History Main / GoodBadBugs

26th Apr '16 12:52:00 PM NegaScott128
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** It also has the Vent Glitch used by speedrunners. Switching to first person view while in a specific position in a specific vent causes Snake to go out of bounds. Guiding him then to certain spot causes a cutscene to be triggered that advances the story to the part where [[spoiler: Snake has been captured]], allowing him to skip 5 bosses, at the cost of having a shorter lifebar.
** There is also [[https://www.youtube.com/watch?v=YBQShydrjmo&feature=youtu.be this rather difficult to explain glitch]] that allows you to get up close and personal to Sniper Wolf in ''both'' battles. Normally if you try to get too close you are automatically hit by a scripted unavoidable attack that blocks your progress but through a specific glitch involving a grenade and a ration you can render yourself immune to it, run right up, and punch her to death as she [[AIBreaker helplessly strafes around still trying to snipe you]].

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** *** It also has the Vent Glitch used by speedrunners. Switching to first person view while in a specific position in a specific vent causes Snake to go out of bounds. Guiding him then to certain spot causes a cutscene to be triggered that advances the story to the part where [[spoiler: Snake has been captured]], allowing him to skip 5 bosses, at the cost of having a shorter lifebar.
** *** There is also [[https://www.youtube.com/watch?v=YBQShydrjmo&feature=youtu.be this rather difficult to explain glitch]] that allows you to get up close and personal to Sniper Wolf in ''both'' battles. Normally if you try to get too close you are automatically hit by a scripted unavoidable attack that blocks your progress but through a specific glitch involving a grenade and a ration you can render yourself immune to it, run right up, and punch her to death as she [[AIBreaker helplessly strafes around still trying to snipe you]].
6th Apr '16 12:47:39 AM ZombieAladdin
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* In ''Pinball/TalesOfTheArabianNights'', a glitch allows, under some circumstances, for Harem Multiball and Genie Hurry-Up to occur at the same time. Both of them are high-scoring modes that cover each other's downsides: Genie Hurry-Up normally has a strong chance of you losing your ball down the middle, which is negated by Harem Multi-Ball's ball saver (and the fact that there's more than one ball, meaning there's no harm done in losing one or two); whereas a successful shot in Genie Hurry-Up temporarily traps a ball on a magnet, slowing the pace of Harem Multiball to a more controllable state. Under normal circumstances, neither of these modes allow for the other one to begin as long as they're active.
17th Mar '16 1:31:32 PM hyphz
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-->You can see an unconscious policeman. An unconscious policeman says " I'm sorry, sir, I have my orders, but no one is to get by. "

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-->You ** "You can see an unconscious policeman. An unconscious policeman says " I'm sorry, sir, I have my orders, but no one is to get by. ""
** Inspector Lestrade plays the game and interacts with NPCs and game systems in the exact same way the player does. Preventing him arresting the wrong person can be difficult.. unless you wait for him to get in a hansom cab, then tell the driver of ''his'' cab to go somewhere. The cab driver obligingly whisks Lestrade off to your choice of destination, and Lestrade freezes because he doesn't know what to do there.
** By repeatedly giving instructions to the NPCs it is possible to coax a hansom cab driver out of their cab and onto a ''train'', which then departs. Having done that, returning to the abandoned hansom cab will have you driven to a bizarre location where you can pick up objects such as "innocent, guilty, an opium den, and a Russian agent".
15th Mar '16 6:43:30 PM ZombieAladdin
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* If the player reaches the 255th mansion room in ''Pinball/TheAddamsFamily'', any subsequent mansion rooms will provide huge point awards, as the 255th room is the limit of the game's programming and it starts glitching up after that. Normally, 9 million is as high as direct point awards go for reaching mansion rooms--these glitched rooms award points in the '''billions'''. That being said, this is a glitch very few people will ever see due to the absurd level of skill required: Even top-ranked players are unlikely to reach 50 rooms.
12th Mar '16 11:09:06 PM LucaEarlgrey
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* When ''VideoGame/CrimzonCloverWorldIgnition'' debuted on UsefulNotes/{{Steam}}, a discounting error resulted in the deluxe pack (which includes the game and also the soundtrack) [[http://i.imgur.com/jajvnGG.png costing less than the game itself]]. This was fixed less than an hour later.


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** When ''VideoGame/CrimzonCloverWorldIgnition'' debuted on Steam, a discounting error resulted in the deluxe pack (which includes the game and also the soundtrack) [[http://i.imgur.com/jajvnGG.png costing less than the game itself]]. This was fixed less than an hour later.
5th Mar '16 10:16:17 AM ZombieAladdin
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* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game (or House Greyjoy after clearing the Martel mission, as House Greyjoy [[AllYourPowersCombined takes on the abilities of every House cleared]]), you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process all over again to activate another Super Jackpot.

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* Early versions of ''Pinball/GameOfThrones'' has the Martel Martell Super Jackpot Glitch: By choosing House Martel Martell at the beginning of a game (or House Greyjoy after clearing the Martel mission, as House Greyjoy [[AllYourPowersCombined takes on the abilities of every House cleared]]), you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process all over again to activate another Super Jackpot.



* Because ''Pinball/StarTrekTheNextGeneration'' contains six pinballs loaded underneath the playfield in varying locations to help keep the game constantly moving, this machine is quite prone to accidentally releasing more balls than it's supposed to, providing the player with a sudden multiball (albeit one without any extra effects and one the machine doesn't even realize it's doing). It's exciting for anyone playing, but for advanced players, having more than one ball out at a time also makes for good insurance in case they make a mistake, as ''Star Trek: The Next Generation'' won't penalize the player until every ball has drained.

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* Because ''Pinball/StarTrekTheNextGeneration'' contains six pinballs loaded underneath the playfield in varying locations to help keep the game constantly moving, this machine is quite prone to accidentally releasing more balls than it's supposed to, providing the player with a sudden multiball (albeit one without any extra effects and one the machine doesn't even realize it's doing). It's exciting for anyone playing, but for advanced players, having more than one ball out at a time also makes for good insurance in case they make a mistake, as ''Star Trek: The Next Generation'' won't penalize the player until every ball has drained. Similar glitches can be done with any machine with a faulty sensor at the plunger, however: If a ball is at the plunger and the machine doesn't detect it, it will load another, letting you play with 2 balls instead of 1. Whether the game considers it the end of the ball when one of them drains, however, depends on the machine (''Pinball/JohnnyMnemonic'' does not, for instance, whereas ''Pinball/{{Avatar}}'' does).
5th Mar '16 1:29:43 AM ZombieAladdin
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* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game (or House Greyjoy after clearing the Martel mission, as House Greyjoy [[AllYourPowersCombined takes on the abilities of every House cleared), you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process to get a Super Jackpot all over again.
* An as-of-yet unreplicatable glitch in ''Pinball/WHODunnit'' causes the elevator doors to remain open for the rest of the game. Not only does this allow easy access to modes available only on certain floors, but the shot into the elevator is by far the easiest and safest shot in the game. The discovery of this glitch in 2015, seventeen years after the machine's debut, got it banned from all high-level tournaments due to its exploitability.

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* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game (or House Greyjoy after clearing the Martel mission, as House Greyjoy [[AllYourPowersCombined takes on the abilities of every House cleared), cleared]]), you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process to get a Super Jackpot all over again.
again to activate another Super Jackpot.
* An as-of-yet unreplicatable glitch in ''Pinball/WHODunnit'' causes the elevator doors to remain open for the rest of the game. Not only does this allow easy access to modes available only on certain floors, but the shot into the elevator is by far the easiest and safest shot in the game. The discovery of this glitch in 2015, seventeen years after the machine's debut, got it banned from all high-level tournaments due to its exploitability.exploitability once activated.
* Because ''Pinball/StarTrekTheNextGeneration'' contains six pinballs loaded underneath the playfield in varying locations to help keep the game constantly moving, this machine is quite prone to accidentally releasing more balls than it's supposed to, providing the player with a sudden multiball (albeit one without any extra effects and one the machine doesn't even realize it's doing). It's exciting for anyone playing, but for advanced players, having more than one ball out at a time also makes for good insurance in case they make a mistake, as ''Star Trek: The Next Generation'' won't penalize the player until every ball has drained.
5th Mar '16 1:17:29 AM ZombieAladdin
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* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game, you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process to get a Super Jackpot all over again.

to:

* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game, game (or House Greyjoy after clearing the Martel mission, as House Greyjoy [[AllYourPowersCombined takes on the abilities of every House cleared), you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process to get a Super Jackpot all over again.again.
* An as-of-yet unreplicatable glitch in ''Pinball/WHODunnit'' causes the elevator doors to remain open for the rest of the game. Not only does this allow easy access to modes available only on certain floors, but the shot into the elevator is by far the easiest and safest shot in the game. The discovery of this glitch in 2015, seventeen years after the machine's debut, got it banned from all high-level tournaments due to its exploitability.
5th Mar '16 12:12:28 AM ZombieAladdin
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[[folder:Pinball]]
* Early versions of ''Pinball/GameOfThrones'' has the Martel Super Jackpot Glitch: By choosing House Martel at the beginning of a game, you can press the button at the front of the machine to add another ball onto any multiball. If this is done the first instant only one ball remains and Super Jackpot is lit, however, Super Jackpot will remain active for the rest of the ball. Any hit onto the battering ram target will award a Super Jackpot, worth a large amount of points. Ordinarily, collecting the Super Jackpot will disable it until you re-do the process to get a Super Jackpot all over again.
[[/folder]]
27th Feb '16 2:56:04 AM amgb2
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** "Patched" with recent versions of those same cards that are worded so that that trick doesn't work anymore[[note]]The new cards set up a static ability with a duration rather than a delayed trigger. If the end of the duration happens before the beginning, i.e. the card leaves play before exiling the other, the effect never occurs[[/note]]. You might be able to get away with it in friendly games if you use the older cards, but tournament rules always go by the current wording.

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** "Patched" with recent versions of those same cards that are worded so that that trick doesn't work anymore[[note]]The new cards set up a static ability with a duration rather than a delayed trigger. If the end of the duration happens before the beginning, i.e. the card leaves play before exiling the other, the effect never occurs[[/note]]. You might be able to get away with it in friendly games if you This has the effect of making formats which only use the 'fixed' versions of these cards much less dependent on exploiting weird rules interactions, but can be pretty confusing when playing older formats (including Modern) where it's also legal to play the older cards, but tournament rules always go by the current wording.cards with very slightly different wording which does allow for silly stack trickery.
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