History GoodBadBugs / PlatformGame

6th Dec '16 7:43:18 AM MegaMarioMan
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** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use a separate oxygen meter instead, except for ''SuperMario3DLand'', which lacks drowning due to its nature as what Creator/ShigeruMiyamoto calls "a 3D Mario game that plays like a 2D Mario game.")

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** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use a separate oxygen meter instead, except for ''SuperMario3DLand'', ''VideoGame/SuperMario3DLand'', which lacks drowning due to its nature as what Creator/ShigeruMiyamoto calls "a 3D Mario game that plays like a 2D Mario game.")



* In ''Anime/DragonBallZ: Buu's Fury'', you can eat the Senzu Bean before you give it to the person. Does this mean the game wants you to get another one? No! It takes the one you don't have, which gives you 255 Senzu Beans.
1st Nov '16 9:13:26 AM MisterVercetti
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** Due to the game being released unfinished, several debug functions were left in the game, all of which are activated by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P 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 (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).

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** Due to the game being released unfinished, several debug functions were left in the game, all of which are activated by using a controller plugged into the second port. One of these allowes renders Mega Man to never die. It NighInvulnerable: it involves holding Right on the D-pad of the 2P 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 (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).
1st Nov '16 9:12:52 AM MisterVercetti
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** Due to the game being released unfinished, several debug functions were left in the game, activating by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P 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 (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).

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** Due to the game being released unfinished, several debug functions were left in the game, activating all of which are activated by using a controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the 2P 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 (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).
1st Nov '16 9:12:25 AM MisterVercetti
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** 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.

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** Due to the game being released unfinished, several debug functions were left in the game, activating by using a glitch (bug? hidden code?) allowed controller plugged into the second port. One of these allowes Mega Man to never die. It involves holding Right on the D-pad of the ''second'' 2P 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
Buster (that is, unless you use one of the Arm Cannon by selecting the Rush Coil. You can weapons, which allow you to fire the buster as long as Rush is present.
on the screen).
** It was It's also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you could can 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 a single page, like ''VideoGame/MegaMan4'' on.
19th Aug '16 3:16:06 PM CamelCase
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** The issues with levels intended for previous games in [=LBP3=] can have some pretty hilarious consequences. To provide an example from the DC Premium Level Kit for ''2'', when trying to play it in ''3'', ComicBook/WonderWoman will hold up an empty cage that's ''supposed'' to have Cheetah trapped while she brags about her capture, and when Franchise/{{Batman}} tries to demonstrate the glide-enabling Hero's Cape powerup, [[WatchOutForThatTree he misses the ledge he's supposed to land on and crashes to the ground]]. (These two bugs have been fixed now.)
** A glitch with the Sackpocket and the Boost Boots can allow the player to fly anywhere with the Boost Boots. First, equip the Boost Boots and dash in the direction you want to go in. Then, while you're dashing, quickly open the Sackpocket and switch to another item, then back to the Boost Boots. When you put the Boost Boots back on, you'll be able to dash again. Now repeat this, and you'll be able to go anywhere that isn't blocked off. This can cause hilarious effects, like flying over all of the traps and skipping straight to the end of the level. It's even possible to get to "The Heroes Finally Defeat Newton...Oh"[[note]]this level is linked to by the level link you unlock after getting Swoop, and it segues into the final few levels.[[/note]] without even unlocking Swoop or the two marbles you need to get him. Instead, it's possible to play "Masque Maker's Tower," get the Boost Boots, leave, and skip to the former level. An example of the Flying Boost Boots can be seen [[http://www.youtube.com/watch?v=L6w3xr20SLg&index=7&list=UUqy6dWrU0EWp-8MND9Jh8Cg here.]] (This glitch has been patched.)
** Another glitch, as discovered by [=FattyMcIntosh=], allows the player to [[http://www.youtube.com/watch?v=nthV2T59Ocs&index=12&list=PL47cKdy5sz9I_vARFCtRBmwnK6TDuXZjA access Create Mode while in the Pod.]] (This has been patched.)
** Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players [[http://www.youtube.com/watch?v=EzSVnDnhtLk got their hands on some things.]] These include [[http://www.youtube.com/watch?v=u5kX64f6i0k an unreleased costume]], logic that detects what system the player is on, an RGB color editor for making VERY specific colors, the Bunkum Planet decoration used in the Introduction, and even the freaking [[http://www.youtube.com/watch?v=EzSVnDnhtLk&feature=youtu.be&t=2m5s CREDITS!]] (Now patched.)
** In "Newton's Airship", at the end of the level, you have to use the Pumpinator to blow two things into place to open access to the "Super-Vertical Infiltration Station". The game expects you to put them in place quickly, but if you use the Pumpinator to make the thing go up very slowly by tapping the [=R1=] button, the cutscene where Newton jumps into the SVIS triggers early, causing him to jump into the not-yet-open hatch. Then Sackboy can jump into the SVIS and enter the Controllinator, which causes the rocket to take off without Newton and the SVIS to begin flying around without Newton.
19th Aug '16 2:50:23 PM CamelCase
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** The Robobun and the Mechapup in LBP2 can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.

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** The Robobun and the Mechapup in LBP2 [=LBP2=] can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
19th Aug '16 2:49:28 PM CamelCase
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** The Robobun and the Mechapup in LBP2 can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
19th Aug '16 1:55:18 PM CamelCase
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* In ''VideoGame/LittleBigPlanet'', someone somehow managed to create a 50-some layered object (despite Sackboy only being able to interact with three layers), which, due to the very player-friendly mechanics of the level editor, allowed other players to make their own. The result was an unofficial background and foreground tool, which became quite popular. Creator/MediaMolecule has (reportedly) several times attempted to remove it, but because of item sharing and the fact that anyone could create their own once they have one, they have been highly unsuccessful.
** Also, it's something of an ascended glitch. When they released a pack of new items, for free, that were basically premade glitched version of existing items, like the infinite spawn which before could only been done by a trick with spawners, there were objects in those "forbidden" layers. To good effect, too.

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* In ''VideoGame/LittleBigPlanet'', someone somehow managed to create a 50-some layered object (despite Sackboy only being able to interact ''VideoGame/LittleBigPlanet'':
** One of the most spectacular is the '3D' bug, which lets players build
with three layers), which, due 50 more layers (although it's really tricky to use, but the very player-friendly mechanics of makes the level editor, allowed amazingly beautiful if used correctly!) and is still not fixed.
** Another, which HAS been fixed is the [[http://www.youtube.com/watch?v=azAR4MmldP8 Constipated Sackboy]] where the player chooses the 'reset button' holding it down and then pressing START the START Menu would block the screen so only your friends could see the paused player. The Glowing Sackboy glitch let the player glow with a Sackboy skeleton.
** There are a few Good Bad Bugs in gameplay and not just creating. [[http://www.youtube.com/playlist?list=PLSx6AAsHna_RfnlWu61ndeZ5HQ0i83Mpr This LBP1 speedrun guide]] and [[http://www.youtube.com/playlist?list=PLSx6AAsHna_S8KDRNHNn4v-PyPWZKW-Gv this LBP2 guide]] describe and utilize some of them, including [[http://www.youtube.com/watch?v=wR7Do0cnIqI&t=2m59s LCJs]], [[http://www.youtube.com/watch?v=wR7Do0cnIqI&t=4m46s Race Gate Skips]], and [[http://www.youtube.com/watch?v=tGtPlZdkWPY&t=30s Co-Op Jumps]].
** Anti-Color: A fun little glitch that made certain kinds of Sponge look like Glass while still keeping the stitches. Since Glass is invisible behind
other players pieces of Glass, this left only the stitches visible. Fixed in Cornish Yarg, though the objects themselves still work; you just can't create them anymore.
** Material Properties Glitch: By changing an object into Horrible Gas, using the Material Changer, and delethalizing the object, you could make an object with the physical properties of the first material, while having the texture of the second. Could be used
to make their own. The result was an unofficial background things like Floaty Metal, movable Dark Matter, etc. Fixed, but pre-existing "changed" objects still work, and foreground tool, which became quite popular. Creator/MediaMolecule has (reportedly) several times attempted it functionally [[AscendedGlitch Ascended]] in the form of the Material Tweaker in ''2'' and beyond.
*** Similarly, doing this on the PSP without delethalizing it allows for the material's texture
to remove it, be transferred into gas form.
** Non-Lethal Spikes: It is possible to smash the lethal part of a spike object without destroying the whole object, though it is hard to do. Still works,
but because of item sharing not used often.
** Gravity Glitch: Very few people know how it works. It involves Pistons,
and the fact that anyone could create their own once they have one, they have been highly unsuccessful.
** Also, it's something of an ascended glitch. When they released a pack of new items, for free, that were basically premade glitched
that's about all that's commonly known.
*** There's another, simpler
version of existing items, like the infinite spawn which before could this glitch that only been done affects individual platforms, allowing the gravity to change from jump to jump.
** The Lethal Sackboy glitch. Go to create mode online (not as host). After, you either set the respawn door on fire or electrify it, go through the door, then get disconnected
by the host. After doing so, Sackboy will not die from the lethality type set on the respawn door.
** Occasionally, when
a trick guest joins your game, they may be equipped with spawners, there were objects a black Popit color that's not in those "forbidden" layers. To good effect, too.the menu.
17th Jul '16 6:02:00 AM adrian09_01
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* ''VideoGame/HappyTreeFriendsAdventures'': Die while fighting the boss/being on the level end gate. The blood will move, the boss will reappear, the game will go onwards to the next level. The Good Bad Bug? The health bar will show zero and you will be invincible until you collect a red heart or die by insta-death traps like pits, lava or explosions.
14th Jun '16 7:15:36 AM erforce
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** ''VideoGame/DonkeyKongCountry'' has a glitch where mashing buttons while [[http://www.youtube.com/watch?v=g4Qmth3RrVE traveling between the first two levels on the main map]] (about 1:20 in) will warp you over halfway through the game. Used in practically every non-100% speedrun, and very easy to pull off.
** You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] in the second game by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.

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** ''VideoGame/DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry1'' has a glitch where mashing buttons while [[http://www.youtube.com/watch?v=g4Qmth3RrVE traveling between the first two levels on the main map]] (about 1:20 in) will warp you over halfway through the game. Used in practically every non-100% speedrun, and very easy to pull off.
** You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] in the [[VideoGame/DonkeyKongCountry2DiddysKongQuest second game game]] by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.
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