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* ''StreetFighter 2'' has the Guile Handcuffs glitch, which was turned into an actual attack in the SoBadItsHorrible video game version of SoBadItsGood movie. There's also invisible Dhalsim, which later got turned into his Yoga Teleport.

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* ''StreetFighter 2'' has the Guile Handcuffs glitch, which was turned into an actual attack in the SoBadItsHorrible video game version of SoBadItsGood the movie. There's also invisible Dhalsim, which later got turned into his Yoga Teleport.
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*** The infantery selling bug allowed a clever player to complete the Nod mission 8 (which required capturing an abandoned GDI base for a MirrorMatch) without selling their Nod construction yard.
*** Note that Red Alert 2 ''does'' the alternative with the Soviet Cloning Vats, that allow the sale of infantery with an unambiguous death sound.
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  • Blockofighter

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*Blockofighter isn't supposed to have any special attacks. It has. Did you lose your leg? Now you can jump higher! Did you lose your arm? Now you can spin on the ground faster and deadlier! Did you lose both arms? Beyblade time! Also, you can walk on air, as long as you don't stop for more than 0.5 second.
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** Another glitch that blurred the GameBreakingBugs line was a save corruption glitch. 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/1958S.html extremely short game]].

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** Another glitch that blurred the GameBreakingBugs GameBreakingBug line was a save corruption glitch. 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/1958S.html extremely short game]].
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That wasn't a bug, it was proposital. The game itself says, "[...] After all, the only thing worse than being in Hell is being in Hell while covered in bat droppings."


* In the woefully-unremembered Lucasarts Heaven/Hell sim ''Afterlife'', both Heaven and Hell have respective disasters in which flying animals fly around and [[{{Fartillery}} defecate]] on Heavenly Rewards and Hellish Punishments, causing them to have a drastic increase in [[SwirlyEnergyThingy Bad Vibes]]. One problem, however: Hell is ''improved'' by Bad Vibes, so constantly deploying the Bats Out Of Hell 'disaster' is a positive.

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*** And finally, there's a possiblity that even the plot itself can fall victim to a glitch, or exactly the unbridaled WRATH of the RandomNumberGod-- it's possible for Ethilin and Cuan to kill the Thracian Knights in Chapter 5.

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*** And finally, there's a possiblity that even the plot itself can fall victim to a glitch, or exactly the unbridaled unbridled WRATH of the RandomNumberGod-- it's possible for Ethilin Ethlin and Cuan to kill the Thracian Knights in Chapter 5.5.
** In [=FE10=], an enemy Bishop with a Rescue staff can place an enemy on top of a pitfall trap in Chapter 3-11. This allows a unit with Pass to move through the square unimpeded, as well as creating a very silly situation where a unit can engage an enemy and then fall into a pit as soon as they try to pass through the recently occupied space. More importantly, this suggests that by placing your ''own'' flying units atop one of these spaces, you can move your non-fliers past the pitfalls, since the game will not allow two units to occupy the same space and therefore will not stop them as they go over the pitfalls.
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** 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.

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Discovered an unmentioned glitch a while ago.


** During the boss fight against him, Silver's psychokinesis is coded to fling you backward until you hit something. [[http://www.youtube.com/watch?v=qwOUrd8Jt7M What if you don't hit something?]]

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** During the boss fight against him, Silver's psychokinesis is coded to fling you backward until you hit something. [[http://www.youtube.com/watch?v=qwOUrd8Jt7M What if you don't hit something?]]something?]]
** If you jump continuously while having Sonic using an ability that shrinks him, you'll jump on air, effectively allowing you to fly over the area.
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** Once upon a time there were a lot of dupers in UO, who would dupe all kinds of things, like scrolls that cast a magic arrow for 1 pt of damage. There were also slimes that would split in half every time they took damage. One enterprising player wrote up a script, barricaded himself behind some boxes, and promptly crashed the server.
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** Space Invaders: Player 1's cannon can fire two bullets at a time, instead of just [[OneBulletAtATime one]].
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stalker
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* Stalker: Shadow of Chernobyl, a notoriously buggy game, had some good glitches:
** The game world is littered with anomalies that cause damage to the player. The player can get artifacts that increase damage resistance. Once you have the rare artifacts necessary to bring damage resistance over 100%... the once-hurtful anomalies not only heal you, but repair your armour. With no way to repair quickly-degrading objects in the vanilla game... hell yeah.
** At some point in development, the devs decided to remove vehicles from the game. Installing mods can restore the driving feature though. Anomalies that usually pick up the player and turn them into mush affect vehicles differently; they toss the cars through the air, sometimes at great heights and distances, over buildings etc.
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** Oblivion has magic spells that spawn enchanted ("bound") armor and weapons. They have very strong attributes and zero weight, but the game balances this by making them only last for a while - then the spell wears off and they disappear. But if you let the item get damaged, repair it and then drop it, it won't vanish when the spell wears off. You could then pick it back up and have it [[GameBreaker permanently in your inventory]].
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* In the cult classic 4DSportsDriving (Stunts) racing game from '93, if you were driving the Indycar and were redlining at your top speed and hit an uphill incline, your car would suddenly accelerate like a jet fighter, going at incredible speeds over any sort of terrain, even offroad at 250++ kph! You could scrape along the playing field barrier at the same speed, although drifting too much during this state would cause your car to suddenly start bouncing for no reason until your car bounced into the stratosphere and crashed down in pieces at the other end of the map. This game had a small following during the mid-'90s, so websites appeared with downloadable tracks created specifically to abuse this bug (minus the wobble wreck).
** Its spiritual successor ''{{Trackmania}}'' has fewer bugs and they are usually bad bugs (landing from a dirt jump or on all four wheels at the same time, and randomly smashing into an invisible wall) but the track editor has a number of very, very good bugs. Track pieces in Trackmania have connectors, preventing you from combining arbitrary track pieces that wouldn't fit together. However, if you think you know better, you can use a few simple motions to bug the editor and remove the connectors.
*** For those who are curious: find any other track piece that can be dragged with the mouse to lay down a line of them, like a regular road. First place an instance of this piece somewhere safe. Then use this piece to drag a line of 2 squares in length starting at a point diagonally to the side of the piece you want to bug and stretching away from it (for instance, if your piece is facing north, you'd make a line starting in the square northeast or northwest of it and going north). But do not release the mouse button to lay down the road - instead, press and hold Ctrl and then press a number key corresponding to any track piece in the menu that cannot be dragged in this fashion (eg. a corner). Now you can release Ctrl and the mouse button. You'll see that the blue selection path remains and no actual track has appeared. Great! Now find a curve or any other piece that occupies multiple squares and attach it to the piece you want to bug so that it completely overlaps the blue selection path. Then press Ctrl and click on the single piece you placed somewhere safe. It will update the blue selection path, filling it in with pieces and destroying the large piece you just placed due to overlap. The connector to which said piece was attached is now gone and you can build anything there. Destroy the now-redundant road and have fun.
*** There is another easy editor bug to remove track connectors off dirt roads in the stadium environment. Make a dirt hill. Put any uphill dirt road against this hill. Connect your desired dirt road piece at the bottom. Use the height tool to destroy the hill. This will obviously also eliminate the uphill dirt road piece, but the road piece you added at the bottom will not get its connector back. Enjoy building anything there.
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** The 'Talk and Fight' bug was another useful, though very situational, bug: Any non-hostile character whom you are currently talking to or have a character lined up to talk to will have their AI disabled and will not go hostile while the character ordered to talk to them is underway. This allows you order one character to engage an NPC in dialogue, while ordering the other members of your party to, well, engage the NPC in less courteous modes of communication (like, say, a sword to the shin). The NPC, still waiting to be talked to, will sit there and take it as long as the would-be talker is still en-route and for several seconds afterwardse. While it will not work on any enemy that requires a scripted event to die (such as the BigBad and the most difficult BonusBoss), it does wonders against the game's literal dragons who are not hostile towards you by default. AI mods were eventually released to kill this problem.
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** ''Modern Warfare'' actually had a bug so big it affected ''other games''. In August 2010, some players discovered that by booting up MW2 and then using the X-Box Quick Launch bar, they could sidestep the copy-protection of several SNK games available in the X-Box Live arcade. This allowed them to play the full versions having only downloaded the demos.
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*** Annoying to some, awesome FetishFuel to others, like myself.
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* ''{{Pandemic}} 2'' has a hilariously oversensitive Madagascar. It makes the game nearly {{Unwinnable}} unless you have the good fortune to start on Madagascar. This made Madagascar a [[MemeticMutation meme for disease control]].

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* ''{{Pandemic}} 2'' has a hilariously oversensitive Madagascar. It makes the game nearly {{Unwinnable}} unless you have the good fortune to start on Madagascar. Madagascar and be able to get the disease out before they shut their own port! This made Madagascar a [[MemeticMutation meme for disease control]].
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*** Annoying to some, awesome FetishFuel to others, like myself.
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*** Certain instances make player characters look human for story reasons. The human model will have the same gender as your race, unless you zone in while under the influence of a costume buff that is always the same gender, in which case the human model's gender will correspond to that of the costume. It's also possible to overwrite the human transformation by using a costume after zoning in. After the costume buff wears off, you'll revert to your true form.
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** ''[[CastlevaniaOrderOfEcclesia Order Of Ecclesia]] has the Death Ring exploit -- A ring which gives one insane stat boosts, doubling or even tripling one's killing power. However, you also turn into a OneHitPointWonder. This is usually not in the best interests of the player, except for an exploit -- Monsters summoned while wearing two Death Rings retain the stats even after said rings are removed. In other words, the 3 guards summoned by Fidelis Alate have the potential to deal more damage than you do.

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** ''[[CastlevaniaOrderOfEcclesia Order Of Ecclesia]] Ecclesia]]'' has the Death Ring exploit -- A ring which gives one insane stat boosts, doubling or even tripling one's killing power. However, you also turn into a OneHitPointWonder. This is usually not in the best interests of the player, except for an exploit -- Monsters summoned while wearing two Death Rings retain the stats even after said rings are removed. In other words, the 3 guards summoned by Fidelis Alate have the potential to deal more damage than you do.
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*** Bomb Chozo: [[spoiler:With ''exceptionally'' good timing (we're talking, ''every frame'' has to be ''spot on'') it's possible to get out with the bombs before the door closes. In the PAL version it's easier and can even be done in realtime, but on NTSC versions you ''need'' tool-assistance. It's not possible without it.]]

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*** Bomb Chozo: Torizo: [[spoiler:With ''exceptionally'' good timing (we're talking, ''every frame'' has to be ''spot on'') it's possible to get out with the bombs before the door closes. In the PAL version it's easier and can even be done in realtime, but on NTSC versions you ''need'' tool-assistance. It's not possible without it.]]



*** Torizo: [[spoiler:The Screw Attack can be collected from the other end, albeit much later. You can even get it before the Space Jump, if you're absurdly good at performing the infinite bomb jump.]]
*** Serpent: [[spoiler:See below; it's not necessary to ever enter this part of Maridia. In fact, it's not necessary to enter Maridia at all.]]

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*** Golden Torizo: [[spoiler:The Screw Attack can be collected from the other end, albeit much later. You can even get it before the Space Jump, if you're absurdly good at performing the infinite bomb jump.]]
*** Serpent: Botwoon: [[spoiler:See below; it's not necessary to ever enter this part of Maridia. In fact, it's not necessary to enter Maridia at all.]]
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*** In the first stage of dustbowl, in the blu spawn, it's possible to build a sentry between the spawn room border and th gate. This does a great job of clearing out the camping defenders.
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** ''[[CastlevaniaOrderOfEcclesia Order Of Ecclesia]] has the Death Ring exploit -- A ring which gives one insane stat boosts, doubling or even tripling one's killing power. However, you also turn into a OneHitPointWonder. This is usually not in the best interests of the player, except for an exploit -- Monsters summoned while wearing two Death Rings retain the stats even after said rings are removed. In other words, the 3 guards summoned by Fidelis Alate have the potential to deal more damage than you do.
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Also, clarify please.


** In [=FE4=] there's a Bug that let's you put one of the GameBreaker Legendary Weapons into a shop, allowing a better statted character to buy it, and assumedly use it.

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** In [=FE4=] there's a Bug that let's lets you put one of the GameBreaker Legendary Weapons into a shop, allowing a better statted character to buy it, and assumedly use it.

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stated by Toady One to be his 2 favorite bugs


* The ''DwarfFortress'' Mad Hammerer. A Hammerer carries out death sentences by striking the prisoner with a hammer. If unable to wield a hammer, he will instead ''bite the subject to death'' and walk around with the man's bitten-off limbs in his mouth forever, until they start to rot.

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* The ''DwarfFortress'' Mad Hammerer.Hammerer, one of the author's favorite bugs. A Hammerer carries out death sentences by striking the prisoner with a hammer. If unable to wield a hammer, hammer (due to both arms being broken, for example), he will would instead ''bite the subject to death'' and walk around with the man's bitten-off limbs in his mouth forever, until they start to rot. rot.
** Toady's other favorite bug involved a farmer walking to a furniture stockpile, picking up a bed, then walking to a farm plot and '''planting the bed''' as if it were a seed.
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Thing is, though, it fits just as well here. Also, the phrase was in circulation before Jurassic Park. It's not even really a quote here—more part of the lead-in.

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''It's not a bug, it's a feature!''
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* Rocky for the PS2 has a lot of glitches. Ugly zombie-like fighters, fighters that fall through the floor, invisible fighters and a spectacularily messed-up Clubber Lang await you. Ok, it makes it impossible to play, but it's almost guaranteed to make people laugh when they see it.
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** HMDS lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the Mermaid

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** HMDS HM: DS lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the MermaidMermaid.

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