History Main / GoodBadBugs

5th Jun '16 4:44:32 PM MandL27
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* ''VideoGame/{{Splatoon}}'' had a glitch on the Piranha Pit map where, due to object placement in some modes, you could bend your Inkling's neck beyond any sane angle. This happened because the game had no code specifically to handle Inkling posture when attempting to enter a niche shorter than they are tall (which could only happen on that map).
4th Jun '16 6:58:28 PM JoeTheDragon
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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.

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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 (8 bit variable) 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.
4th Jun '16 6:55:56 PM JoeTheDragon
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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).

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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).and what made the added ball come out bad switches then the games can get very confused and having 2 balls out when the game only things one is out can lead to your ball ending when 1 drains and or other odd stuff happening balls are locked).
27th May '16 2:00:12 AM ZombieAladdin
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* While playing ''24'', certain conditions cause the Nuke Jackpot to be worth 20 times more points than normal. Considering the normal Nuke Jackpot is the biggest single award until the WizardMode, attaining this bugged Nuke Jackpot pretty much guarantees you beat anyone who doesn't also get a bugged Nuke Jackpot.
21st May '16 10:04:49 PM nombretomado
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* RockBand 3, on PS3 at least: some venues have large props that the rockers sometimes stand on. There's one venue with lots of green lanterns that does not seem to have such a prop, but the game seems to think it does, so rockers will sometimes stand several feet above the stage.

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* RockBand 3, ''VideoGame/RockBand 3'', on PS3 [=PS3=] at least: some venues have large props that the rockers sometimes stand on. There's one venue with lots of green lanterns that does not seem to have such a prop, but the game seems to think it does, so rockers will sometimes stand several feet above the stage.
21st May '16 8:08:01 PM Wooboo
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* The Kureg 1.0 allowed a user to dispense plain hot water for tea bags, noodles or whatever you needed hot water for by doing all the steps to make a beverage with a k-cup, just by not inserting the k-cup into the receptacle. The Kureg 2.0 now [[AscendedGlitch has that as a standard option,]] asking you if you want to simply dispense hot water if you don't insert a k-cup after closing the receptacle.
2nd May '16 8:51:03 PM LucaEarlgrey
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* OlderThanTheNES:
** In the ''Combat'' game packed in with the original Atari 2600, running your tank into the inside of a corner--usually a corner of the screen--would teleport you to the opposite side.
** In Tank Pong, after one player successfully kills the other and his tank is still in motion during the "death sequence" (i.e. the "dead" opponent spinning), if the victor's moving tank touches the wall bounding the playfield, his tank will suddenly start sliding rapidly along the wall, warping around off the edge of the screen and back out the opposite edge, until the next round begins. If the same victor's tank touches the beaten tank while doing so, he also takes the spinning tank with him in that joyride.
** In any Tank game, having both players' tanks positioned one right in front of the other (i.e. one Tank's gun right on the other's rear) and touching, and having both move forward, will cause both to suddenly begin spinning rapidly in a circle (and passing through any nearby wall or barrier).

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* OlderThanTheNES:
**
In the ''Combat'' game packed in with the original Atari 2600, running your tank into the inside of a corner--usually a corner of the screen--would teleport you to the opposite side.
** * In Tank Pong, after one player successfully kills the other and his tank is still in motion during the "death sequence" (i.e. the "dead" opponent spinning), if the victor's moving tank touches the wall bounding the playfield, his tank will suddenly start sliding rapidly along the wall, warping around off the edge of the screen and back out the opposite edge, until the next round begins. If the same victor's tank touches the beaten tank while doing so, he also takes the spinning tank with him in that joyride.
** * In any Tank game, having both players' tanks positioned one right in front of the other (i.e. one Tank's gun right on the other's rear) and touching, and having both move forward, will cause both to suddenly begin spinning rapidly in a circle (and passing through any nearby wall or barrier).
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".
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