History GameBreakingBug / PlatformGame

2nd May '17 11:42:54 PM Exusia
Is there an issue? Send a Message


* In the original version of [[VideoGame/YoshisIslandKameksRevenge Kamek's Revenge]], a hack of Super Mario World 2, in 4-3 (Green Green Bay), entering one particular room (required for 100 points) would make Baby Mario fall below the screen instantly without even getting hit, and it would be impossible to die. This meant that you had to restart the game. Thankfully, this bug was fixed in Kamek's Revenge 2.0.

to:

* In the original version of [[VideoGame/YoshisIslandKameksRevenge Kamek's Revenge]], a hack of Super Mario World 2, in 4-3 (Green Green Bay), entering one particular room (required for 100 points) would make Baby Mario fall below the screen instantly without even getting hit, and it would be impossible to die. This meant that you had to restart the game. Thankfully, this bug was fixed in Kamek's Revenge 2.0.0.
* The current version (8.7.5) of ''VideoGame/MegaManRevolution'' has a nasty bug where the game crashes if you try to save after getting a game over. Thus, the only way to save your game is to complete a level and ''then'' save.
2nd Apr '17 2:06:36 AM BTD6_maker
Is there an issue? Send a Message


** The second is more specific and rare, where beating either of its forms prevents the next scene (either the second phase transition or the ending cutscene) to not load at all.

to:

** The second is more specific and rare, where beating either of its forms prevents the next scene (either the second phase transition or the ending cutscene) to not load at all.all.
* In the original version of [[VideoGame/YoshisIslandKameksRevenge Kamek's Revenge]], a hack of Super Mario World 2, in 4-3 (Green Green Bay), entering one particular room (required for 100 points) would make Baby Mario fall below the screen instantly without even getting hit, and it would be impossible to die. This meant that you had to restart the game. Thankfully, this bug was fixed in Kamek's Revenge 2.0.
11th Mar '17 2:24:39 PM Prinzenick
Is there an issue? Send a Message

Added DiffLines:

*** At the end of Labyrinth Zone Acts 1 and 2, if Sonic rolls after passing the end of level signpost, [[https://www.youtube.com/watch?v=PGNm9Ah4Gl4 he falls off screen]] and the game ''crashes''.
*** At the end of the final boss fight, it is possible to hit him as his defeat animation is playing. This sets his health counter from 0 to ''[[PowersOfTwoMinusOne 255]]'', making the fight [[{{Unwinnable}} unwinnable]]. It's also possible to [[KaizoTrap jump into the bottomless pit after you defeat the boss]]. Later games would put an invisible block in places like that.
10th Mar '17 7:54:23 PM Prinzenick
Is there an issue? Send a Message


During the final battle with Gruntilda in the first game, if you fall off the tower and let Grunty hit you just before you hit the death barrier, the game will softlock because Banjo is stuck in his pain animation indefinitely and floats around the tower aimlessly, forcing the player to reset the game.
Downplayed in a glitch in Terrydactyland in Tooie (It doesn't break the game, but it forces you to reset it). As a big T-Rex, two of the things you can do are scare away a guy blocking the entrance to a cave, and press a switch to temporarily open a cage containing a Jinjo. Get unlucky enough to scare the guy away just as the timer for the cage runs off, and when the short cutscene indicating you the cage has closed again is over, you won't be able to move and will have to reset the game.

to:

** During the final battle with Gruntilda in the first game, if you fall off the tower and let Grunty hit you just before you hit the death barrier, the game will softlock because Banjo is stuck in his pain animation indefinitely and floats around the tower aimlessly, forcing the player to reset the game.
** Downplayed in a glitch in Terrydactyland in Tooie (It doesn't break the game, but it forces you to reset it). As a big T-Rex, two of the things you can do are scare away a guy blocking the entrance to a cave, and press a switch to temporarily open a cage containing a Jinjo. Get unlucky enough to scare the guy away just as the timer for the cage runs off, and when the short cutscene indicating you the cage has closed again is over, you won't be able to move and will have to reset the game.
9th Mar '17 4:26:01 PM Prinzenick
Is there an issue? Send a Message


** VideoGame/SonicTheHedgehog2 has a couple major glitches, which are design oversights as a result of the game [[ChristmasRushed being rushed out for release]]:
*** Whatever you do, do ''not'' try to turn back into Super Sonic again at the end of a level (where touching a Goal Plate or Capsule cancels out Super Sonic automatically); most of the time, doing so will trap Sonic in mid-air, preventing the game from moving on to the next level, and thus forcing the player to reset the game. It should be noted that is only applies to the first versions of the game. A later revision released on the ''Sonic Classics'' cartridge fixed this glitch.
*** Turning into Super Sonic while you complete the Wing Fortress level will leave you unable to finish the level. Super Sonic jumps too high and this causes him to miss the scripted event of Tails's plane flying below to catch him, which in turn causes you to plummet to your death and replay the battle or level again.



*** An even nastier thing happens if you try to use ''any'' Gameshark code in the game--Donkey Kong will spasm out of control throughout the whole game, even in the opening. Also, your cartridge will be permanently damaged if you save. To such level that you ''cannot pick up any items and you drop dead from taking a single hit''.

to:

*** An even nastier thing happens if you try to use ''any'' [[NoFairCheating Gameshark code in the game--Donkey game]]--Donkey Kong will spasm out of control throughout the whole game, even in the opening. Also, your cartridge will be permanently damaged if you save. To such level that you ''cannot pick up any items and you drop dead from taking a single hit''.


Added DiffLines:

*** The infamous romhack VideoGame/SuperMario64ChaosEdition, which is [[UnwinnableByDesign purposefully designed to be impossible to beat]], is loaded with even more glitches than the original game due to its unstable code. While most of the glitches are purposefully done to make the game go screwy on you, the game will often just crash on you, with the basement entrance being a particular hotspot for it.
9th Mar '17 4:19:52 PM Prinzenick
Is there an issue? Send a Message

Added DiffLines:

*** In the DS version, [[https://www.youtube.com/watch?v=7EgepZ3esbY It's possible to crash the game]] before you even ''reach the file select''. However, you have to be doing it on purpose to pull it off, as its virtually impossible to do it normally.
9th Mar '17 11:41:05 AM Prinzenick
Is there an issue? Send a Message


** In the first game, if you lay two eggs into Leaky the Bucket from a ledge above and then jump near a Yum-Yum clam nearby while Leaky is speaking, if the Yum-Yum clam attacks you, the game will crash on the spot.
During the final battle with Gruntilda in the first game, if you fall off the tower and let Grunty hit you just before you hit the death barrier, the game will softlock because Banjo is stuck in his pain animation indefinitely and floats around the tower aimlessly, forcing the player to reset the game.
Downplayed in a glitch in Terrydactyland in Tooie (It doesn't break the game, but it forces you to reset it). As a big T-Rex, two of the things you can do are scare away a guy blocking the entrance to a cave, and press a switch to temporarily open a cage containing a Jinjo. Get unlucky enough to scare the guy away just as the timer for the cage runs off, and when the short cutscene indicating you the cage has closed again is over, you won't be able to move and will have to reset the game.
** In Hailfire Peaks in ''Tooie'', be careful using the Snowball Transformation in tandem with the Honeyback Cheato code. The snowballs size is based in proportion to its health, and the only way to get it smaller and travel through some doorways is by decreasing your health—you do the math. Worst of all is if you go into Sabreman's tent just before the snowball grows to its full size, the subsequent growth spurt will trap you inside of it and force you to reset the game.
** In ''Nuts and Bolts'', if you're unfortunate enough to hit poor Clanker's eyes during Banjoland's Act 4 mission "Spring Break!" the Disc will become unreadable. It's unknown if this happens in the Rare Replay rerelease.



*** According to former Rare developer Shawn Pile, a bug which would cause the game to randomly crash was the primary reason that the game required the Expansion Pak, as the developers couldn't find a way to remove the bug otherwise. Even with the Pak enabled, the game can still occasionally lock up. It seems to occur if you play the game for too long without shutting off the power.
*** An even nastier thing happens if you try to use ''any'' Gameshark code in the game--Donkey Kong will spasm out of control throughout the whole game, even in the opening. Also, your cartridge will be permanently damaged if you save. To such level that you ''cannot pick up any items and you drop dead from taking a single hit''.



** ''VideoGame/SuperMario64'':

to:

* ''VideoGame/SuperMario64'': Due to being an early 3D game and having numerous glitches and design oversights, there are many ways to mess up the game:
** ''VideoGame/SuperMario64'':Its actually possible to crash the game just by [[https://www.youtube.com/watch?v=-N5OQPgA6YI messing around with the file select screen.]]
** In ''Vanish Cap Beneath the Moat'', if you try to [[https://www.youtube.com/watch?v=om2-K2zBzoU perform the backwards long jump glitch on one of the rotating platforms]], the game will crash. It's been said that locking the camera in place will work around this and let Mario just fly out of the levels bounds instead.
** In ''Bob-Omb Battlefield'', if you ground pound on the floating islands item box [[https://www.youtube.com/watch?v=EjpjdqyUtB0 while exploiting the Dead Flying Mario glitch]], both Marios death animation and the cutscene of the Star appearing will trigger at the same time, softlocking the game and forcing the player to reset.
** Also in ''Bob-Omb Battlefield'', if you [[https://www.youtube.com/watch?v=kwjVFyLpYG4 sandwich Mario underneath the levels first bridge and a cork block]], the game will crash.
** For some reason, ''Big Boos Haunt'' [[https://youtu.be/YjXxkwR6MxU has a glitch]] in the room that lets you fall down to the basement that causes the game to crash if you're up against a wall and fall in a certain way.
** Using the [[https://www.youtube.com/watch?v=Hlcu6AbisUc Hat Factory glitch]] in ''Shifting Sand Land'' can crash the game if you grab one too many hats.
** In ''Tall, Tall Mountain'', if you let the Monty Moles [[https://www.youtube.com/watch?v=KPzVVAYKoqE throw too many pebbles with Mario standing nearby]], the game will run out of memory and crash. This is due to a design oversight--pebbles deactivate when they are more than 4000 units away from Mario. Hence, a deactivated pebble won't hit the ground and unload, but instead just remain invisible and unmoving in midair. So by having Monty Moles continually throw pebbles off the edge, the pebbles will keep loading into object slots but never unload. Since the game only has 240 object slots, eventually all the slots become occupied and the game crashes.
31st Jan '17 4:20:10 PM Gosicrystal
Is there an issue? Send a Message


* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces will reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos will be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image is made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.

to:

* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces will reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos will be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image is made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever [[PermanentlyMissableContent lost forever]] and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.



*** In the Deluxe version for Game Boy Color, if you earn the Yoshi Medal at the same time as the Red Coins or High Score medals in Challenge mode, you'll only get the Yoshi medal, and the others will be LostForever.

to:

*** In the Deluxe version for Game Boy Color, if you earn the Yoshi Medal at the same time as the Red Coins or High Score medals in Challenge mode, you'll only get the Yoshi medal, and the others will be LostForever.[[PermanentlyMissableContent lost]].
23rd Dec '16 2:53:22 PM IAmNotAFunguy
Is there an issue? Send a Message

Added DiffLines:

** ''VideoGame/SuperMarioLand2SixGoldenCoins''
*** The "Pipe glitch" which can be accessed with early versions of the game. After finishing any level with a pipe and then re-entering the level, exiting the level while going down a pipe will cause an effect where Mario immediately falls through the floor of the next stage he enters. This can not only access the game's MinusWorld but also the ability to beat the game and see the credits early.
16th Dec '16 12:36:38 PM Joseph315
Is there an issue? Send a Message


** The first ''VideoGame/SonicAdventure'' has game-breaking bugs that double as GoodBadBugs, and vice versa. These bugs allow characters to access levels or parts of levels that they normally can't, and cam also access stages out of order. However, doing this can cause glitches that, at best, make the level unbeatable, and at worst, make the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.

to:

** The first ''VideoGame/SonicAdventure'' has game-breaking bugs that double as GoodBadBugs, and vice versa. These bugs allow characters to access levels or parts of levels that they normally can't, and cam can also access stages out of order. However, doing this can cause glitches that, at best, make the level unbeatable, and at worst, make the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.



** ''VideoGame/SonicTheHedgehog2006'' is an ObviousBeta in general, but the infamous Silver BossBattle is definitely one of the buggier parts. Silver's telekinetic attack ("It's no use!") can endlessly pin Sonic against a wall or fling him out into space. At one specific spot, it can knock Sonic outside the invisible wall of the arena, and he can't get back in, trapping him in an empty, but solid and rendered version of Soleanna.

to:

** ''VideoGame/SonicTheHedgehog2006'' is an ObviousBeta in general, but the infamous Silver BossBattle is definitely one of the buggier parts. Silver's telekinetic attack ("It's no use!") can endlessly pin Sonic against a wall or fling him out into space. At one specific spot, it can knock Sonic outside the invisible wall of the arena, and he can't get back in, trapping him in an empty, but solid and rendered version of Soleanna. The Purple Gem item also lets Sonic double jump infinitely.
This list shows the last 10 events of 63. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GameBreakingBug.PlatformGame