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* ''VideoGame/SekiroShadowsDieTwice'':
** 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 [[spoiler: 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.

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[[folder:Souls series]]

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[[folder:Souls series]]series/FromSoftware]]



* ''VideoGame/{{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.
** A very useful bug allows you to cheese the final Hunter fight of Eileen the Crow's questline, normally an [[ThatOneBoss extremely difficult battle]]. When the Hunter switches the form of his Chikage, using a Blue Elixir and running away 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 there until he dies (and he won't heal because his AI isn't technically in combat anymore).
* ''VideoGame/EldenRing'':
** The Ashes 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 your 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 removing the abnormal damage scaling so that players no longer get one-shot off this Ash of War.
** 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.



* ''VideoGame/{{Bloodborne}}'' 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.
** A very useful bug allows you to cheese the final Hunter fight of Eileen the Crow's questline, normally an [[ThatOneBoss extremely difficult battle]]. When the Hunter switches the form of his Chikage, using a Blue Elixir and running away 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 there until he dies (and he won't heal because his AI isn't technically in combat anymore).
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** Similarly to the Final Fantasy V example, the bosses in ''VideoGame/SuperMarioRPG'' 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.

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** * Similarly to the Final Fantasy V example, the bosses in ''VideoGame/SuperMarioRPG'' 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.
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Up To Eleven is being dewicked.


** ''VideoGame/PaperMarioTheThousandYearDoor'' 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 SequenceBreaking 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 [[UpToEleven 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.

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** ''VideoGame/PaperMarioTheThousandYearDoor'' 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 SequenceBreaking 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 [[UpToEleven he even spawns in the Peach and Bowser intermissions]].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.

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* In the ''VideoGame/EyeOfTheBeholder'' games, 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.

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* In the ''VideoGame/EyeOfTheBeholder'' games, the ''Aid'' ''VideoGame/EyeOfTheBeholder'':
** 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.''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).
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Moved as there are two games called Earthbound on this wiki.


** ''VideoGame/EarthBound'':

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** ''VideoGame/EarthBound'':''VideoGame/EarthBound1994'':
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** One of the most popular glitches is the Cinnabar Coast glitch, where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], 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.

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** One of the most popular glitches is the Cinnabar Coast glitch, where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], because of a quirk with how determining whether tiles should be a certain type of encounter tile[[/note]], 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.

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Disambiguated


* In ''VideoGame/PokemonFireRedAndLeafGreen'', 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 VendorTrash). 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.

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* In ''VideoGame/PokemonFireRedAndLeafGreen'', 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 VendorTrash).ShopFodder). 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.
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Moved


* In ''VideoGame/{{Nostalgia}}'', 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 OverNineThousand points of damage.

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* In ''VideoGame/{{Nostalgia}}'', ''VideoGame/NostalgiaRedEntertainment'', 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 OverNineThousand points of damage.
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** 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.

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** The Japanese versions of the first generation games (except Yellow) ''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.



** Since the ''Red & Blue'' engine treats gym statues as water tiles, you can use your fishing rod on them to encounter wild Pokémon.

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** Since the ''Red & Blue'' engine treats gym statues as water tiles, you can use your fishing rod on them to encounter them, though only Cerulean Gym and Lorelei's Elite Four room actually contain any wild Pokémon.



** The [[http://bulbapedia.bulbagarden.net/wiki/Celebi_egg_trick 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.

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** The [[http://bulbapedia.[[https://bulbapedia.bulbagarden.net/wiki/Celebi_egg_trick 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.
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*** 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.
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** 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...
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** 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.

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* The "Lure Glitch" in ''VideoGame/DarkChronicle''. 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.

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* ''VideoGame/DarkChronicle'': has two major useful glitches:
**
The first is the "Lure Glitch" in ''VideoGame/DarkChronicle''.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.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 InfinityPlusOneSword LEGEND just by renaming it that.
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** If a Pokemon happens to evolve after defeating Champion Blue in the Indigo Plateau, [[https://youtu.be/KxMstD8iWNM?t=162 the music goes silent]] until Professor Oak congratulates the player instead of looping the victory theme, since the "evolution jingle" doesn't loop.

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** If a Pokemon Pokémon happens to evolve after defeating Champion Blue in the Indigo Plateau, [[https://youtu.be/KxMstD8iWNM?t=162 the music goes silent]] until Professor Oak congratulates the player instead of looping the victory theme, since the "evolution jingle" doesn't loop.



** In an utterly ''bizarre'' example, a glitch on a physical copy of a first-generation Pokemon 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 (as demonstrated [[https://www.youtube.com/watch?v=SL_Zuc0tlvo here]]). And while no one's got a practical use for it yet, [[http://forums.glitchcity.info/index.php?topic=7722.msg203493#msg203493 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 to encounter wild Pokémon.

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** In an utterly ''bizarre'' example, a glitch on a physical copy of a first-generation Pokemon 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 ''VideoGame/SuperMarioLand2'' (as demonstrated [[https://www.youtube.com/watch?v=SL_Zuc0tlvo here]]). And while no one's got a practical use for it yet, [[http://forums.glitchcity.info/index.php?topic=7722.msg203493#msg203493 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 ''Red & Blue Blue'' engine treats gym statues as water tiles, you can use your fishing rod on them to encounter wild Pokémon.



* A bug in ''Pokemon 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.

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* A bug in ''Pokemon ''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.



* ''[[VideoGame/PokemonRubyAndSapphire Pokemon 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 Pokemon and up to ''four hundred and twenty'' items at a time (specifically, as many items as the player has Pokemon 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 Pokemon can also be transferred to Gen IV games as well through Pal Park.

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* ''[[VideoGame/PokemonRubyAndSapphire Pokemon 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 Pokemon Pokémon and up to ''four hundred and twenty'' items at a time (specifically, as many items as the player has Pokemon 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 Pokemon Pokémon can also be transferred to Gen IV games as well through Pal Park.



* ''[[VideoGame/PokemonGoldAndSilver Pokemon 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.

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* ''[[VideoGame/PokemonGoldAndSilver Pokemon 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.
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*** 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 - [[{{Cap}} boost a character's stat past 255 and it'll end up at 0!]]

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*** 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 - [[{{Cap}} [[OverflowError boost a character's stat past 255 and it'll end up at 0!]]
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** 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 [[ScratchDamage 1 point of damage]] to the user instead. This was fixed in ''Stadium''.

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** By using a potion from inventory and then switching it with another item, the other item gets used instead. This can give you several billion valuable gems, essentially granting you unlimited money from the start of the game.

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** By using a potion from inventory and then switching it with another item, the other item gets used instead. This can 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 valuable gems, of gold, essentially granting you unlimited money from the start of the game.


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** When the game starts, the screen gets black in a cutscene where the BigBad 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.

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Add a trope example


** One of the most popular glitches is the Cinnabar Coast glitch, where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], so it uses the same data as the last place you were where you could fight and catch Pokémon. 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. 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.

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** One of the most popular glitches is the Cinnabar Coast glitch, where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], 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. This glitch was fixed in spare.
*** Even without delving into
the Spanish versions of ''Pokémon Red and Blue'', as it was apparently discovered before it was released in potential game corruption that language.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.

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* ''GoodBadBugs/FinalFantasy''



* ''GoodBadBugs/FinalFantasy''
* ''GoodBadBugs/TalesSeries''



[[folder:Tales]]
* ''VideoGame/TalesOfEternia'':
** There are two particularly famous bugs. The first being the "Jump Cast" glitch where by jumping and then rapidly shortcutting to a spell, the magic user you're playing as would rapidly cast said spell for little cost, making certain battles much easier. The other is the "Move Scroll" glitch where by using the scroll feature on your skill lists when they had more than one page, allowed you to access attacks and spells that the character normally wouldn't be able to use. Having Reid with Prism Sword for example, a spell which is only usable by certain bosses. Sadly, the first glitch was fixed in the PSP port, but the second one remained, surprisingly.
** The Jini Auction glitch, which allowed you to auction a low-value or worthless item, leave the area, reset, and go back to have your item be able to be sold for millions and millions of Jini when normally it should only go for a little more than it is worth. Not only is this the best way to farm gald in the game, but it allows you to easily buy the best accessories in the game very quickly.
* ''VideoGame/TalesOfDestiny2'' has the Title Glitch. This game was the first ''Tales'' game where equipping different titles would affect a character's stat gains upon leveling. So that you didn't accidentally make your characters have awful stats, the game would not let a base stat have negative growth, reducing any negative growth to zero instead. When you switched a title, however, the game could forget it had reduced your negative stat to zero. For example, equipping a title that had -6 when you only had a +2 growth stat would reduce it to 0 instead of -4. When you switched the title, the game would add +6 to counteract the -6 from the previous title, making your new growth stat +6 rather than +2. With the large amount of titles and customization available, this could be exploited to nullify a character's weak stats, making everyone into ultra-accurate, ultra-evasive [[LightningBruiser Lightning Bruisers]]. Fixed in "The Best" version of the game.
* ''VideoGame/TalesOfSymphonia'':
** The game had an interesting skill system where each skill basically had two different skill trees, but the skills from each tree were mutually exclusive. There was a glitch, however, that allowed characters to learn the highest-level skills from both trees at once, which was especially useful for the resident magic-user, Genis. Sadly, this glitch was fixed in the [=PS2=] remake.
** The game also included passive bonuses from a sort of item slot system, one of these bonuses was the "Randomizer" bonus, which would give a spell sometimes a chance to cast instantly, or make it take longer to cast. The player could easely abuse the fact that a spell can instantly be cancelled and then be recast as well without any lag to throw the strongest spells at anything with instant cast times.
** The game has hidden RelationshipValues. Obviously this should apply only to the other characters, but due to a bug you can make Lloyd become a total narcissus. He falls in love with himself if you have him cook himself food he likes, or dislikes himself if he cooks things he dislikes. This does nothing, but is amusing nonetheless.
** It's also possible to make the character with the highest RelationshipValues appear in one scene and give a line even if they are not in your party, one of which can do this even if they're ''dead.'' (One character can die during the course of the game depending on your choices.) Detailed [[https://www.gamefaqs.com/ps2/920235-tales-of-symphonia/faqs/68566 here, under "Affection Related Quirks".]] '''SPOILERS.'''
** The [=PS2=] port of the game introduced the same world map glitch as ''VideoGame/TalesOfTheAbyss'', allowing you [[SequenceBreaking to travel to places on the map you shouldn't be able to access yet.]]
** The "move scroll" glitch from ''Tales of Eternia'' was re-introduced in the [=PS3=] and PC ports of the game by switching from auto mode to manual mode while trying to change an attack slot, allowing anyone to equip and cast their [[LimitBreak Mystic Artes]] outside of overlimit.
* ''VideoGame/TalesOfTheAbyss'':
** There was an interesting glitch that allows you to play as Asch longer than you're supposed to. From time to time, you switch from the DesignatedHero Luke to the AntiHero Asch. During a sidequest in mushroom forest, if the player ejects the DVD but keeps the game running and have Asch exit the other way, he'll be able to exit the forest, go through mountains, go to a city, save the game, and continue with the main story, ''as Asch''. There are no side effects in doing this aside from a few weird moments since the lines that are supposed to do with Luke is switched, so the player can complete as Asch. It is sort of advantageous, since Asch, unlike Luke, is a MagicKnight, though later on, his usefulness decreases.
** Finishing the game while playing as Asch using a glitch will make it so, when you start the NewGamePlus, you won't have Luke on your party, so the game will always freeze on the tutorial battle, as you won't have any character in your party. Turns into a GameBreakingBug if you saved the finished game data on the same slot, as you're now trapped forever before the tutorial.
** There are other numerous bugs that weren't fixed during the lengthy American localization. One such bug is opening the Disc Door while on the world map. It enables you to travel anywhere on the world map, and you can even pick up hidden items that you would have missed past the PointOfNoReturn. Another bug would be sealing the hidden boss Nebilim's Mystic Artes using Anise's Dying Moon, which is bugged and stops any Mystic Artes from being cast for the entire battle after it is used, so she can't use her deadliest attacks on you.
* ''VideoGame/TalesOfGraces'' keeps up the good glitches with one that lets you use your [[LimitBreak Blast Calibur]] over and over again. [[https://www.youtube.com/watch?v=Cir_rNqcANI Observe.]]
* ''VideoGame/TalesOfHearts'' for the DS, due to having a 2D battle system, if you jump and then attack normally again and again will Shing [[NotQuiteFlight kinda float]] and stay there. The enemy gets stuck and can't fight back so you can stay there and buttonmash until the enemy is defeated and you fall down. It works really well against flying enemies, but can be used against shorter as well.
* ''VideoGame/TalesOfXillia'': Due to an oversight, Milla can jump higher than enemies can target. She also has a skill that will allow her to cast magic in the air. This can allow her to become an invulnerable caster.
[[/folder]]

to:

[[folder:Tales]]
* ''VideoGame/TalesOfEternia'':
** There are two particularly famous bugs. The first being the "Jump Cast" glitch where by jumping and then rapidly shortcutting to a spell, the magic user you're playing as would rapidly cast said spell for little cost, making certain battles much easier. The other is the "Move Scroll" glitch where by using the scroll feature on your skill lists when they had more than one page, allowed you to access attacks and spells that the character normally wouldn't be able to use. Having Reid with Prism Sword for example, a spell which is only usable by certain bosses. Sadly, the first glitch was fixed in the PSP port, but the second one remained, surprisingly.
** The Jini Auction glitch, which allowed you to auction a low-value or worthless item, leave the area, reset, and go back to have your item be able to be sold for millions and millions of Jini when normally it should only go for a little more than it is worth. Not only is this the best way to farm gald in the game, but it allows you to easily buy the best accessories in the game very quickly.
* ''VideoGame/TalesOfDestiny2'' has the Title Glitch. This game was the first ''Tales'' game where equipping different titles would affect a character's stat gains upon leveling. So that you didn't accidentally make your characters have awful stats, the game would not let a base stat have negative growth, reducing any negative growth to zero instead. When you switched a title, however, the game could forget it had reduced your negative stat to zero. For example, equipping a title that had -6 when you only had a +2 growth stat would reduce it to 0 instead of -4. When you switched the title, the game would add +6 to counteract the -6 from the previous title, making your new growth stat +6 rather than +2. With the large amount of titles and customization available, this could be exploited to nullify a character's weak stats, making everyone into ultra-accurate, ultra-evasive [[LightningBruiser Lightning Bruisers]]. Fixed in "The Best" version of the game.
* ''VideoGame/TalesOfSymphonia'':
** The game had an interesting skill system where each skill basically had two different skill trees, but the skills from each tree were mutually exclusive. There was a glitch, however, that allowed characters to learn the highest-level skills from both trees at once, which was especially useful for the resident magic-user, Genis. Sadly, this glitch was fixed in the [=PS2=] remake.
** The game also included passive bonuses from a sort of item slot system, one of these bonuses was the "Randomizer" bonus, which would give a spell sometimes a chance to cast instantly, or make it take longer to cast. The player could easely abuse the fact that a spell can instantly be cancelled and then be recast as well without any lag to throw the strongest spells at anything with instant cast times.
** The game has hidden RelationshipValues. Obviously this should apply only to the other characters, but due to a bug you can make Lloyd become a total narcissus. He falls in love with himself if you have him cook himself food he likes, or dislikes himself if he cooks things he dislikes. This does nothing, but is amusing nonetheless.
** It's also possible to make the character with the highest RelationshipValues appear in one scene and give a line even if they are not in your party, one of which can do this even if they're ''dead.'' (One character can die during the course of the game depending on your choices.) Detailed [[https://www.gamefaqs.com/ps2/920235-tales-of-symphonia/faqs/68566 here, under "Affection Related Quirks".]] '''SPOILERS.'''
** The [=PS2=] port of the game introduced the same world map glitch as ''VideoGame/TalesOfTheAbyss'', allowing you [[SequenceBreaking to travel to places on the map you shouldn't be able to access yet.]]
** The "move scroll" glitch from ''Tales of Eternia'' was re-introduced in the [=PS3=] and PC ports of the game by switching from auto mode to manual mode while trying to change an attack slot, allowing anyone to equip and cast their [[LimitBreak Mystic Artes]] outside of overlimit.
* ''VideoGame/TalesOfTheAbyss'':
** There was an interesting glitch that allows you to play as Asch longer than you're supposed to. From time to time, you switch from the DesignatedHero Luke to the AntiHero Asch. During a sidequest in mushroom forest, if the player ejects the DVD but keeps the game running and have Asch exit the other way, he'll be able to exit the forest, go through mountains, go to a city, save the game, and continue with the main story, ''as Asch''. There are no side effects in doing this aside from a few weird moments since the lines that are supposed to do with Luke is switched, so the player can complete as Asch. It is sort of advantageous, since Asch, unlike Luke, is a MagicKnight, though later on, his usefulness decreases.
** Finishing the game while playing as Asch using a glitch will make it so, when you start the NewGamePlus, you won't have Luke on your party, so the game will always freeze on the tutorial battle, as you won't have any character in your party. Turns into a GameBreakingBug if you saved the finished game data on the same slot, as you're now trapped forever before the tutorial.
** There are other numerous bugs that weren't fixed during the lengthy American localization. One such bug is opening the Disc Door while on the world map. It enables you to travel anywhere on the world map, and you can even pick up hidden items that you would have missed past the PointOfNoReturn. Another bug would be sealing the hidden boss Nebilim's Mystic Artes using Anise's Dying Moon, which is bugged and stops any Mystic Artes from being cast for the entire battle after it is used, so she can't use her deadliest attacks on you.
* ''VideoGame/TalesOfGraces'' keeps up the good glitches with one that lets you use your [[LimitBreak Blast Calibur]] over and over again. [[https://www.youtube.com/watch?v=Cir_rNqcANI Observe.]]
* ''VideoGame/TalesOfHearts'' for the DS, due to having a 2D battle system, if you jump and then attack normally again and again will Shing [[NotQuiteFlight kinda float]] and stay there. The enemy gets stuck and can't fight back so you can stay there and buttonmash until the enemy is defeated and you fall down. It works really well against flying enemies, but can be used against shorter as well.
* ''VideoGame/TalesOfXillia'': Due to an oversight, Milla can jump higher than enemies can target. She also has a skill that will allow her to cast magic in the air. This can allow her to become an invulnerable caster.
[[/folder]]

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[[index]]




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[[/index]]

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* ''GoodBadBugs/FinalFantasy

to:

* ''GoodBadBugs/FinalFantasy''GoodBadBugs/DragonQuest''
* ''GoodBadBugs/FinalFantasy''



[[folder:Dragon Quest]]
''VideoGame/DragonQuest'' series: %%Please leave for cross-wicking purposes.

* ''VideoGame/DragonQuestII'':
** The NES version had the cursed equipment glitch, used mainly for the Sword of Destruction. If you equip a cursed item (such as the cursed Sword of Destruction) and get it removed via House of Healing, you keep its attack power without the drawback of constantly missing turns until you reenter your Equip screen or you level up. If you go to the Equip screen or you level up, the numbers reset to their proper values.
** In Wellgarth, you can fight an Evil Clown in a jail cell. Upon winning the battle, you will always receive a Staff of Thunder which you can sell. If you save and reset the game, the Evil Clown will respawn and will still drop the Staff of Thunder. Constantly fighting, selling the Staff, saving the game and refighting the Evil Clown is a good way to farm gold.
* ''VideoGame/DragonQuestIII'': The Item glitch. The glitch works like this- form a party. Allow one member to die and then go to Luisa's and remove the dead character. Get a new character and then allow 3 party members to die. Normally in game play, if you have three dead party members the game will not allow you to switch out the living party member for a dead one at Luisa's. However, if the living party member has the Numb status, then the game will let you exchange the character for a dead one. You will now have a party of all dead characters. Go to the overworld and just take a few steps and watch your inventory go nuts.
* ''VideoGame/DragonQuestV'': The Playstation 2 version is so incredibly broken that it's possible to skip 95% of the plot, walk past of the majority that isn't skipped, and "kill" the final boss by running away from it, since the game reads that as winning the battle. Since choosing who to marry is skipped, the game unsurprisingly defaults to Bianca.
* ''VideoGame/DragonQuestVII'': A programming error in the remake causes Kiefer's defense to increase to a staggering 579 upon reaching level 50.
* In ''VideoGame/DragonQuestIX'', due to a memory bug that pops up in their semi-RandomlyGeneratedLevels of a certain size or larger, it's possible to get floors with no monsters at all... or monster parties that ''all'' include a certain monster type. If it's one of those that drops the most gold in the game or their second-to-the-best MetalSlime, it makes the going MUCH easier than the developers intended.
* ''VideoGame/DragonQuestBuilders2'': Normally, the only way to obtain extra seeds is by digging them up in the wild. However once you recruit a Hunter Mech or a Killing Machine they will only use up one seed to plant 9 spaces in your fields. As of this writing, there's nothing stopping you from digging up the 9 seeds yourself after the machines have planted them, so a single seed can be multiplied indefinitely.
[[/folder]]

to:

[[folder:Dragon Quest]]
''VideoGame/DragonQuest'' series: %%Please leave for cross-wicking purposes.

* ''VideoGame/DragonQuestII'':
** The NES version had the cursed equipment glitch, used mainly for the Sword of Destruction. If you equip a cursed item (such as the cursed Sword of Destruction) and get it removed via House of Healing, you keep its attack power without the drawback of constantly missing turns until you reenter your Equip screen or you level up. If you go to the Equip screen or you level up, the numbers reset to their proper values.
** In Wellgarth, you can fight an Evil Clown in a jail cell. Upon winning the battle, you will always receive a Staff of Thunder which you can sell. If you save and reset the game, the Evil Clown will respawn and will still drop the Staff of Thunder. Constantly fighting, selling the Staff, saving the game and refighting the Evil Clown is a good way to farm gold.
* ''VideoGame/DragonQuestIII'': The Item glitch. The glitch works like this- form a party. Allow one member to die and then go to Luisa's and remove the dead character. Get a new character and then allow 3 party members to die. Normally in game play, if you have three dead party members the game will not allow you to switch out the living party member for a dead one at Luisa's. However, if the living party member has the Numb status, then the game will let you exchange the character for a dead one. You will now have a party of all dead characters. Go to the overworld and just take a few steps and watch your inventory go nuts.
* ''VideoGame/DragonQuestV'': The Playstation 2 version is so incredibly broken that it's possible to skip 95% of the plot, walk past of the majority that isn't skipped, and "kill" the final boss by running away from it, since the game reads that as winning the battle. Since choosing who to marry is skipped, the game unsurprisingly defaults to Bianca.
* ''VideoGame/DragonQuestVII'': A programming error in the remake causes Kiefer's defense to increase to a staggering 579 upon reaching level 50.
* In ''VideoGame/DragonQuestIX'', due to a memory bug that pops up in their semi-RandomlyGeneratedLevels of a certain size or larger, it's possible to get floors with no monsters at all... or monster parties that ''all'' include a certain monster type. If it's one of those that drops the most gold in the game or their second-to-the-best MetalSlime, it makes the going MUCH easier than the developers intended.
* ''VideoGame/DragonQuestBuilders2'': Normally, the only way to obtain extra seeds is by digging them up in the wild. However once you recruit a Hunter Mech or a Killing Machine they will only use up one seed to plant 9 spaces in your fields. As of this writing, there's nothing stopping you from digging up the 9 seeds yourself after the machines have planted them, so a single seed can be multiplied indefinitely.
[[/folder]]

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* ''GoodBadBugs/FinalFantasy



[[folder:Final Fantasy]]
* ''VideoGame/FinalFantasyI'':
** The creators accidentally made a four-square peninsula on the world map belong to the wrong monster area, making the enemies there be much more powerful than the ones normally fought at that point in the game. The area is known to ''Final Fantasy'' fans as the "[[PeninsulaOfPowerLeveling Peninsula of Power]]." It proved so popular that, despite being a glitch, [[AscendedGlitch it has stayed in all subsequent remakes of the game]], and inspired similar high-powered monster hideaways in subsequent ''Final Fantasy'' installments.
** In the PSP remake, with the glitch described [[http://www.gamefaqs.com/psp/937909-final-fantasy-anniversary-edition/faqs/50991 here]], one can turn low-level equips into top-tier equipment, as well as equipping items on classes that shouldn't be able to use them, such as the Barbarian Sword, the strongest weapon in the game equipped on the WhiteMage.
** In ''FFI'', damage is damage. Even in the remakes. As such, it's actually possible to block the poison running through a Fighter's veins by holding a shield in front of him. It makes no sense... The down-side to this bug is that Healing was considered "negative damage", and as such was still a form of damage, which means you could ''block that as well''! Luckily, this has been fixed for the remakes, leaving only the "block poison running through your veins" part in the game.
* ''VideoGame/FinalFantasyII'':
** In the initial NES release, a bug allowed players to level up spells by giving the command to cast the spell then canceling it, which made it possible to level up a spell in a single battle. This is because ''Final Fantasy II'' is supposed to have dynamic leveling that increases stats based on what you use, but spells were coded in such a way that just selecting the spell flagged it as being used. The ''Dawn of Souls'' remake fixed the bug; the spell now has to actually be cast to count.
** The original Famicom version had a bug involving the Wall spell, which blocked magic up to a level equal to the number of "hits" the spell lands. Though Wall is supposed to automatically nullify spells, it still plays the animation—and for instant-death spells such as [[BalefulPolymorph Toad]], the animation includes removing the enemy from battle. This can allow you to kill anything in the game, [[http://lparchive.org/Final-Fantasy-II/Update%2017/31-ff_post17_anim1.gif up to the final boss, with a Level 1 spell.]]
* ''VideoGame/FinalFantasyIII'':
** There is an item duplication bug in the [[VideoGameRemake Nintendo DS version]]. On the one hand, finding Phoenix Downs (which revive fallen characters) is extremely rare and there exists a limited amount of them in treasure chests, [[TooAwesomeToUse making each and every one a precious resource]]; on the other hand, being able to duplicate them at will can annihilate the game's natural difficulty.
** Rather early in the game (before the second dungeon or so), you find one Elixir. What you're supposed to do with it is give it to a sick NPC in the town you find it in, and you get a rather impressive stash of treasure for giving it up. You won't find another for at least three more dungeons, and even then, there are only 20 guaranteed in the game. It completely ruins any game difficulty, as that one elixir will last you for a long, long time.
** The original Japanese version has some wonderful glitches, like the [[http://tasvideos.org/GameResources/NES/FinalFantasy3.html item upgrade glitch]] that exploits an inventory stacking overflow error to alter the types of items, making it very easy to obtain most of the Onion equipment.
* ''VideoGame/FinalFantasyIV'' had a ton of glitches present in its early SNES days. While most of them were patched out or fixed in rereleases, a few remained for a while longer.
** You could duplicate anything that could be equipped on the left or right hand through an equip glitch, even items that could only be obtained once. This was incredibly handy for dual-wield characters, and gave Edge many more weapons to throw (multiple copies of the Excalibur sword, for example). You could also sell the more valuable dupes for tons of GP, turn around and stock up on other items in shops, which was especially useful when trying to purchase high-priced items like Ethers and Elixirs. It was also possible to equip a shield on Rosa and Rydia, substantially increasing their staying power, since they wouldn't otherwise be able to do that. This only works with the SNES and UsefulNotes/PlayStation versions though; the GBA port or DS remake fixed this.
** Similar to the duplication glitch, it was possible in the SNES version to create a "blank" item that could be sold for roughly 1.6 million gil. This also got fixed in remakes.
** Using Tents and saving while in transition from one overworld map tile can skew the game's collision detection, allowing the player to glitch through solid obstacles. Most famously, this can be used to pass through the village of Mist without actually entering it, though you can then enter from the right and buy powerful equipment, if you have enough gil (perhaps from selling a "blank" item). Certain scripted events play out as if you'd gone through Mist normally, but Tellah will not appear in the Watery Pass, and the game will freeze up if you enter the "Spoony Bard" battle without him in your party. So you do have to trigger the Mist scene to proceed.
** In the initial SNES release of the game, the Dark Elf's dragon form didn't have ContractualBossImmunity to Weak/Tornado, which reduces the target's HP to a single digit. All you had to do was have Tellah cast the spell once, then have anyone else attack, and boom; no more Dark Elf Dragon. All subsequent remakes of the game removed this weakness.
** ROM hackers and tool-assisted speedrunners have found a way to confuse the game's positioning system by walking up and down a stairway 64 times and then causing the counter to go negative. This results in a glitched or otherwise unnavigable screen, but the right arrow button inputs can allow players to skip huge portions of the game.
** It is possible to create an "MP underflow" situation where a character has negative MP, but is interpreted to have an obscenely high amount instead. This can allow Tellah to cast Meteor despite never having enough MP to legitimately cover the cost.
** If you manage to time it so Edge steals a weapon or shield from an enemy after you've already opened the item menu with a different character, that character will be able to equip the stolen gear even if it's equipment they can't normally use. In this way, it was possible to equip Rosa and Rydia with weapons they'd normally never be able to use, even if the selection was somewhat limited. This was once again patched out with rereleases.
** Putting Sylph in the upper-right corner of Rydia's summon menu will, for some reason, make it not use MP. You still need enough MP to be able to cast it, but your MP won't drain after casting it. This was only present in the SNES version of the game, but the Wii version has a variant where putting Rydia in the bottom-most party member slot would make the spell free to cast instead.
*** Sylph also had another glitch in the SNES version where if it was cast while Rydia was at full health, it would restore her MP instead of her HP. And by the time Rydia could obtain Sylph, this would heal hundreds of MP per cast, in addition to damaging enemies and healing allies, creating quite a GameBreaker. When the bug was removed, many players questioned its loss, as it was thought for a long time that this was how Sylph was supposed to work.[[invoked]]
** If you're able to time it so you target an enemy with Life 1 then kill them before the spell is cast, the enemy will revive with 0 HP and immediately die again. You'll see the animation of the spell go off, and nothing more, but when the battle ends you'll have gotten experience and gil from two enemies instead of one. Doing this in a battle with an enemy that can repeatedly summon other enemies can yield ''massive'' amounts of experience in a very short time.
** In the SNES version, you can skip the entire Sealed Cave, along with its horde of [[DemonicSpiders Trap Doors]] and [[ThatOneBoss Demon Wall]], if you have Rydia cast Warp ''immediately'' after battling Golbez in Giott's Castle. The crystal will be back, allowing you to take it and set the same EventFlag as taking the crystal in the Sealed Cave, and merely entering the cave will trigger the event that happens when you beat it. The {{Speed Run}}ners loved this one, as did people who [[ThatOneLevel hated how hard the damn place was]]. This glitch was removed from subsequent rereleases and remakes; past the SNES version, you have to go through the dungeon the hard way.
** The Second Form glitch in the SNES version made bosses with [[TurnsRed more than one form]] into a joke. If you're battling any boss that changes forms mid-battle (such as Mom Bomb or the Dark Elf), and you kill them by reflecting an offensive spell off of an ally with Wall/Reflect, the boss will die without transforming. The reason is the transformation is programmed as a counter-attack, but counter-attacks are programmed to not trigger when a target is hit by a Reflected spell. This even works on the {{Climax Boss}}es and the FinalBoss. This was once again fixed in remakes.
* ''VideoGame/FinalFantasyV'':
** A surprising number of "boss" encounters (i.e. the boss-battle music plays) are not, in fact, considered such by the game, and the enemy lacks the usual immunities to status ailments and instant death attacks.
** And then none of the bosses (including the ones with the right flags) are immune to the Blue Magic ability Level 5 Death. Chemists can boost levels through their !Mix ability and Blue Mages can also inflict the Old status, which gives persistent level drain, on enemies.
** Chemists in general are the secret to Huge Power in this game. Drink yourself levels, speed, elemental immunities, or use some of the more esoteric !Mix results to skip boss scripts, such as Exdeath's transformation into Neo-Exdeath.
** Cannoneers can similarly skip scripts with their !Combine ability.
** The Super Famicom version has several underflow errors that can be taken advantage of: equipping the thornlet (which drops magic power) on a berserker (the lowest magic attack of all classes) will cause everyone save Lenna to be able to take advantage of several damage formulas that are otherwise unimpressive. Additionally, using Ninja's to throw an "empty" item in the last slot of the inventory and then stealing a Coral Sword will cause that slot to fill up with 255 of the swords, which then can be sold for great profit.
** By combining the Steal and Throw commands with the 2-Handed ability and some inventory management, one could roll the item counter from 0 to 255, gaining scores of items. Furthermore, because the shops aren't programmed to handle quantities higher than 99, you can sell your newly stolen items one at a time and never run out, yielding infinite cash as well.
** In the Japanese and American ''Advance'' versions, reloading a save (normal or quicksave) causes the second battle in any area to be the rarest encounter in that area. This makes it useful for filling out the bestiary, but also makes Movers a much more reliable enemy to grind against in the final dungeon to max out all the job classes.
* ''VideoGame/FinalFantasyVI'':
** Relm Sketch Glitch: Using Relm's sketch command under certain conditions might erase your game... or it could max your hitpoints to 9999, fill your inventory with secret items, and turn Edgar into General Leo, who was supposed to be a GuestStarPartyMember usable in only one battle. While the glitch is potentially dangerous, the conditions to trigger a given result are also predictable enough to be safely exploited if you know what you're doing. Later releases of the game fixed this glitch.
** The evade stat never actually gets used for physical attacks, like it's supposed to. Instead, evasion for ''everything'' in the game is ruled by the M-Block statistic, and it is possible to max out this stat, making the character NighInvulnerable. This has an interesting consequence for the game's "Dark" status, which blinds a character; it effectively raises the enemy's Evade when that character attacks. This has no effect whatsoever, due to the bug! There's also an item called "Goggles," whose only effect is to prevent the "Dark" status, so of course, the GogglesDoNothing. The Dark status effect does have one negative effect: it prevents Strago from learning any Lore spells while he has it. All of this is fixed in the Game Boy Advance remake.
** The Psycho Cyan glitch causes Cyan to launch physical attacks non-stop--not allowing anyone else to move--until all enemies are dead. It's a bit of a pain to set up, but is plenty entertaining if successful and a huge help to players attempting {{Low Level Run}}s. [[https://www.youtube.com/watch?v=vt9YmtT5PC0 Here's a demonstration.]] The GBA and Playstation ports fixed this glitch, but dedicated players found a new way to trigger the effect.
** Vanish/Doom: Casting Vanish on anything will give the Clear status, which makes physical attacks always miss in exchange for making magical attacks always hit (which it's supposed to do). But this means that [[UselessUsefulSpell instant death spells]] [[GameBreaker will always hit]]. Even against bosses that have ContractualBossImmunity to instant death.[[note]]This is because the coding that says "If target is under Clear status, and attack is magic-based, attack hits" takes priority over "If target is immune to instant death, and attack causes ID, attack misses".[[/note]] The only monsters that can't be killed in two spells are the ones immune to Vanish (of which there are few, because Vanish is supposed to be a ''positive'' status ailment) and undead enemies (since Doom ''heals'' them; they're already dead after all). In the case of undead, though, you can just cast X-Zone instead; since it tosses them into another dimension rather than killing them, already being dead provides no protection. This only applies to instant death spells (and revival spells, which are usually not worth the effort), and fixed in the Game Boy Advance remake. The Vanish/Doom combo still works on monsters NOT normally immune to instant death, but that's to be expected and far less game-breaking.
** The original Japanese version also included a glitch that let you equip absolutely ''anything'' as a helmet. The best helmet in the game? A drill. Eventually Square-Enix realized this, as it got referenced in [[VideoGame/DissidiaFinalFantasy Dissidia]] with the "Machine" armor set!
** When Setzer tells Celes she looks stunning, she blushes. However, Edgar and Sabin share the same colour palette, and blush too. [[EvenTheGuysWantHim It's cute]].
** A couple of nifty Slot glitches: Strago can learn L5 Doom from 7-7-7 Joker Doom, and, by muddling and unmuddling Setzer, 7-7-Bar Joker Doom, ordinarily a TotalPartyKill, can be reversed onto enemies (including ones which outright prevent a 7-7-7 Joker Doom, such as the very final boss). 7-7-BAR and 7-7-7 Joker Dooms are the same spell, but with a different aiming byte - so if you have Gogo Jump out of the way of 7-7-BAR, then Mimic it, nothing happens... at first, as the game knows your party ought to be dead. But if you then Mimic the Mimic, Gogo will successfully cast 7-7-BAR Joker Doom on the opponent, which doesn't check if the opponent is immune to the move or not.
** The Rippler spell, one of Strago's possible Lores, allows the user to trade status effects with the target. Normally, one would assume this means the status ailments and [[StatusBuff Status Buffs]]; however, it also includes things such as Gau's Rage, Mog's Dance, and Shadow's dog. With some Rippler maneuvering, Interceptor can be set (permanently) to guard whatever character the player decides needs the protection, instead of guarding Shadow. However, if an enemy uses Rippler on Shadow and the enemy dies, Interceptor goes with it and the dog is [[PermanentlyMissableContent lost]]. Oops!
** Every enemy in the game has a hidden "weight" stat, which makes them immune to certain moves, like Sabin's Suplex attack. However, the programmers accidentally forgot to make the Phantom Train boss have the proper weight statistic, allowing Suplex to work on it. Sabin being able to [[https://www.youtube.com/watch?v=2u84cH_bmTA suplex an entire train]] into the air and slam it back on its rails made Sabin a MemeticBadass among ''Final Fantasy'' fans. While a lot of other bugs have since been fixed, [[AscendedGlitch this one's been kept in all remakes of the game]], because it's a once-per-playthrough experience that was too much fun to correct.
** Wind God Gau. Ordinarily, Gau isn't supposed to be able to equip weapons, but in the original SNES version, he could equip the Merit Award, which allows any character to equip any weapons and armor. In this case, give Gau one of Cyan's swords, the Kazekiri (Tempest), which randomly casts Wind Slash 50% of the time. Then give Gau the Master's Scroll (Offering) relic, which allows him to attack four times, and use the Stray Cat Rage and hope he uses Cat Scratch, which does quadruple damage. If you're lucky, Gau will attack four times at quadruple damage and use the Razor Wind after each strike, which also got the "quad damage" boost. This effectively let Gau sweep everything on the field at no cost, since there were very few enemies that were resistant to Wind damage, and even fewer that were immune to it. Later releases of the game remove Gau's ability to equip the Merit Award.
** General Kutan. There are some shortcomings in the way ''Final Fantasy VI'' determines if the player character has collided with an immovable object that, with a bit of finesse, makes it possible to walk right through certain barriers. Exploiting this in Locke's scenario allows the player to completely bypass getting Celes. The scripted battle that ends Locke's scenario requires that he has a partner, however, and the game picks Kutan -- one of the generic moogles from the three-party battle early in the game. Amusing as it is to have the part of Celes played by a moogle, Kutan's stats outright suck, and the cute fuzzy general quickly becomes a liability, especially at the beginning of the World of Ruin, where he's the only character you can have in your party for a substantial amount of time.
** There is a ''major'' SequenceBreaking glitch in the game where, if you save early in the game, play until the Floating Continent without saving, hop back on the airship from the Floating Continent, go back to the Continent, and die, you'll wake up right at the beginning of the game with your airship. This allows you to skip everything between leaving Narshe and finding the unconscious Terra in Zozo, while having a party consisting of Locke and Terra. Various applications of this glitch allow you to turn Relm and Strago into Ghosts and have them one-shot the final boss with Possess, or add General Leo or Maduin to your party, or take Banon to the World of Ruin, and then turn the World of Ruin back into a glitchy version of the World of Balance with [=WoR=] towns through triggering Kefka's invasion of Figaro... Or you can have Banon sing at the opera, causing his sprite to glitch out explosively. This glitch went undiscovered for over ten years before anyone caught it, but [[UnwinnableByInsanity considering what has to be done to trigger it]], it's no wonder it wasn't caught.
** Locke's Mug ability allows him to both attack and [[VideoGameStealing Steal]] at the same time. Mug has a glitch to it in that none of the special traits of Locke's weapons will apply when he Mugs a monster. This can be bad (e.g., the Valiant Knife loses its defense-piercing ability) but it can also be good (instant-death weapons won't automatically revive undead creatures, allowing Locke to attack them with these weapons, and weapons like the Blood Sword and the Soul Sabre can be used as normal weapons without their limits).
* ''VideoGame/FinalFantasyVII'':
** The W-Item materia. It allowed you to use two items in one turn, but due to a very easy exploitable glitch, also allowed you to create infinite copies of any item usable in battle. This includes rare items, expensive items that could be sold to shops for loads of gil, items you're only ever supposed to get one of, and items that are {{Game Breaker}}s in their own right when available in mass quantities; an endless supply of Elixirs, Megalixirs, and Hero Drinks basically removes all difficulty from the game.
** The "Quadra Magic Glitch", which lets you get the Quadra Magic materia without doing any chocobo breeding. [[https://www.youtube.com/watch?v=vhDDj_b1hek See here]].
** Vincent's final weapon increases in power the more enemies Vincent kills, up to a {{cap}}. However, if you kill a ridiculous number of enemies (around 65535) with him, the damage formula for the weapon overflows, which triggers a failsafe script that forces any target hit by the weapon to die instantly. Yes, even [[BonusBoss Emerald Weapon and Ruby Weapon]].
** The Turbo MP materia which increases both damage output and MP cost by up to 50%, also has a cap bug that prevents the MP cost for growing above 255, making it cheaper for anything that cost more than 170MP: Such as Knights of the Round Table, 250MP, which coupled with Turbo MP costs only 255MP instead of 375.
** Not nearly as well known: Under normal circumstances, it's not possible to use the support materias HP Absorb, MP Absorb, Added Cut, or Steal As Well with either the Slash All or Double Cut command materias. It is however possible to put any of those four support materia in a pair of linked slots with Master Command; if you also have Slash All or Double Cut equipped, the benefits of the support materia will be added to them as well.
** Want to heal your party to full-health in the middle of battle? Cast Regen on the party, then pop the lid on your Playstation open, then have someone in your party cast a magic spell. The whole battle will grind to a halt until you close the cover, but Regen heals your party in real-time, so you can wait out your injuries before resuming. Later entries in the series, such as ''VideoGame/FinalFantasyIX'', prevented this by pausing the game if the cover is opened, but you could still use Regen and cast a summon spell with an [[OverlyLongFightingAnimation impossibly long attack animation]] for a similar effect.
** By holding down both trigger buttons (or their equivalents on the PC port) during Chocobo races, your Chocobo actually regenerates stamina. This is immensely useful, as even if you've stuffed the aforementioned feathery god with sylkis greens, at higher classes of races, it's increasingly likely that a jockey whose stats are 25% higher than your Chocobo's will appear ([[TheComputerIsACheatingBastard even if that means his stats are above the cap for normal Chocobos]]. But, due to his [[ArtificialStupidity inability to sprint before the final leg of the race]], combined with this bug, you can win even class S races every time. Which makes getting the Magic-counter materia merely [[LuckBasedMission tedious]], as opposed to teeth-gnashingly frustrating.
** Yuffie's Conformer weapon was intended to do more damage to enemies stronger than Yuffie and less to those that were weaker, and was given to the player [[CrutchCharacter relatively early in the game to allow maximum exploitation of this effect before Yuffie got too powerful for it to be useful]]. However, sloppy programming left it dealing more damage depending on enemy level, making it one of the most useful weapons in the entire game. This trait of it even lasted while using Morph, which ordinarily deals hugely reduced damage but turns the enemy into an item when killed using it; the Conformer just deals whatever damage it would deal if used with the Attack command. This makes Yuffie invaluable when farming for Sources, items which permanently raise your stats which can be created by Morphing enemies in the same area where the Conformer is found.
** Due to the way the game tracks party slots, it sometimes gets mixed up as to whether Cait Sith and Vincent are Cloud and Sephiroth, who appear in a flashback using the same party slots, meaning they also share the same {{Limit Break}}s (though these are not accessible through normal gameplay). This occasionally allows those doing massive SequenceBreaking or exploiting the Debug menu to add Sephiroth to their party, though you can't change Sephiroth's equipment and Materia loadout and doing his Limit Break will break the game. Or you can have a party with both an adult and teenage Cloud! (Bizarrely, the teenage Cloud has his own stat sheet different to both his adult self and his slotmate Cait Sith, even though this has no effect under normal circumstances.)
** The [[https://www.youtube.com/watch?v=hosDrlVF6e4 "Materia Smuggling" glitch]], discovered in early 2020, also breaks the game wide-open. Due to the way the game handles memory and registry files, it's possible to use the Exchange Menu to place ''any'' two Materias in the two uppermost-left slots of the last character in the menu, achieve a TotalPartyKill in battle and switch to a savefile with less characters, which allows the Materia (regardless of what they are) to be pulled back out for use. At its base level, this can be used to "smuggle" Materia into Wutai, which doesn't get removed even with Yuffie stealing up to 48 of the player's best at the very beginning of the sidequest. On the PC[=/=]Steam version, this glitch can be used to smuggle endgame Materia like Knights of the Round into ''any'' savefile, as demonstrated by Youtuber 4-8 Productions when he smuggles the aforementioned KOTR and HP = MP Materia into the very beginning of the game and uses it on low-level soldiers.
* ''VideoGame/FinalFantasyIX'':
** Ipsen's Castle screws with the normal battle mechanics so that the stronger your weapon, the weaker your physical attacks are. To get the most mileage out of your physical attacks, you need to go back and re-equip your weaker starting weapons. Unfortunately, since your characters learn most of their special attacks from their weapons, this will cramp the ability of your fighting characters to learn many abilities...until you realize that the changes Ipsen's Castle makes to the battle mechanics ''only affect the Fight command.'' Special attacks aren't affected at all, not even physical ones, so you can freely use attacks like Zidane's Thievery, Freya's Jump and Lancer, Steiner's Darkside, and Amarant's No Mercy and Throw attacks to full effect while still learning new abilities from your weapons.
* ''VideoGame/FinalFantasyX'':
** The opposing team in the blitzball enemy AI has no programming for what to do if you swim into your own goal while carrying the ball. The opposing team's members will swim uselessly around in circles, never coming close to you. It's quite easy to get one goal ahead, get the ball back, swim into your own goal, and just wait for time to run out.
** Ordinarily, you'd have to go through many blitzball leagues and tournaments just to get all of Wakka's overdrives, and eventually, his sigil for his [[InfinityPlusOneSword Celestial Weapon]]. But the reason the tournament opens is because the game counts how many times you enter the blitzball menu, not how many matches you play. So you could go in to the blitzball menu, exit the menu, and repeat until the tournament to get Wakka's equipment opens up.
** There is a chance that Geosgaeno, upon its final defeat, will drop a weapon with the [[EncounterRepellant No Encounters]] ability, which is normally available only for armor.
** The [=PS4=] version had a faulty [[RandomNumberGod random number generator]], meaning some stuff that is normally left up to random chance... isn't. Some people were actually annoyed when Sony ''fixed'' the bug, due to its usefulness: Players using the nonrandom results will always be able to open all twelve chests in the Omega Ruins (normally a 1/240 chance of success, with the result determined the moment players first enter the Ruins). The prize for doing so is 99 Warp Spheres, allowing characters to teleport to anywhere on the Sphere Grid they want, as much as they want. As such, it can be advantageous to delete the 1.01 patch which fixes the error before entering the Ruins, take the chests, and then reinstall the update.
** For some reason, the Cover ability works on the various worm monsters when they use Regurgitate to spit out a character they swallowed earlier. The result is the user teleporting into the worm's mouth and being spat out in place of the intended character, which causes the "protected" character to become invisible (save for their weapon) but still usable, which serves no purpose other than looking ridiculous.
** Although not really a bug, but equally silly looking, casting a summon causes dead characters on the field to ''get up and run away.'' When the summon finishes or dies, the characters run back onto the field and promptly pass out.
** The Lightning crater glitch turns what is otherwise a painstakingly painful ThatOneSideQuest into a tedious but doable one. In the Thunder Plains, it's possible to draw out lightning at will by running into a crater. This makes dodging 200 lightning bolts consecutively easier.
** The Japanese and Indonesian version of [[UpdatedReRelease Final Fantasy X International]] had the Home Glitch that allowed one to replay the game from the attack on the Al Bhed Home on Bikanel like some sort of NewGamePlus only with Yuna in the party. Most of the side effects include dialogue not playing, cutscenes not triggering and Yuna disappearing and reappearing randomly.
* ''VideoGame/FinalFantasyXII'': the zone-out glitch consist on killing a monster and then immediately moving into a new area before the EXP and LP appear on the screen. While the player does get the rewards for the slay, the game thinks that the monster has not been defeated and thus respawns it. This allows to repeatedly kill an otherwise unique enemies, getting all prizes for doing so. The common targets of this glitch are the Dustia monster from the Dalmasca Westersand (low level parties can amass large amounts of EXP, LP, and gil early in the game) and the Helvinek from the Necrohol of Nabudis (parties can procure several sets of Grand Armors, the strongest heavy armor in the game).
* ''VideoGame/FinalFantasyMysticQuest''
** Clearing a battlefield with enough experience to gain a level will automatically increase your level a second time.
** The ReviveKillsZombie principle still works here, but with some strange quirks. [[HolyBurnsEvil Cure magic deals damage to undead enemies]] as expected, but it also works on one enemy no one would expect: [[spoiler:the Dark King...but only when Benjamin uses the spell.]] The Life spell, normally a OneHitKill against the undead, does absolutely nothing against them. It ''does'', however, allow you to one-shot every ''other'' non-boss enemy that isn't immune to the "fatal"/"death" status effect.
* ''VideoGame/FinalFantasyTactics'':
** The [=PS1=] version had an awesome glitch that could let you get all the abilities of certain jobs. If you had enough JP to buy a skill, you could press down square, hit accept, then exit, which could make your JP for that job 9999 (though it didn't work for every job). This lead to fun things like Half-MP Bahamut in Dorter Slums.
** There was an item duplication glitch. Putting a weapon in a character's left hand, and a shield in the right, and hitting optimize at the item shop would swap out the weapon, by putting the one you had back in your bag, and purchasing another from the shop. This could then be used to get infinite copies of one-time only weapons.
** If you use a gun to jump on something with Blade Grasp equipped, you'll [[https://www.youtube.com/watch?v=Y-Tzqac9dL0 skywalk.]]
** Speaking of Blade Grasp, it was programmed to work on all attacks the game considers to be physical. This means that a unit equipped with Blade Grasp can potentially ignore arrows, bullets, and some Monster attacks.
** The first stage of the Deep Dungeon/Midlight's Deep occasionally spawns a male Time Mage... who [[SweetPollyOliver isn't actually male]]. The Mage in question is female in every sense except her portrait and in-battle sprite. She can be [[HeelFaceTurn Invited]] into the team (and remains a crossdresser should you try), even using Bard sprites for the female-only Dancer class. It could, in theory, be a very obscure ''VideoGame/FinalFantasyV'' reference, but more likely it's just a very funny and ultimately harmless bug.
* ''VideoGame/MobiusFinalFantasy'' sometimes loses track of which way Wol is facing in battle. This doesn't affect gameplay at all, but looks hilarious when he's shadowboxing away towards the camera while nuking enemies behind him.
* In ''VideoGame/FinalFantasyXV'':
** Throughout the game, party member and photographer Prompto will automatically snap pictures of your party members as you play, allowing for fun things to post on your real-life social media feed. Sometimes, though, the photography AI glitches out and creates photographs taken from impossible angles (like a selfie positioned beneath the soles of Prompto's feet), with surreal lens distortions, or just incomprehensible glitchy messes. This seems to particularly be a problem in dark dungeons, where the dynamic lighting tends to interfere with the code, resulting in nightmare-inducing selfies where Prompto is completely black except for a brilliant white reflection off his grin.
** Sometimes the lighting engine glitches out and causes objects to glow for no reason, including [[http://res.cloudinary.com/lmn/image/upload/e_sharpen:150,f_auto,fl_lossy,q_80/v1/gameskinnyc/m/a/x/maxresdefault-100cf.jpg Noctis's hair]].
** The game seems to have trouble figuring out if guest party member and EnsembleDarkhorse Aranea Highwind is a party member or not. Some players have noticed that in NewGamePlus games, she will appear photobombing Prompto's pics even if she's not a member of the party. She also seems to appear as a permanent party member in NewGamePlus, interacting with the boys as if she was always meant to be there in normal gameplay (although she is immortal, and in cutscenes she just stands about with nothing to do while the boys walk through her).
*** This has since been patched out, but not the opportunity to use the same glitch to get Cor to join the party, although he's glitchier than Aranea, with fewer interactions with other characters and no campfire animations. At least one player was even able to get [[http://sheastandefer.tumblr.com/post/159919290109/so-i-was-playing-the-episode-gladio-dlc-the-other two Cors]] in their party.
** The AI party members have a tendency to stand on the tops of each other's heads, and get stuck there sometimes. This happens even when they're on Chocobos.
** It's possible to call a Chocobo right before entering certain dungeons, then warping into the Chocobo-free zone, making your Chocobo spawn inside a zone where it could not normally appear. Doing this can trigger other silly effects, such as party members becoming invisible and being able to easily kill Zur.
** A common glitch where Ignis would occasionally start T-posing on top of his chocobo instead of riding it was considered funny enough to get a reference in the official manga.
** A very common glitch in the Royal Edition of the game is that, in Chapter 14, Noctis and the gang will [[spoiler:revert to their younger selves, including an Ignis with perfectly healthy eyes, despite wearing the Royal Raiment and Kingsguard outfits. Then, if you use Umbra to travel to the past, the ''older'' versions will show up in the open world instead of the younger ones. If you try to enter the Final Boss battle like as the Chocobros' younger selves, the game will glitch out and toss you inside a sealed shelter to force you to Umbra yourself back to adulthood, but it otherwise allows you to use the character models you like best throughout all most of Chapter 14, including cutscenes]].
[[/folder]]

to:

[[folder:Final Fantasy]]
* ''VideoGame/FinalFantasyI'':
** The creators accidentally made a four-square peninsula on the world map belong to the wrong monster area, making the enemies there be much more powerful than the ones normally fought at that point in the game. The area is known to ''Final Fantasy'' fans as the "[[PeninsulaOfPowerLeveling Peninsula of Power]]." It proved so popular that, despite being a glitch, [[AscendedGlitch it has stayed in all subsequent remakes of the game]], and inspired similar high-powered monster hideaways in subsequent ''Final Fantasy'' installments.
** In the PSP remake, with the glitch described [[http://www.gamefaqs.com/psp/937909-final-fantasy-anniversary-edition/faqs/50991 here]], one can turn low-level equips into top-tier equipment, as well as equipping items on classes that shouldn't be able to use them, such as the Barbarian Sword, the strongest weapon in the game equipped on the WhiteMage.
** In ''FFI'', damage is damage. Even in the remakes. As such, it's actually possible to block the poison running through a Fighter's veins by holding a shield in front of him. It makes no sense... The down-side to this bug is that Healing was considered "negative damage", and as such was still a form of damage, which means you could ''block that as well''! Luckily, this has been fixed for the remakes, leaving only the "block poison running through your veins" part in the game.
* ''VideoGame/FinalFantasyII'':
** In the initial NES release, a bug allowed players to level up spells by giving the command to cast the spell then canceling it, which made it possible to level up a spell in a single battle. This is because ''Final Fantasy II'' is supposed to have dynamic leveling that increases stats based on what you use, but spells were coded in such a way that just selecting the spell flagged it as being used. The ''Dawn of Souls'' remake fixed the bug; the spell now has to actually be cast to count.
** The original Famicom version had a bug involving the Wall spell, which blocked magic up to a level equal to the number of "hits" the spell lands. Though Wall is supposed to automatically nullify spells, it still plays the animation—and for instant-death spells such as [[BalefulPolymorph Toad]], the animation includes removing the enemy from battle. This can allow you to kill anything in the game, [[http://lparchive.org/Final-Fantasy-II/Update%2017/31-ff_post17_anim1.gif up to the final boss, with a Level 1 spell.]]
* ''VideoGame/FinalFantasyIII'':
** There is an item duplication bug in the [[VideoGameRemake Nintendo DS version]]. On the one hand, finding Phoenix Downs (which revive fallen characters) is extremely rare and there exists a limited amount of them in treasure chests, [[TooAwesomeToUse making each and every one a precious resource]]; on the other hand, being able to duplicate them at will can annihilate the game's natural difficulty.
** Rather early in the game (before the second dungeon or so), you find one Elixir. What you're supposed to do with it is give it to a sick NPC in the town you find it in, and you get a rather impressive stash of treasure for giving it up. You won't find another for at least three more dungeons, and even then, there are only 20 guaranteed in the game. It completely ruins any game difficulty, as that one elixir will last you for a long, long time.
** The original Japanese version has some wonderful glitches, like the [[http://tasvideos.org/GameResources/NES/FinalFantasy3.html item upgrade glitch]] that exploits an inventory stacking overflow error to alter the types of items, making it very easy to obtain most of the Onion equipment.
* ''VideoGame/FinalFantasyIV'' had a ton of glitches present in its early SNES days. While most of them were patched out or fixed in rereleases, a few remained for a while longer.
** You could duplicate anything that could be equipped on the left or right hand through an equip glitch, even items that could only be obtained once. This was incredibly handy for dual-wield characters, and gave Edge many more weapons to throw (multiple copies of the Excalibur sword, for example). You could also sell the more valuable dupes for tons of GP, turn around and stock up on other items in shops, which was especially useful when trying to purchase high-priced items like Ethers and Elixirs. It was also possible to equip a shield on Rosa and Rydia, substantially increasing their staying power, since they wouldn't otherwise be able to do that. This only works with the SNES and UsefulNotes/PlayStation versions though; the GBA port or DS remake fixed this.
** Similar to the duplication glitch, it was possible in the SNES version to create a "blank" item that could be sold for roughly 1.6 million gil. This also got fixed in remakes.
** Using Tents and saving while in transition from one overworld map tile can skew the game's collision detection, allowing the player to glitch through solid obstacles. Most famously, this can be used to pass through the village of Mist without actually entering it, though you can then enter from the right and buy powerful equipment, if you have enough gil (perhaps from selling a "blank" item). Certain scripted events play out as if you'd gone through Mist normally, but Tellah will not appear in the Watery Pass, and the game will freeze up if you enter the "Spoony Bard" battle without him in your party. So you do have to trigger the Mist scene to proceed.
** In the initial SNES release of the game, the Dark Elf's dragon form didn't have ContractualBossImmunity to Weak/Tornado, which reduces the target's HP to a single digit. All you had to do was have Tellah cast the spell once, then have anyone else attack, and boom; no more Dark Elf Dragon. All subsequent remakes of the game removed this weakness.
** ROM hackers and tool-assisted speedrunners have found a way to confuse the game's positioning system by walking up and down a stairway 64 times and then causing the counter to go negative. This results in a glitched or otherwise unnavigable screen, but the right arrow button inputs can allow players to skip huge portions of the game.
** It is possible to create an "MP underflow" situation where a character has negative MP, but is interpreted to have an obscenely high amount instead. This can allow Tellah to cast Meteor despite never having enough MP to legitimately cover the cost.
** If you manage to time it so Edge steals a weapon or shield from an enemy after you've already opened the item menu with a different character, that character will be able to equip the stolen gear even if it's equipment they can't normally use. In this way, it was possible to equip Rosa and Rydia with weapons they'd normally never be able to use, even if the selection was somewhat limited. This was once again patched out with rereleases.
** Putting Sylph in the upper-right corner of Rydia's summon menu will, for some reason, make it not use MP. You still need enough MP to be able to cast it, but your MP won't drain after casting it. This was only present in the SNES version of the game, but the Wii version has a variant where putting Rydia in the bottom-most party member slot would make the spell free to cast instead.
*** Sylph also had another glitch in the SNES version where if it was cast while Rydia was at full health, it would restore her MP instead of her HP. And by the time Rydia could obtain Sylph, this would heal hundreds of MP per cast, in addition to damaging enemies and healing allies, creating quite a GameBreaker. When the bug was removed, many players questioned its loss, as it was thought for a long time that this was how Sylph was supposed to work.[[invoked]]
** If you're able to time it so you target an enemy with Life 1 then kill them before the spell is cast, the enemy will revive with 0 HP and immediately die again. You'll see the animation of the spell go off, and nothing more, but when the battle ends you'll have gotten experience and gil from two enemies instead of one. Doing this in a battle with an enemy that can repeatedly summon other enemies can yield ''massive'' amounts of experience in a very short time.
** In the SNES version, you can skip the entire Sealed Cave, along with its horde of [[DemonicSpiders Trap Doors]] and [[ThatOneBoss Demon Wall]], if you have Rydia cast Warp ''immediately'' after battling Golbez in Giott's Castle. The crystal will be back, allowing you to take it and set the same EventFlag as taking the crystal in the Sealed Cave, and merely entering the cave will trigger the event that happens when you beat it. The {{Speed Run}}ners loved this one, as did people who [[ThatOneLevel hated how hard the damn place was]]. This glitch was removed from subsequent rereleases and remakes; past the SNES version, you have to go through the dungeon the hard way.
** The Second Form glitch in the SNES version made bosses with [[TurnsRed more than one form]] into a joke. If you're battling any boss that changes forms mid-battle (such as Mom Bomb or the Dark Elf), and you kill them by reflecting an offensive spell off of an ally with Wall/Reflect, the boss will die without transforming. The reason is the transformation is programmed as a counter-attack, but counter-attacks are programmed to not trigger when a target is hit by a Reflected spell. This even works on the {{Climax Boss}}es and the FinalBoss. This was once again fixed in remakes.
* ''VideoGame/FinalFantasyV'':
** A surprising number of "boss" encounters (i.e. the boss-battle music plays) are not, in fact, considered such by the game, and the enemy lacks the usual immunities to status ailments and instant death attacks.
** And then none of the bosses (including the ones with the right flags) are immune to the Blue Magic ability Level 5 Death. Chemists can boost levels through their !Mix ability and Blue Mages can also inflict the Old status, which gives persistent level drain, on enemies.
** Chemists in general are the secret to Huge Power in this game. Drink yourself levels, speed, elemental immunities, or use some of the more esoteric !Mix results to skip boss scripts, such as Exdeath's transformation into Neo-Exdeath.
** Cannoneers can similarly skip scripts with their !Combine ability.
** The Super Famicom version has several underflow errors that can be taken advantage of: equipping the thornlet (which drops magic power) on a berserker (the lowest magic attack of all classes) will cause everyone save Lenna to be able to take advantage of several damage formulas that are otherwise unimpressive. Additionally, using Ninja's to throw an "empty" item in the last slot of the inventory and then stealing a Coral Sword will cause that slot to fill up with 255 of the swords, which then can be sold for great profit.
** By combining the Steal and Throw commands with the 2-Handed ability and some inventory management, one could roll the item counter from 0 to 255, gaining scores of items. Furthermore, because the shops aren't programmed to handle quantities higher than 99, you can sell your newly stolen items one at a time and never run out, yielding infinite cash as well.
** In the Japanese and American ''Advance'' versions, reloading a save (normal or quicksave) causes the second battle in any area to be the rarest encounter in that area. This makes it useful for filling out the bestiary, but also makes Movers a much more reliable enemy to grind against in the final dungeon to max out all the job classes.
* ''VideoGame/FinalFantasyVI'':
** Relm Sketch Glitch: Using Relm's sketch command under certain conditions might erase your game... or it could max your hitpoints to 9999, fill your inventory with secret items, and turn Edgar into General Leo, who was supposed to be a GuestStarPartyMember usable in only one battle. While the glitch is potentially dangerous, the conditions to trigger a given result are also predictable enough to be safely exploited if you know what you're doing. Later releases of the game fixed this glitch.
** The evade stat never actually gets used for physical attacks, like it's supposed to. Instead, evasion for ''everything'' in the game is ruled by the M-Block statistic, and it is possible to max out this stat, making the character NighInvulnerable. This has an interesting consequence for the game's "Dark" status, which blinds a character; it effectively raises the enemy's Evade when that character attacks. This has no effect whatsoever, due to the bug! There's also an item called "Goggles," whose only effect is to prevent the "Dark" status, so of course, the GogglesDoNothing. The Dark status effect does have one negative effect: it prevents Strago from learning any Lore spells while he has it. All of this is fixed in the Game Boy Advance remake.
** The Psycho Cyan glitch causes Cyan to launch physical attacks non-stop--not allowing anyone else to move--until all enemies are dead. It's a bit of a pain to set up, but is plenty entertaining if successful and a huge help to players attempting {{Low Level Run}}s. [[https://www.youtube.com/watch?v=vt9YmtT5PC0 Here's a demonstration.]] The GBA and Playstation ports fixed this glitch, but dedicated players found a new way to trigger the effect.
** Vanish/Doom: Casting Vanish on anything will give the Clear status, which makes physical attacks always miss in exchange for making magical attacks always hit (which it's supposed to do). But this means that [[UselessUsefulSpell instant death spells]] [[GameBreaker will always hit]]. Even against bosses that have ContractualBossImmunity to instant death.[[note]]This is because the coding that says "If target is under Clear status, and attack is magic-based, attack hits" takes priority over "If target is immune to instant death, and attack causes ID, attack misses".[[/note]] The only monsters that can't be killed in two spells are the ones immune to Vanish (of which there are few, because Vanish is supposed to be a ''positive'' status ailment) and undead enemies (since Doom ''heals'' them; they're already dead after all). In the case of undead, though, you can just cast X-Zone instead; since it tosses them into another dimension rather than killing them, already being dead provides no protection. This only applies to instant death spells (and revival spells, which are usually not worth the effort), and fixed in the Game Boy Advance remake. The Vanish/Doom combo still works on monsters NOT normally immune to instant death, but that's to be expected and far less game-breaking.
** The original Japanese version also included a glitch that let you equip absolutely ''anything'' as a helmet. The best helmet in the game? A drill. Eventually Square-Enix realized this, as it got referenced in [[VideoGame/DissidiaFinalFantasy Dissidia]] with the "Machine" armor set!
** When Setzer tells Celes she looks stunning, she blushes. However, Edgar and Sabin share the same colour palette, and blush too. [[EvenTheGuysWantHim It's cute]].
** A couple of nifty Slot glitches: Strago can learn L5 Doom from 7-7-7 Joker Doom, and, by muddling and unmuddling Setzer, 7-7-Bar Joker Doom, ordinarily a TotalPartyKill, can be reversed onto enemies (including ones which outright prevent a 7-7-7 Joker Doom, such as the very final boss). 7-7-BAR and 7-7-7 Joker Dooms are the same spell, but with a different aiming byte - so if you have Gogo Jump out of the way of 7-7-BAR, then Mimic it, nothing happens... at first, as the game knows your party ought to be dead. But if you then Mimic the Mimic, Gogo will successfully cast 7-7-BAR Joker Doom on the opponent, which doesn't check if the opponent is immune to the move or not.
** The Rippler spell, one of Strago's possible Lores, allows the user to trade status effects with the target. Normally, one would assume this means the status ailments and [[StatusBuff Status Buffs]]; however, it also includes things such as Gau's Rage, Mog's Dance, and Shadow's dog. With some Rippler maneuvering, Interceptor can be set (permanently) to guard whatever character the player decides needs the protection, instead of guarding Shadow. However, if an enemy uses Rippler on Shadow and the enemy dies, Interceptor goes with it and the dog is [[PermanentlyMissableContent lost]]. Oops!
** Every enemy in the game has a hidden "weight" stat, which makes them immune to certain moves, like Sabin's Suplex attack. However, the programmers accidentally forgot to make the Phantom Train boss have the proper weight statistic, allowing Suplex to work on it. Sabin being able to [[https://www.youtube.com/watch?v=2u84cH_bmTA suplex an entire train]] into the air and slam it back on its rails made Sabin a MemeticBadass among ''Final Fantasy'' fans. While a lot of other bugs have since been fixed, [[AscendedGlitch this one's been kept in all remakes of the game]], because it's a once-per-playthrough experience that was too much fun to correct.
** Wind God Gau. Ordinarily, Gau isn't supposed to be able to equip weapons, but in the original SNES version, he could equip the Merit Award, which allows any character to equip any weapons and armor. In this case, give Gau one of Cyan's swords, the Kazekiri (Tempest), which randomly casts Wind Slash 50% of the time. Then give Gau the Master's Scroll (Offering) relic, which allows him to attack four times, and use the Stray Cat Rage and hope he uses Cat Scratch, which does quadruple damage. If you're lucky, Gau will attack four times at quadruple damage and use the Razor Wind after each strike, which also got the "quad damage" boost. This effectively let Gau sweep everything on the field at no cost, since there were very few enemies that were resistant to Wind damage, and even fewer that were immune to it. Later releases of the game remove Gau's ability to equip the Merit Award.
** General Kutan. There are some shortcomings in the way ''Final Fantasy VI'' determines if the player character has collided with an immovable object that, with a bit of finesse, makes it possible to walk right through certain barriers. Exploiting this in Locke's scenario allows the player to completely bypass getting Celes. The scripted battle that ends Locke's scenario requires that he has a partner, however, and the game picks Kutan -- one of the generic moogles from the three-party battle early in the game. Amusing as it is to have the part of Celes played by a moogle, Kutan's stats outright suck, and the cute fuzzy general quickly becomes a liability, especially at the beginning of the World of Ruin, where he's the only character you can have in your party for a substantial amount of time.
** There is a ''major'' SequenceBreaking glitch in the game where, if you save early in the game, play until the Floating Continent without saving, hop back on the airship from the Floating Continent, go back to the Continent, and die, you'll wake up right at the beginning of the game with your airship. This allows you to skip everything between leaving Narshe and finding the unconscious Terra in Zozo, while having a party consisting of Locke and Terra. Various applications of this glitch allow you to turn Relm and Strago into Ghosts and have them one-shot the final boss with Possess, or add General Leo or Maduin to your party, or take Banon to the World of Ruin, and then turn the World of Ruin back into a glitchy version of the World of Balance with [=WoR=] towns through triggering Kefka's invasion of Figaro... Or you can have Banon sing at the opera, causing his sprite to glitch out explosively. This glitch went undiscovered for over ten years before anyone caught it, but [[UnwinnableByInsanity considering what has to be done to trigger it]], it's no wonder it wasn't caught.
** Locke's Mug ability allows him to both attack and [[VideoGameStealing Steal]] at the same time. Mug has a glitch to it in that none of the special traits of Locke's weapons will apply when he Mugs a monster. This can be bad (e.g., the Valiant Knife loses its defense-piercing ability) but it can also be good (instant-death weapons won't automatically revive undead creatures, allowing Locke to attack them with these weapons, and weapons like the Blood Sword and the Soul Sabre can be used as normal weapons without their limits).
* ''VideoGame/FinalFantasyVII'':
** The W-Item materia. It allowed you to use two items in one turn, but due to a very easy exploitable glitch, also allowed you to create infinite copies of any item usable in battle. This includes rare items, expensive items that could be sold to shops for loads of gil, items you're only ever supposed to get one of, and items that are {{Game Breaker}}s in their own right when available in mass quantities; an endless supply of Elixirs, Megalixirs, and Hero Drinks basically removes all difficulty from the game.
** The "Quadra Magic Glitch", which lets you get the Quadra Magic materia without doing any chocobo breeding. [[https://www.youtube.com/watch?v=vhDDj_b1hek See here]].
** Vincent's final weapon increases in power the more enemies Vincent kills, up to a {{cap}}. However, if you kill a ridiculous number of enemies (around 65535) with him, the damage formula for the weapon overflows, which triggers a failsafe script that forces any target hit by the weapon to die instantly. Yes, even [[BonusBoss Emerald Weapon and Ruby Weapon]].
** The Turbo MP materia which increases both damage output and MP cost by up to 50%, also has a cap bug that prevents the MP cost for growing above 255, making it cheaper for anything that cost more than 170MP: Such as Knights of the Round Table, 250MP, which coupled with Turbo MP costs only 255MP instead of 375.
** Not nearly as well known: Under normal circumstances, it's not possible to use the support materias HP Absorb, MP Absorb, Added Cut, or Steal As Well with either the Slash All or Double Cut command materias. It is however possible to put any of those four support materia in a pair of linked slots with Master Command; if you also have Slash All or Double Cut equipped, the benefits of the support materia will be added to them as well.
** Want to heal your party to full-health in the middle of battle? Cast Regen on the party, then pop the lid on your Playstation open, then have someone in your party cast a magic spell. The whole battle will grind to a halt until you close the cover, but Regen heals your party in real-time, so you can wait out your injuries before resuming. Later entries in the series, such as ''VideoGame/FinalFantasyIX'', prevented this by pausing the game if the cover is opened, but you could still use Regen and cast a summon spell with an [[OverlyLongFightingAnimation impossibly long attack animation]] for a similar effect.
** By holding down both trigger buttons (or their equivalents on the PC port) during Chocobo races, your Chocobo actually regenerates stamina. This is immensely useful, as even if you've stuffed the aforementioned feathery god with sylkis greens, at higher classes of races, it's increasingly likely that a jockey whose stats are 25% higher than your Chocobo's will appear ([[TheComputerIsACheatingBastard even if that means his stats are above the cap for normal Chocobos]]. But, due to his [[ArtificialStupidity inability to sprint before the final leg of the race]], combined with this bug, you can win even class S races every time. Which makes getting the Magic-counter materia merely [[LuckBasedMission tedious]], as opposed to teeth-gnashingly frustrating.
** Yuffie's Conformer weapon was intended to do more damage to enemies stronger than Yuffie and less to those that were weaker, and was given to the player [[CrutchCharacter relatively early in the game to allow maximum exploitation of this effect before Yuffie got too powerful for it to be useful]]. However, sloppy programming left it dealing more damage depending on enemy level, making it one of the most useful weapons in the entire game. This trait of it even lasted while using Morph, which ordinarily deals hugely reduced damage but turns the enemy into an item when killed using it; the Conformer just deals whatever damage it would deal if used with the Attack command. This makes Yuffie invaluable when farming for Sources, items which permanently raise your stats which can be created by Morphing enemies in the same area where the Conformer is found.
** Due to the way the game tracks party slots, it sometimes gets mixed up as to whether Cait Sith and Vincent are Cloud and Sephiroth, who appear in a flashback using the same party slots, meaning they also share the same {{Limit Break}}s (though these are not accessible through normal gameplay). This occasionally allows those doing massive SequenceBreaking or exploiting the Debug menu to add Sephiroth to their party, though you can't change Sephiroth's equipment and Materia loadout and doing his Limit Break will break the game. Or you can have a party with both an adult and teenage Cloud! (Bizarrely, the teenage Cloud has his own stat sheet different to both his adult self and his slotmate Cait Sith, even though this has no effect under normal circumstances.)
** The [[https://www.youtube.com/watch?v=hosDrlVF6e4 "Materia Smuggling" glitch]], discovered in early 2020, also breaks the game wide-open. Due to the way the game handles memory and registry files, it's possible to use the Exchange Menu to place ''any'' two Materias in the two uppermost-left slots of the last character in the menu, achieve a TotalPartyKill in battle and switch to a savefile with less characters, which allows the Materia (regardless of what they are) to be pulled back out for use. At its base level, this can be used to "smuggle" Materia into Wutai, which doesn't get removed even with Yuffie stealing up to 48 of the player's best at the very beginning of the sidequest. On the PC[=/=]Steam version, this glitch can be used to smuggle endgame Materia like Knights of the Round into ''any'' savefile, as demonstrated by Youtuber 4-8 Productions when he smuggles the aforementioned KOTR and HP = MP Materia into the very beginning of the game and uses it on low-level soldiers.
* ''VideoGame/FinalFantasyIX'':
** Ipsen's Castle screws with the normal battle mechanics so that the stronger your weapon, the weaker your physical attacks are. To get the most mileage out of your physical attacks, you need to go back and re-equip your weaker starting weapons. Unfortunately, since your characters learn most of their special attacks from their weapons, this will cramp the ability of your fighting characters to learn many abilities...until you realize that the changes Ipsen's Castle makes to the battle mechanics ''only affect the Fight command.'' Special attacks aren't affected at all, not even physical ones, so you can freely use attacks like Zidane's Thievery, Freya's Jump and Lancer, Steiner's Darkside, and Amarant's No Mercy and Throw attacks to full effect while still learning new abilities from your weapons.
* ''VideoGame/FinalFantasyX'':
** The opposing team in the blitzball enemy AI has no programming for what to do if you swim into your own goal while carrying the ball. The opposing team's members will swim uselessly around in circles, never coming close to you. It's quite easy to get one goal ahead, get the ball back, swim into your own goal, and just wait for time to run out.
** Ordinarily, you'd have to go through many blitzball leagues and tournaments just to get all of Wakka's overdrives, and eventually, his sigil for his [[InfinityPlusOneSword Celestial Weapon]]. But the reason the tournament opens is because the game counts how many times you enter the blitzball menu, not how many matches you play. So you could go in to the blitzball menu, exit the menu, and repeat until the tournament to get Wakka's equipment opens up.
** There is a chance that Geosgaeno, upon its final defeat, will drop a weapon with the [[EncounterRepellant No Encounters]] ability, which is normally available only for armor.
** The [=PS4=] version had a faulty [[RandomNumberGod random number generator]], meaning some stuff that is normally left up to random chance... isn't. Some people were actually annoyed when Sony ''fixed'' the bug, due to its usefulness: Players using the nonrandom results will always be able to open all twelve chests in the Omega Ruins (normally a 1/240 chance of success, with the result determined the moment players first enter the Ruins). The prize for doing so is 99 Warp Spheres, allowing characters to teleport to anywhere on the Sphere Grid they want, as much as they want. As such, it can be advantageous to delete the 1.01 patch which fixes the error before entering the Ruins, take the chests, and then reinstall the update.
** For some reason, the Cover ability works on the various worm monsters when they use Regurgitate to spit out a character they swallowed earlier. The result is the user teleporting into the worm's mouth and being spat out in place of the intended character, which causes the "protected" character to become invisible (save for their weapon) but still usable, which serves no purpose other than looking ridiculous.
** Although not really a bug, but equally silly looking, casting a summon causes dead characters on the field to ''get up and run away.'' When the summon finishes or dies, the characters run back onto the field and promptly pass out.
** The Lightning crater glitch turns what is otherwise a painstakingly painful ThatOneSideQuest into a tedious but doable one. In the Thunder Plains, it's possible to draw out lightning at will by running into a crater. This makes dodging 200 lightning bolts consecutively easier.
** The Japanese and Indonesian version of [[UpdatedReRelease Final Fantasy X International]] had the Home Glitch that allowed one to replay the game from the attack on the Al Bhed Home on Bikanel like some sort of NewGamePlus only with Yuna in the party. Most of the side effects include dialogue not playing, cutscenes not triggering and Yuna disappearing and reappearing randomly.
* ''VideoGame/FinalFantasyXII'': the zone-out glitch consist on killing a monster and then immediately moving into a new area before the EXP and LP appear on the screen. While the player does get the rewards for the slay, the game thinks that the monster has not been defeated and thus respawns it. This allows to repeatedly kill an otherwise unique enemies, getting all prizes for doing so. The common targets of this glitch are the Dustia monster from the Dalmasca Westersand (low level parties can amass large amounts of EXP, LP, and gil early in the game) and the Helvinek from the Necrohol of Nabudis (parties can procure several sets of Grand Armors, the strongest heavy armor in the game).
* ''VideoGame/FinalFantasyMysticQuest''
** Clearing a battlefield with enough experience to gain a level will automatically increase your level a second time.
** The ReviveKillsZombie principle still works here, but with some strange quirks. [[HolyBurnsEvil Cure magic deals damage to undead enemies]] as expected, but it also works on one enemy no one would expect: [[spoiler:the Dark King...but only when Benjamin uses the spell.]] The Life spell, normally a OneHitKill against the undead, does absolutely nothing against them. It ''does'', however, allow you to one-shot every ''other'' non-boss enemy that isn't immune to the "fatal"/"death" status effect.
* ''VideoGame/FinalFantasyTactics'':
** The [=PS1=] version had an awesome glitch that could let you get all the abilities of certain jobs. If you had enough JP to buy a skill, you could press down square, hit accept, then exit, which could make your JP for that job 9999 (though it didn't work for every job). This lead to fun things like Half-MP Bahamut in Dorter Slums.
** There was an item duplication glitch. Putting a weapon in a character's left hand, and a shield in the right, and hitting optimize at the item shop would swap out the weapon, by putting the one you had back in your bag, and purchasing another from the shop. This could then be used to get infinite copies of one-time only weapons.
** If you use a gun to jump on something with Blade Grasp equipped, you'll [[https://www.youtube.com/watch?v=Y-Tzqac9dL0 skywalk.]]
** Speaking of Blade Grasp, it was programmed to work on all attacks the game considers to be physical. This means that a unit equipped with Blade Grasp can potentially ignore arrows, bullets, and some Monster attacks.
** The first stage of the Deep Dungeon/Midlight's Deep occasionally spawns a male Time Mage... who [[SweetPollyOliver isn't actually male]]. The Mage in question is female in every sense except her portrait and in-battle sprite. She can be [[HeelFaceTurn Invited]] into the team (and remains a crossdresser should you try), even using Bard sprites for the female-only Dancer class. It could, in theory, be a very obscure ''VideoGame/FinalFantasyV'' reference, but more likely it's just a very funny and ultimately harmless bug.
* ''VideoGame/MobiusFinalFantasy'' sometimes loses track of which way Wol is facing in battle. This doesn't affect gameplay at all, but looks hilarious when he's shadowboxing away towards the camera while nuking enemies behind him.
* In ''VideoGame/FinalFantasyXV'':
** Throughout the game, party member and photographer Prompto will automatically snap pictures of your party members as you play, allowing for fun things to post on your real-life social media feed. Sometimes, though, the photography AI glitches out and creates photographs taken from impossible angles (like a selfie positioned beneath the soles of Prompto's feet), with surreal lens distortions, or just incomprehensible glitchy messes. This seems to particularly be a problem in dark dungeons, where the dynamic lighting tends to interfere with the code, resulting in nightmare-inducing selfies where Prompto is completely black except for a brilliant white reflection off his grin.
** Sometimes the lighting engine glitches out and causes objects to glow for no reason, including [[http://res.cloudinary.com/lmn/image/upload/e_sharpen:150,f_auto,fl_lossy,q_80/v1/gameskinnyc/m/a/x/maxresdefault-100cf.jpg Noctis's hair]].
** The game seems to have trouble figuring out if guest party member and EnsembleDarkhorse Aranea Highwind is a party member or not. Some players have noticed that in NewGamePlus games, she will appear photobombing Prompto's pics even if she's not a member of the party. She also seems to appear as a permanent party member in NewGamePlus, interacting with the boys as if she was always meant to be there in normal gameplay (although she is immortal, and in cutscenes she just stands about with nothing to do while the boys walk through her).
*** This has since been patched out, but not the opportunity to use the same glitch to get Cor to join the party, although he's glitchier than Aranea, with fewer interactions with other characters and no campfire animations. At least one player was even able to get [[http://sheastandefer.tumblr.com/post/159919290109/so-i-was-playing-the-episode-gladio-dlc-the-other two Cors]] in their party.
** The AI party members have a tendency to stand on the tops of each other's heads, and get stuck there sometimes. This happens even when they're on Chocobos.
** It's possible to call a Chocobo right before entering certain dungeons, then warping into the Chocobo-free zone, making your Chocobo spawn inside a zone where it could not normally appear. Doing this can trigger other silly effects, such as party members becoming invisible and being able to easily kill Zur.
** A common glitch where Ignis would occasionally start T-posing on top of his chocobo instead of riding it was considered funny enough to get a reference in the official manga.
** A very common glitch in the Royal Edition of the game is that, in Chapter 14, Noctis and the gang will [[spoiler:revert to their younger selves, including an Ignis with perfectly healthy eyes, despite wearing the Royal Raiment and Kingsguard outfits. Then, if you use Umbra to travel to the past, the ''older'' versions will show up in the open world instead of the younger ones. If you try to enter the Final Boss battle like as the Chocobros' younger selves, the game will glitch out and toss you inside a sealed shelter to force you to Umbra yourself back to adulthood, but it otherwise allows you to use the character models you like best throughout all most of Chapter 14, including cutscenes]].
[[/folder]]
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** 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 [[http://www.gamefaqs.com/boards/198537-saga-frontier/51404644?page=36 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.

to:

** 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 descriptions ("Temporarily gain infinite speed" and "freeze time in battle"), is actually a glitch- see Zaraktheus' last post [[http://www.gamefaqs.com/boards/198537-saga-frontier/51404644?page=36 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.
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** In the US ''Advance'' translation, reloading a quicksave causes the second battle in any area to be the rarest encounter in that area. This makes it useful for filling out the bestiary, but also makes Movers a much more reliable enemy to grind against in the final dungeon to max out all the job classes.

to:

** In the US Japanese and American ''Advance'' translation, versions, reloading a quicksave save (normal or quicksave) causes the second battle in any area to be the rarest encounter in that area. This makes it useful for filling out the bestiary, but also makes Movers a much more reliable enemy to grind against in the final dungeon to max out all the job classes.
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** 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 confirmation comes up, pause the game, go into your inventory, and use a ''different'' item you don't mind losing such as the easily refillable Estus Flask. If you did it correctly, the confirmation for the first item should still appear, and selecting "Yes" will give you the effect of the desired item but use up the item from your inventory instead.
** Later, the [[https://www.youtube.com/watch?v=HOWikTQms_s tumblebuff]] and [[https://www.youtube.com/watch?v=XZ1eogPKKH0 moveset swap]] glitches were discovered. The former allows you to put any magical buff you want onto any weapon-- including magical weapons that don't normally receive buffs-- and the later allows you to transfer a moves from one weapon to another; for example, if you transfer a move from the estoc (a small, fast, stabby weapon) to the moveset of a Demon Greataxe (a large, slow, smashy weapon), you can start dealing inordinate amounts of damage with a giant weapon at ludicrous speeds.

to:

** 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, pause open the game, go into your inventory, menu and manually use a ''different'' different item you don't mind losing such as the easily refillable Estus Flask. 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 desired first item but use up while the second item from your inventory instead.
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 [[https://www.youtube.com/watch?v=HOWikTQms_s tumblebuff]] and [[https://www.youtube.com/watch?v=XZ1eogPKKH0 moveset swap]] glitches were discovered. The former allows you to put any magical buff you want onto any weapon-- weapon -- including magical weapons those that don't normally receive buffs-- can't be buffed -- and the later latter allows you to transfer a moves moveset from one weapon to another; for example, if you transfer a move from giving the estoc (a small, fast, stabby weapon) to powerful but slow Demon's Greataxe the much quicker moveset of a Demon Greataxe (a large, slow, smashy weapon), you can start dealing inordinate amounts of damage with a giant weapon at ludicrous speeds.the Estoc.
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* ''VideoGame/DiscoElysium'' has a bug with Goracy's Strike Brew where if you drink it, the +1 to your FYZ stat is permanent.

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Cleaning up Walkthrough Mode.


** 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 "create" Pokémon with this glitch and a combination of things to do. For example, how to create Mew: You need three Pokémon. First slot: "Mew"; second slot: a water Pokémon; third slot: any Pokémon. Go to Route 1, get into a wild Pokémon battle, press Select on your 11th item, switch to the Water Pokémon, escape. Press Select on the 11th item again. Find a wild Pokémon, press select on your 11th item, switch to your other Pokémon. You should now have a Mew!
** One of the most popular glitches is the Cinnabar Coast glitch (which also works on Seafoam Island), where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], so it uses the same data as the last place you were where you could fight and catch Pokémon, including ones found at the Safari Zone. However, if instead you talked to the Old Man who teaches you how to catch a Weedle, your name would determine what Pokémon (at monstrously high levels) could be found there -- including 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). The reason this works is 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 practically enough Master Balls to catch the entire Pokédex and still have an extra 104 balls to spare. 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.

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** 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 with this glitch and a combination of things to do. For example, how to create Mew: You need three Pokémon. First slot: "Mew"; second slot: a water Pokémon; third slot: any Pokémon. Go to Route 1, get into a wild Pokémon battle, press Select on your 11th item, switch to the Water Pokémon, escape. Press Select on including the 11th item again. Find a wild Pokémon, press select on your 11th item, switch to your other Pokémon. You should now have a Mew!
event-exclusive Mew.
** One of the most popular glitches is the Cinnabar Coast glitch (which also works on Seafoam Island), glitch, where there's no data for what Pokémon you're supposed to encounter there[[note]]specifically, Pokémon you can encounter in the tall grass; Cinnabar has no tall grass so this wouldn't be a problem, except the water tiles on the coast count as tall grass for some bizarre reason[[/note]], so it uses the same data as the last place you were where you could fight and catch Pokémon, including ones found at the Safari Zone. However, if instead Pokémon. 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 (at monstrously high levels) could be found there -- including 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). The reason this This works is 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 practically enough Master Balls to catch the entire Pokédex and still have an extra 104 balls to spare. 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.



** One glitch that blurred the GameBreakingBug 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 (or just go back to their previous save in later generations, which make back-up saves). 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 [[http://tasvideos.org/1860M.html extremely short game]]. This has since then been taken even further with other [=TASes=] that abuse the bug to [[https://www.youtube.com/watch?v=ry72jYferEo beat the game in slightly over a minute]] or [[https://www.youtube.com/watch?v=p5T81yHkHtI essentially allow the player to rewrite the code on the fly]] with their innate RapidFireTyping.
** This one is more like a musical quirk than an actual bug, but if a Pokemon happens to evolve after defeating Champion Blue in the Indigo Plateau, [[https://youtu.be/KxMstD8iWNM?t=162 the music just goes silent]] until Professor Oak congratulates the player, instead of looping the victory theme, since the "evolution jingle" doesn't loop.

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** One glitch that blurred the GameBreakingBug 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 (or just go back to their previous save in later generations, which make back-up saves).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 [[http://tasvideos.org/1860M.html extremely short game]]. This has since then been taken even further with other [=TASes=] that abuse the bug to [[https://www.youtube.com/watch?v=ry72jYferEo beat the game in slightly over a minute]] or [[https://www.youtube.com/watch?v=p5T81yHkHtI essentially allow the player to rewrite the code on the fly]] with their innate RapidFireTyping.
** This one is more like a musical quirk than an actual bug, but if If a Pokemon happens to evolve after defeating Champion Blue in the Indigo Plateau, [[https://youtu.be/KxMstD8iWNM?t=162 the music just goes silent]] until Professor Oak congratulates the player, player instead of looping the victory theme, since the "evolution jingle" doesn't loop.



** Another way to clone Pokémon in G/S is as such: go to your computer, pick the mons you want, put them on your team, and save your game, then put them in storage. Then save your game again. As soon as the saving message gets to the word "off" in "Please don't turn off the power" (ironic, no?), shut off your Game Boy. You will now have one of each Pokémon on your team, and one of each in the storage box, and they will have the same held items as well.
** This glitch can be used to farm the starters, normally only available as part of a gone-forever three-way choice at the start of the game. Save just before you pick, choose a starter, go catch a common Pokémon, deposit the starter in your box, then do the almost-save glitch; you'll boot up at the starter choice with your ''previous pick'' in the box you selected (unfortunately, this does not save the information for those starters in your Pokédex).



** Using the [[https://bulbapedia.bulbagarden.net/wiki/Coin_Case_glitches#Arbitrary_code_execution Coin Case glitch]] can do weird stuff to your game, such as the glitch dimension, where you trick the game into thinking the game is currently being played on the Super Game Boy instead of the Game Boy Color, assessing an unused minigame, or even modifying sprites in the game.
*** Even better, this glitch can be used to obtain every Pokémon in the entire Johto Pokédex, even Celebi. It's easier to do than the Celebi egg glitch since it won't involve creating corrupted clones, but the set-up is much harder. 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.

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** Using the [[https://bulbapedia.bulbagarden.net/wiki/Coin_Case_glitches#Arbitrary_code_execution Coin Case glitch]] can do weird stuff to your game, such as the glitch dimension, where you trick tricking the game into thinking the game is currently being played on the Super Game Boy instead of the Game Boy Color, assessing accessing an unused minigame, or even modifying sprites in the game.
*** Even better, this
game. This glitch can also be used to obtain every Pokémon in the entire Johto Pokédex, even Celebi. It's easier to do than the Celebi egg glitch since it won't involve creating corrupted clones, but the set-up is much harder.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.

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Re-ordered item duplication and selling glitches so that they connect with each other better.


** In the initial SNES release of the game, the Dark Elf's dragon form didn't have ContractualBossImmunity to Weak/Tornado, which reduces the target's HP to a single digit. All you had to do was have Tellah cast the spell once, then have anyone else attack, and boom; no more Dark Elf Dragon. All subsequent remakes of the game removed this weakness.



** Using Tents and saving while in transition from one overworld map tile can skew the game's collision detection, allowing the player to glitch through solid obstacles. Most famously, this can be used to pass through the village of Mist without actually entering it, though you can then enter from the right and buy powerful equipment, if you have enough gil. Certain scripted events play out as if you'd gone through Mist normally, but Tellah will not appear in the Watery Pass, and the game will freeze up if you enter the "Spoony Bard" battle without him in your party. So you do have to trigger the Mist scene to proceed.

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** Using Tents and saving while in transition from one overworld map tile can skew the game's collision detection, allowing the player to glitch through solid obstacles. Most famously, this can be used to pass through the village of Mist without actually entering it, though you can then enter from the right and buy powerful equipment, if you have enough gil.gil (perhaps from selling a "blank" item). Certain scripted events play out as if you'd gone through Mist normally, but Tellah will not appear in the Watery Pass, and the game will freeze up if you enter the "Spoony Bard" battle without him in your party. So you do have to trigger the Mist scene to proceed.proceed.
** In the initial SNES release of the game, the Dark Elf's dragon form didn't have ContractualBossImmunity to Weak/Tornado, which reduces the target's HP to a single digit. All you had to do was have Tellah cast the spell once, then have anyone else attack, and boom; no more Dark Elf Dragon. All subsequent remakes of the game removed this weakness.



** If you're able to time it so you target an enemy with Life 1 then kill them before the spell is cast, the enemy will revive with 0 HP and immediately die again. You'll see the animation of the spell go off, and nothing more, but when the battle ends you'll have gotten experience and gil from two enemies instead of one.

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** If you're able to time it so you target an enemy with Life 1 then kill them before the spell is cast, the enemy will revive with 0 HP and immediately die again. You'll see the animation of the spell go off, and nothing more, but when the battle ends you'll have gotten experience and gil from two enemies instead of one. Doing this in a battle with an enemy that can repeatedly summon other enemies can yield ''massive'' amounts of experience in a very short time.
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Standard Status Effects is being turned into a redirect to Status Effects, which is an index, not a trope.


** A surprising number of "boss" encounters (i.e. the boss-battle music plays) are not, in fact, considered such by the game, and the enemy lacks the usual immunities to StandardStatusAilments and instant death attacks.

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** A surprising number of "boss" encounters (i.e. the boss-battle music plays) are not, in fact, considered such by the game, and the enemy lacks the usual immunities to StandardStatusAilments status ailments and instant death attacks.



** The Rippler spell, one of Strago's possible Lores, allows the user to trade status effects with the target. Normally, one would assume this means the StandardStatusEffects and [[StatusBuff Status Buffs]]; however, it also includes things such as Gau's Rage, Mog's Dance, and Shadow's dog. With some Rippler maneuvering, Interceptor can be set (permanently) to guard whatever character the player decides needs the protection, instead of guarding Shadow. However, if an enemy uses Rippler on Shadow and the enemy dies, Interceptor goes with it and the dog is [[PermanentlyMissableContent lost]]. Oops!

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** The Rippler spell, one of Strago's possible Lores, allows the user to trade status effects with the target. Normally, one would assume this means the StandardStatusEffects status ailments and [[StatusBuff Status Buffs]]; however, it also includes things such as Gau's Rage, Mog's Dance, and Shadow's dog. With some Rippler maneuvering, Interceptor can be set (permanently) to guard whatever character the player decides needs the protection, instead of guarding Shadow. However, if an enemy uses Rippler on Shadow and the enemy dies, Interceptor goes with it and the dog is [[PermanentlyMissableContent lost]]. Oops!



*** ''MOTHER 1+2'', the Japan-only CompilationRerelease of the first two games for the [[UsefulNotes/GameBoyAdvance GBA]], has a very odd glitch during the FinalBoss battle against Giygas. If the player uses a Viper (an item that [[ImprobableAimingSkills always]] inflicts [[StandardStatusEffects/PoisonPlagueBleeding 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 DamageOverTime from the Viper causes his HP to reach 0, instead of [[ScriptedBattle 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.

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*** ''MOTHER 1+2'', the Japan-only CompilationRerelease of the first two games for the [[UsefulNotes/GameBoyAdvance GBA]], has a very odd glitch during the FinalBoss battle against Giygas. If the player uses a Viper (an item that [[ImprobableAimingSkills [[AlwaysAccurateAttack always]] inflicts [[StandardStatusEffects/PoisonPlagueBleeding poison]]) 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 DamageOverTime from the Viper causes his HP to reach 0, instead of [[ScriptedBattle 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.



** Similarly to the Final Fantasy V example, the bosses in ''VideoGame/SuperMarioRPG'' sometimes lack the normal boss immunity to StandardStatusAilments. 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.

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** Similarly to the Final Fantasy V example, the bosses in ''VideoGame/SuperMarioRPG'' sometimes lack the normal boss immunity to StandardStatusAilments.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.

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