History GoodBadBugs / PlatformGame

6th May '16 1:39:48 PM samanato
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** It's possible to warp yourself ''[[https://youtu.be/TIEfoQSBgs8?t=8m3s into the ending credits.]]''
9th Apr '16 5:13:31 PM SammyDragon92
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*** [[https://youtu.be/qrFlXvie6i4 ROCK LAUNCH!]]
7th Mar '16 5:49:39 AM MegaMarioMan
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* ''Franchise/RatchetAndClank'' has a bug in [[VideoGame/RatchetAndClank the first game]]. Enter the first Hoverboard race wearing the Hologuise, and the other racers and the boards disappear, leaving Ratchet free to walk to a certain ramp, hit the Taunter, and wait as the boxes above break. And break. And break. It's basically possible to tape or weigh the O button down for a few hours and come back to be able to afford every weapon in the game.
** In the same game, as well as the next two, it's possible to 'wallhack' with the Decoy Glove/the turrets and thus push yourself through walls and get places you aren't supposed to go. This is also possible in the fourth game, though pointless due to its 'arena combat' nature. Insomniac appeared to have wised up by the ''Future'' trilogy, as the turret-type weapons will only let you throw two at a time - wallhacking requires three turrets.
** In ''Going Commando'' you can climb most walls by going up to them in first person, jumping, and then spamming your wrench at a downwards angle.
** However, it is possible to encounter a glitch in ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' that can prove useful: in the final level, about midway through, you have to ascend a grav-ramp in order to go inside a nearby building. However, if one approaches the grav-ramp just wrong, Ratchet will wind up falling through the level, and a little adjustment with the hover-pack can send him right to the outside of the Court of Azimuth, and the location of the final battle. This locks the door behind him and sends him into the final boss battle without requiring him to play the rest of the level. Which would cause you to miss out on a couple of goodies (a Gold Bolt and a RYNO IV holoplan), but if one restarts the level, they will find that the game thinks they've cleared everything; all of the doors are open (including the Gold Bolt one), and all of the enemies are already dead, allowing you to pick up everything in the level at your leisure.

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* ''Franchise/RatchetAndClank'' has ''Franchise/RatchetAndClank'':
** There's
a bug in [[VideoGame/RatchetAndClank [[VideoGame/RatchetAndClank2002 the first game]]. Enter the first Hoverboard race wearing the Hologuise, and the other racers and the boards disappear, leaving Ratchet free to walk to a certain ramp, hit the Taunter, and wait as the boxes above break. And break. And break. It's basically possible to tape or weigh the O button down for a few hours and come back to be able to afford every weapon in the game.
** In the same game, as well as the next two, it's possible to 'wallhack' with the Decoy Glove/the turrets Glove/Miniturret Glove and thus push yourself through walls and get places you aren't supposed to go. This is also possible in the fourth game, ''[[VideoGame/RatchetDeadlocked Deadlocked]]'', though it's pointless due to its 'arena combat' "arena combat" nature. Insomniac appeared to have wised up by the ''Future'' trilogy, as the turret-type weapons will only let you throw two at a time - wallhacking requires three turrets.
** In ''Going Commando'' ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' you can climb most walls by going up to them in first person, jumping, and then spamming your wrench at a downwards angle.
** However, it It is possible to encounter a glitch in ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' that can prove useful: in the final level, about midway through, you have to ascend a grav-ramp in order to go inside a nearby building. However, if one approaches the grav-ramp just wrong, Ratchet will wind up falling through the level, and a little adjustment with the hover-pack can send him right to the outside of the Court of Azimuth, and the location of the final battle. This locks the door behind him and sends him into the final boss battle without requiring him to play the rest of the level. Which would cause you to miss out on a couple of goodies (a Gold Bolt and a RYNO IV holoplan), but if one restarts the level, they will find that the game thinks they've cleared everything; all of the doors are open (including the Gold Bolt one), and all of the enemies are already dead, allowing you to pick up everything in the level at your leisure.
30th Jan '16 12:07:38 PM HeraldAlberich
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* ''VideoGame/{{Metroid1}}'':

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* ''VideoGame/{{Metroid1}}'':''VideoGame/{{Metroid 1}}'':



* ''VideoGame/{{Metroid2}}'' has Block Shifting, which is triggered by moving vertically while mashing the Select button and causing the screen to scroll. It so thoroughly breaks the game that it's been ruled illegal for speed runs.

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* ''VideoGame/{{Metroid2}}'' ''VideoGame/MetroidIIReturnOfSamus'' has Block Shifting, which is triggered by moving vertically while mashing the Select button and causing the screen to scroll. It so thoroughly breaks the game that it's been ruled illegal for speed runs.



* ''SuperMarioGalaxy2'' allows you to travel arbitrary distances in the air while riding Yoshi. Yoshi has a "flutter" action which adds a bit more length to his jump, which is meant only to work once per jump. However, crouching immediately after fluttering allows you to flutter again, which means with a bit of practice it is possible to chain together fluttering and crouching repeatedly and use it to fly over levels, totally breaking any level where Yoshi appears.

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* ''SuperMarioGalaxy2'' ''VideoGame/SuperMarioGalaxy2'' allows you to travel arbitrary distances in the air while riding Yoshi. Yoshi has a "flutter" action which adds a bit more length to his jump, which is meant only to work once per jump. However, crouching immediately after fluttering allows you to flutter again, which means with a bit of practice it is possible to chain together fluttering and crouching repeatedly and use it to fly over levels, totally breaking any level where Yoshi appears.
23rd Jan '16 1:57:32 PM EricNeoMatrix
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** Also from ''Super Mario 64'', with tool assists and some incredible knowledge of the game engine, it's possible to get the star in Watch for Rolling Rocks with ''[[https://www.youtube.com/watch?v=kpk2tdsPh0A&feature=iv&src_vid=X-zAWbM50JM&annotation_id=annotation_737456123 a single half-press of the A button.]]''

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** Also from ''Super Mario 64'', with tool assists and some incredible knowledge of the game engine, it's possible to get the star in Watch for Rolling Rocks with ''[[https://www.youtube.com/watch?v=kpk2tdsPh0A&feature=iv&src_vid=X-zAWbM50JM&annotation_id=annotation_737456123 a single half-press of the A button.]]'']]'' How? By [[MemeticMutation flinging Mario into a parallel universe]].
23rd Jan '16 1:44:54 PM EricNeoMatrix
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** Also from ''Super Mario 64'', with tool assists and some incredible knowledge of the game engine, it's possible to get the star in Watch for Rolling Rocks with ''[[https://www.youtube.com/watch?v=kpk2tdsPh0A&feature=iv&src_vid=X-zAWbM50JM&annotation_id=annotation_737456123 a single half-press of the A button.]]''
23rd Oct '15 7:59:08 AM dotchan
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*** Another glitch allowed a high jump by jumping and shooting precisely simultaneously. Makes the Rush Coil completely useless.

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*** ** Another glitch allowed a high jump by jumping and shooting precisely simultaneously. Makes the Rush Coil completely useless.
23rd Oct '15 7:58:47 AM dotchan
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* The pause glitch in ''VideoGame/MegaMan1'', where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.
** Ladder physics also worked oddly in the first Mega Man games. Cue tool-assisted speedruns of Mega Man zipping up them so fast that the graphics stop loading properly.
** Additionally, the tendency of the NES Mega Man games to slow to a crawl whenever a mass of bullets was being fired, while not a glitch in any way, was still so useful at allowing players' brains to catch up to the action on-screen ("Nature's Bullet Time", some people call it), that [[AscendedGlitch the engine was designed with the default option to replicate it exactly]] in [[{{Retraux}} 2008 sequel]] ''VideoGame/MegaMan9''.

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* *''VideoGame/MegaMan1'': The pause glitch in ''VideoGame/MegaMan1'', glitch, where rapidly tapping Select would cause continuous damage to enemies being hit, especially with the Thunder Beam. Due to the game being NintendoHard, this is exploited quite a bit.
* ''Mega Man 2'':
** Ladder physics also worked oddly There is a glitch in Heat Man's level that will push you through walls. At one point in the first level there is a long stretch of walls with disappearing blocks that you're intended to jump on to get over them. If you stand in the same place as one of these blocks as it appears, it will have one of three effects: 1: it will render you completely immobile until it disappears. 2: if you are standing to the left of center, it will push you to the left side of the block. 3: if you are to the right of center, the block will push you straight through the right hand wall to the other side. While this can be pretty handy, it also means that you could get pushed into a bottomless pit if you're not careful.
** Additionally, the split-second morphing effect makes
Mega Man games. Cue tool-assisted speedruns invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.
* ''VideoGame/MegaMan3'':
** a glitch (bug? hidden code?) allowed
Mega Man zipping up them so fast that to never die. It involves holding Right on the graphics stop loading properly.
D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.
** You can't be killed by HP depletion, but healing would likely kill you, since it gives back just enough HP to get killed by the next hit. You could also make use of the Arm Cannon by selecting the Rush Coil. You can fire as long as Rush is present.
** It was also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''VideoGame/MegaMan4'' on.
*** Another glitch allowed a high jump by jumping and shooting precisely simultaneously. Makes the Rush Coil completely useless.
* In ''VideoGame/MegaMan7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
*
Additionally, the tendency of the NES Mega Man games to slow to a crawl whenever a mass of bullets was being fired, while not a glitch in any way, was still so useful at allowing players' brains to catch up to the action on-screen ("Nature's Bullet Time", some people call it), that [[AscendedGlitch the engine was designed with the default option to replicate it exactly]] in [[{{Retraux}} 2008 sequel]] ''VideoGame/MegaMan9''.



** In ''Mega Man 2'', there is a glitch in Heat Man's level that will push you through walls. At one point in the level there is a long stretch of walls with disappearing blocks that you're intended to jump on to get over them. If you stand in the same place as one of these blocks as it appears, it will have one of three effects: 1: it will render you completely immobile until it disappears. 2: if you are standing to the left of center, it will push you to the left side of the block. 3: if you are to the right of center, the block will push you straight through the right hand wall to the other side. While this can be pretty handy, it also means that you could get pushed into a bottomless pit if you're not careful.
*** Additionally, the split-second morphing effect makes Mega Man invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.
** In ''VideoGame/MegaMan3'', a glitch (bug? hidden code?) allowed Mega Man to never die. It involves holding Right on the D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.
*** You can't be killed by HP depletion, but healing would likely kill you, since it gives back just enough HP to get killed by the next hit. You could also make use of the Arm Cannon by selecting the Rush Coil. You can fire as long as Rush is present.
*** It was also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''VideoGame/MegaMan4'' on.
*** Another glitch allowed a high jump by jumping and shooting precisely simultaneously. Makes the Rush Coil completely useless.
** In some of the games, if a weapon took more than one to eat up one pixel of weapon energy, you could use the weapon for free by using the weapon once, pausing, reselecting the weapon, and unpausing. This was highly useful for the last boss of ''2'', by conserving uses of Bubble Lead as you fought.
** In ''VideoGame/MegaMan7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
** Certain games allow you to hit a Sniper Joe even when he's holding his shield up, by standing so close that when you fire, the Mega Buster is held out just past the shield's hitbox.
* ''VideoGame/MegaManX'': Some quirks in the physics engine allow X to dash-jump just slightly higher and longer than otherwise intended, allowing massive SequenceBreaking to occur.

to:

** In ''Mega Man 2'', there is a glitch in Heat Man's level that will push you through walls. At one point * Ladder physics also worked oddly in the level there is a long stretch of walls with disappearing blocks that you're intended to jump on to get over them. If you stand in the same place as one of these blocks as it appears, it will have one of three effects: 1: it will render you completely immobile until it disappears. 2: if you are standing to the left of center, it will push you to the left side of the block. 3: if you are to the right of center, the block will push you straight through the right hand wall to the other side. While this can be pretty handy, it also means that you could get pushed into a bottomless pit if you're not careful.
*** Additionally, the split-second morphing effect makes
first Mega Man invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction games. Cue tool-assisted speedruns of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.
** In ''VideoGame/MegaMan3'', a glitch (bug? hidden code?) allowed
Mega Man to never die. It involves holding Right on zipping up them so fast that the D-pad of the ''second'' controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster.
*** You can't be killed by HP depletion, but healing would likely kill you, since it gives back just enough HP to get killed by the next hit. You could also make use of the Arm Cannon by selecting the Rush Coil. You can fire as long as Rush is present.
*** It was also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are single page, like ''VideoGame/MegaMan4'' on.
*** Another glitch allowed a high jump by jumping and shooting precisely simultaneously. Makes the Rush Coil completely useless.
**
graphics stop loading properly.
*
In some of the games, if a weapon took more than one to eat up one pixel of weapon energy, you could use the weapon for free by using the weapon once, pausing, reselecting the weapon, and unpausing. This was highly useful for the last boss of ''2'', by conserving uses of Bubble Lead as you fought.
** In ''VideoGame/MegaMan7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
**
* Certain games allow you to hit a Sniper Joe even when he's holding his shield up, by standing so close that when you fire, the Mega Buster is held out just past the shield's hitbox.
[[HitboxDissonance hitbox]].
* ''VideoGame/MegaManX'': ''VideoGame/MegaManX'':
**
Some quirks in the physics engine allow X to dash-jump just slightly higher and longer than otherwise intended, allowing massive SequenceBreaking to occur.


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* ''VideoGame/MegaManX4'':
** Colonel's SwordBeam flurry has an odd blind spot: right in front of him. Apparently you can stand right in front of him and not get hit.
** Zero's Slash Dash Cancel started here. You can LagCancel the first slash, and cancel the sword cancel with a dash. You can then cancel the dash with a slash. With proper timing, Zero won't move from his spot and will just BladeSpam. Bosses don't trigger MercyInvincibility until Zero completes his combo, so Zero can shred most bosses in about 4 seconds. The only exceptions are airborne bosses or Zero getting hit. ''VideoGame/MegaManX6'' forced lag after enough cancels to try to fix it but it's still effective in X4, X5 and X6.
24th Sep '15 6:08:20 PM GastonRabbit
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** Input the password "[[http://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]]". The results are hilarious, if suicidal.

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** Input the password "[[http://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]]". The results are hilarious, if suicidal. Unfortunately, it simply freezes the system (requiring a hard reset) if done on a 3DS.
2nd Sep '15 12:56:44 AM gophergiggles
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* ''VideoGame/MetroidFusion'' has a bug with Golden Zebesians. These enemies [[AttackItsWeakPoint cannot be damaged unless you shoot them in the back.]] However, the game determines whether you're shooting it in the back based on which direction both you and the Zebesian is facing. Hence, it's possible to damage them with charged shots to the front by turning away from them before the beam hits.

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* ''VideoGame/MetroidFusion'' has ''VideoGame/MetroidFusion'':
** The invincible blue X-Parasites that chase and freeze you on contact can be rendered harmless by partially uncovering one hiding behind
a bug with block and touching it. This renders every single other blue X-Parasite ''completely unable to touch you'', until you either leave the room or completely uncover the original one you touched (which will ''instantly'' damage you regardless of where you are).
** Easily defeating the
Golden Zebesians. These enemies [[AttackItsWeakPoint cannot be damaged unless you shoot them in the back.]] However, the game determines whether you're shooting it in the back based on which direction both you and the Zebesian is facing. Hence, it's possible to damage them with charged shots to the front by turning away from them before the beam hits.
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