and obtain a ninth sword orb. As other ninth-level weapon orbs were dropped by enemies in the final dungeon, this was the only way to obtain the last forged incarnation of the game's legendary blade. (The intended way is to cast a temporary enchantment on the sword.)
  • Not exactly a bug per se, but the Dreamcast version of Skies of Arcadia would start working harder (the system would make audible noise) just before a random encounter. This mildly offsets the annoyance of the random encounters, giving you a second to prepare for the upcoming battle. What is a bug is that you can use this to skip roughly every other fight: if you pause as you hear the Dreamcast load, change Vyse's weapon, and unpause, the battle will cancel. Since the fight's already loaded, the next random encounter will load instantly with that battle data, but used well this can effectively cut your random battles in half.
  • Suikoden II:
    • There was a bug during the first portions of the game where you could push a seemingly sturdy locked gate and complete a side quest you weren't supposed to many dozens of hours into the game later. If you can survive at least until you get to a town to recruit two party members to complete the side quest, you can level grind for a while. By the time you're done, you should have at least five characters who can kick ass and take names until That One Boss.
    • There were some NPCs in the game who spoke gibberish when you talked to them. The translators actually forgot to translate some of the text strings from Japanese to English, and the English version of the game lacked a Japanese font, thus producing something completely illegible in either language.
    • Luca Blight is normally That One Boss, but there is a glitch that makes him incredibly easy, so long as you don't mind the fight lasting a lot longer and only the main character getting any EXP from it. Right before you form your three teams for taking him on, leave the room and form a team and place the main character in the back row. Then go to form your teams. He will be by himself again. Don't put anyone else in that group. When you reach the third battle against Luca, the main character will in the back row. All of his main attacks will completely miss you, and the only thing you need to worry about as you cherry tap your way to victory is an occasional counterattack. Even then, however, it does a negligible amount of damage that can easily be negated with a Medicine or two.
    • The game features fairly standard Trauma Inns throughout the game. However, while the game was programmed to check if you had enough money before staying, it wasn't programmed to actually deduct the money until after the party had slept. If you cancel out of the Don't Save/Save option, you will be fully healed without paying anything.
  • Star Control II had the infamous "planet-lander" bug: In the original version, attempting to sell a planet-lander when you had none to sell would cause an underflow bug, leaving you with around two million or so planet-landers, that you could then sell for cash.
  • The bosses in Super Mario RPG sometimes lack the normal boss immunity to status ailments. Specifically, when you knock out one of the other enemies on screen in the fight against Exor, he loses all immunities. All immunities. Including immunity to Geno Whirl, which can OHKO him if timed correctly.
  • Transistor: After saving at the first Access Point, if the save changes operating systems from Windows to Linux or vice-versa, loading that save would make the game think that it's the start of the game again, and timing the access of the Access Point to right before it wipes out the player's loadout would give access to a second set of the Starter Equipment, before New Game Plus, which is when such a second set would typically be available.
  • In Unleash the Light, Amethyst's Show-Off skill makes one of her moves free whenever the Teamwork Bar fills up, once per battle. However, there's a glitch where it's possible for this move to be permanently made free, so if it's one of her strongest attacks, you're free to spam it on your enemies.
  • Wasteland has the super loot bags, filled with the rarest items in the game, the Red Ryder easter egg gun, and a lot of non-items with names like NAME and RUSSIAN. The NAME item is particularly useful: Depending on how you equip it, it can function as impenetrable armor or a gun with the maximum damage, and can be sold for $32,000.
  • The Optional Party Member of West of Loathing Buffalo Buffalo Buffalo Bill has a Percent Damage Attack that causes 50% of current HP to any enemy. Occasionally, it will do 50% maximum HP in damage, killing the enemy. Also, if his attack on one enemy hits a different enemy, it will still use the targeted enemy's HP to calculate damage.
  • Wild ARMs:
    • Wild ARMs has an item inventory glitch where if you switched places of items during battle after having other characters use them, it reduced the number of the wrong item. How this works is that an empty inventory space is still marked as "containing" the item that once occupied it (at the beginning of the game all the empty spaces are marked as duplicators or something), so if you used an item marked as "0", it'd roll "back" to 255. If you decided to duplicate Apples, then your characters could become little walking gods almost literally a couple of hours into the game.
    • Wild AR Ms XF has a similar item duplication bug to the original. One could gain scores of items by having one of the desired item left, then having a Harpy steal it in battle and then using it at the same time.
  • The Apple II version of Wizardry had a bug where successfully identifying the "item" in slot #9 (you could only carry 8 items) would give your character 100 million experience points. This became an Ascended Glitch when it was intentionally included in the IBM PC version.

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