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1* ''VideoGame/{{Arknights}}'', for all its complicated mechanics, contains a rather funny bug that hasn't been patched, not even in the original Chinese instance of the game. The bug concerns the boss in an event, Jayston Williams. If he is defeated for the first time, he simply transitions into a second phase. However, if he is pushed during this transition, he will shift indefinately in the direction he was pushed towards. When this happens, he will also ignore all obstacles in his way, including ''the very edge of the map itself''. If done 'right', he'll eventually moonwalk out of the map entirely. [[https://youtu.be/KE3D6moIf_A Observe]]!
2** The reason this is happening lies behind the mechanics of his revival. Normally, reviving enemies cannot be targeted while they are reviving, and anything that'd shift them will lose their target since it has 0 HP. However, Jayston ''immediately'' retrieves all HP. [[https://www.reddit.com/r/arknights/comments/o4k2yk/nga_translation_explaining_mansfield_breaks_bugs/ There is also a shifting part playing]].
3* The community-driven interactive fiction game ''Webcomic/MSPaintAdventures'' contains a tribute to useful bugs. Early in ''Webcomic/ProblemSleuth'', when the player tries to pick up a gun on the protagonist's desk, it immediately turns into a key and the text parser insists that there has never been a gun in your office. When the player picks up the key, it becomes a gun again. Subsequent attempts to use the key/gun are a crapshoot as to which item it will be at the moment. Later, the player receives a number of other objects that behave the same way, and their dual properties begin to become a benefit, like [[http://www.mspaintadventures.com/?s=4&p=001002 a tube of lipstick which is also a chainsaw]]
4** Initially, there was a certain amount of logic to it-it would turn into a key when addressed as a gun, and a gun when addressed as a key. Later on it worked more on the basis of whatever seemed like a good idea at the time.
5** {{Lampshaded}} by a fake strategy guide that Problem Sleuth [[http://www.mspaintadventures.com/?s=4&p=000819 looks up]] in order to bypass a particularly hard area of the game; the key/gun switching is called "a weird glitch."
6** This gets referenced again during an intermission in MSPA's next adventure, ''Webcomic/{{Homestuck}}'' - a group of characters called the Midnight Crew use this technique to hide their various weapons as decks of cards.
7** This is a [[MythologyGag call-back]] to the pumpkin from the very first incarnation of MS Paint Adventures.
8* ''Franchise/{{Castlevania}}'':
9** ''VideoGame/CastlevaniaSymphonyOfTheNight'' [[http://worldbeyondwalls.free.fr/ actually has a community]] devoted to finding nifty glitches and bugs in the game. Among the ones found are ways to prevent Death from taking your Alucard Equipment, the Swords Brothers trick to go beyond 200.6% map coverage, and the Librarian glitch that gives you infinite money. Even now, after a decade, people are still finding new glitches, such as [[https://www.youtube.com/watch?v=Vg5kBJxsu80 a method]] to get an infinite amount of Life and Heart Maxes in the Underground Caverns.
10*** Another small exploit that's widely used in ''Symphony of the Night'' is the ability to immediately attack after landing from a jump, even if you performed an attack in mid-air just before you landed. This means you can effectively always land two swift hits on anything you encounter. Said exploit also shows up in [[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]], to even greater effect with some of its slowest weapons.
11** ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'' had an item duplication glitch that allowed you to duplicate the rewards given for completing quests, which allows the player to get the gold necessary for the Holy Claymore weapon early in the game. When combined with the Miser Ring (an item that boosts attack power based on the current amount of gold held), most enemies in the game go down pretty quickly.
12*** It also had a glitch on the vampire sisters. You're supposed to use a purify spell that cures them of vampirism and keeps you from getting the bad ending. Unfortunately it takes around 15 seconds to charge, you can't get hit and the sisters love projectile spam. Using the "clear skies" spell that gets rid of all on screen projectile attacks causes a bug that makes them freeze in place, unable to attack. You can still damage them, so charging the purify spell is ridiculously easy.
13** ''[[VideoGame/CastlevaniaLamentOfInnocence Lament of Innocence]]'' had a place where you could duplicate gems, which could be resold for infinite cash.
14** ''[[VideoGame/CastlevaniaCircleOfTheMoon Circle of the Moon]]'' had one with its DSS card system. By combining any one Action card with an Attribute card, you gained a new ability. The first card combination could be obtained very quickly; having them within 3 screens is fairly common. By itself it's not anything special. But by quickly pausing the game and switching your cards just as you activated the combo, you could use ''any combo in the game'', as long as you knew where the cards were supposed to go on the DSS screen. You could also trigger the effects for an offensive card combination such as a summon or one of the special weapons activated with the same button combination, and before the said attacks actually go off, switch to yet another card combination that boosts your strength to make them even stronger.
15*** There's also a very handy little trick that works in the BonusDungeon. The main difficulty of said BonusDungeon comes from the fact that your MP is 0 throughout, meaning you can't use the aforementioned DSS system at all. But due to the way the game implements this, if you use an MP-healing item and then very quickly activate DSS, you'll have approximately 1 second in which to use your combination of choice. 1 second doesn't sound like much, but when that's all it takes to use [[GameBreaker Uranus + Thunderbird]] (A screen-wide nuke)...
16** ''[[VideoGame/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.
17* (Not Safe For Work) ''VideoGame/HeavyRain'' has a fully playable naked Madison [[http://kotaku.com/5483372/nsfw-heavy-rain-glitch-brings-playable-accidental-nudity through a glitch]].
18** ''VideoGame/HeavyRain'' was notorious for some of its bugs. While many of them were game-crashing, some were downright amusing, such as [[https://www.youtube.com/watch?v=tzAsI1rVQ7Q exploding heads]] [[https://www.youtube.com/watch?v=sDNM4CrK1gw invisible cars]] [[https://www.youtube.com/watch?v=jkXzmYDMKJE spinning heads]] and [[https://www.youtube.com/watch?v=jp5Tl32VGNg people standing in solid objects]]. [[https://www.youtube.com/watch?v=myLW6BYNhiU Possibly taken to the extreme in this video]] (Warning: These videos all have possible spoilers).
19** Or continually screaming Shaun's name at inappropriate moments, in [[https://www.youtube.com/watch?v=0t0uCWjQ6Og Press X To Shaun]]. Major ending spoilers.
20* ''VideoGame/TheHunterCallOfTheWild:''
21** On occasion, a single animal or even a whole herd of them will fail to run away and just stand there while you shoot them for easy XP. This is seen as an annoyance by some players because it's not fair if you happen to get a high-scoring animal this way, but others enjoy the glitch, especially when the game hand outs something good.
22*** Similarly, animals sometimes get stuck on rocks, trees, or other objects when running away.
23** The [[FirstPersonSnapshooter photography system]] is badly designed enough sometimes the game will accept something random as a "correct picture" for a mission's requirements, such as say, a deer completely concealed by vegetation when its supposed to be fully visible, or even a picture ''without a deer'' in it at all. To those lucky enough to experience it, it comes as a welcome relief because of how frustrating, time-consuming, and hard these missions can be.
24* In ''VideoGame/{{Uplink}}'', it is possible to get a "track down the IP of the hacker who brought down our mainframe" mission in which you are the hacker. If this happens, you have an incredibly easy mission as you don't even need to use any tools: all you need to do is report 127.0.0.1 . This [[RefugeInAudacity stunt]] is treated as perfectly normal by the game and you suffer no consequences from it. This was fixed in a later patch, so now it says "We cannot allow you to accept this mission, on the specific instructions of the employer" when you try and take the mission from the Uplink Internal Services Machine.
25* The Japanese-only NES game based on ''Anime/SamuraiPizzaCats'' has pretty tough bosses; that is, unless you use the main character's Level 3 Ninpo attack immediately as you enter the boss chamber. For some reason this causes the boss to immediately die before even entering the chamber, possibly because the boss' HP counts up from nothing at the start of the fight instead of starting off full, allowing the Ninpo to hit them instantly when they're at 0 or 1 HP.
26** This also works with some bosses in another NES platformer called Power Blade: if the boss is vulnerable to damage right away, you can use one of your grenades that acts as a SmartBomb to kill them instantly.
27* The freeware game ''VideoGame/KnyttStories'' has "wallswimming", which appears mainly in badly-made levels; when moving to another screen, if the space you're moving into is solid, you end up inside the land and slowly rising until you're on top of whatever you were inside of. Useful at times for circumventing otherwise difficult obstacles.
28* In ''VideoGame/{{Robocraft}}'', a glitch means it's sometimes possible to ghost through the floor of the hangar while building, leaving you unable to get back in. Rather than fix it, the devs have embraced it, even putting a special item code on the back of the ship for anyone who happens to pull off the glitch.
29* Egosoft's ''X'' game series has always been known for having glitches, mostly because the AI is pathetically unable to deal with fast ships. Sectors you're not in have collision detection disabled, but the problem still exists in your current sector.
30** In ''X3: The Threat'' there are two superfast prototype ships that the player can acquire and fly. Letting them be piloted by the AI in a sector you're in is, needless to say, the best way to have them crash into asteroids and stations.
31** Same thing goes for capital ships. They are much slower, but they're also '''much''' less agile and '''much''' bigger. This results in the AI being unable to efficiently calculate trajectories that avoid stations and asteroids, with predictably expensive results.
32*** This gave rise to an interesting tactic in the older ''X-Tension''. Xenon destroyer ships in that game were unusual in that, despite being large capital ships, they were also extremely fast - but their agility still sucked. So a player wanting to rid the universe of some Xenon ships would park himself behind a Xenon station, putting it between himself and a destroyer. Said destroyer would come barreling at the player, notice the obstacle too late, fail to pull out of the maneuver and piledrive into the station. This would usually result in a dead destroyer and a station with downed shields. One could then wait for the shields to recharge and repeat the procedure, or cause a second destroyer collision, which would kill both the ship and the station. The destroyer would bump the station a fair distance due to its sheer mass, so it was a bad idea to park one's ship directly behind it; ''X-Tension'' has to be the only game in history that allows the player to die from being rammed by a space station.
33** Up to ''X3: Reunion'', missiles had similar problems. Specifically, it was a joke to avoid them if the player's ship was equipped with a strafe drive extension (which allows the ship to move laterally). The AI got confused if the target was moving laterally as well as forward, and the missile would never hit. This was finally fixed in ''X3: Terran Conflict''.
34** Ships that have no good excuse for abnormal behaviour also occasionally smash themselves on clearly visible obstacles for no apparent reason whatsoever.
35** The game has a device that makes everything up to ten times as fast when it's activated (necessary to avoid terminal boredom during long space trips in slow ships). Consider the problems examined so far, and think of what happens when the game gets ran at ten times that speed. Merely being in a sector when the time compressor is activated can cause the entire local population of capital ships and large freighters to commit station suicide after smashing smaller freighters out of the way. NPC ones get recreated by the game engine, but... let's just say you don't want to go into time-compression mode in sectors where any moderately fast capital ships belonging to you reside.
36* In the Wisdom Tree game ''Bible Adventures'', the David and Goliath game gives you squirrels that accidentally knock out enemies and ''themselves'' with acorns, and will occasionally run off and... fly. WebVideo/TheAngryVideoGameNerd showcases it [[https://www.youtube.com/watch?v=LkNvQYiM6bw here]].
37* On the Platform/Atari2600, people would have fun with glitches induced by rapidly jiggling the power switch, which came to be known as "frying" the system. Stella, the Atari 2600 emulator, even offers a simulation of frying. Some of the more entertaining and useful frying glitches include:
38** ''VideoGame/{{Asteroids}}'': The asteroids are all white and move in very predictable patterns. The Satellite and UFO (the two enemy ships that appear occasionally going from one side of the screen to the other at various heights, either moving straight or diagonally while bouncing off the top and bottom edges of the screen, all while firing in random directions) move only along the top edge of the screen. The Satellite (the bigger of the two) is funny that it only fires upwards, resulting in its shots seemingly coming from beyond the bottom of the screen.
39** ''VideoGame/{{Combat|Atari2600}}'': Jet Fighters battle in Tank fields, or with solid clouds (i.e. the plane would bump the clouds instead of pass through them).
40** ''Indy 500'': Player 1's car becoming much bigger than Player 2's car, and occasionally, Player 2's car turned into a formation of 3 cars.
41** ''VideoGame/{{Adventure}}'': All objects randomly facing backwards, until the above-mentioned "many objects" glitch makes them flip back and forth rapidly. Dragons would appear to be spinning around drunkenly, even when dead.
42** ''VideoGame/{{Pitfall}}'': Pitfall Harry turns into "Ninja Harry", dressed all in black and floating stealthily through the air.
43** ''VideoGame/MissileCommand'': The cities turn into objects that continuously change shape, all just random gibberish, save the leftmost city which turns into recognizable objects like numbers.
44** ''Maze Craze'': The maze turned into a type that has more than one solution, such as a complete grid (so solving the maze simply means moving straight to the right side of the screen). This has another effect of revealing the "lurking" mechanism the robbers use to navigate the maze (the Red Robber leans on one direction, and in the grid glitch will simply go around in circles, while the Blue and Green Robbers go in completely random directions). Also, the "victory" sound for solving the maze sounds different (a simpler cute oscillating tune instead of the usual random gibberish).
45** ''VideoGame/SpaceInvaders'': Player 1's cannon can fire two bullets at a time, instead of just [[OneBulletAtATime one]]. Sometimes other differences can appear, such as Player 2 scoring points when the shields are shot, even when it's Player 1's turn.
46* And speaking of the Atari 2600, when he created ''Cosmic Ark'', developer Rob Fulop got to show off a glitch he discovered in the console hardware which resulted in a very elaborate (for the day) starfield display. Fulop was gleeful about how ''Cosmic Ark'''s graphics made other 2600 developers envious, particularly Activision's David Crane. Fulop wrote about the experience in [[http://robfulop.com/blog/2008/04/14/making-david-crane-cry-the-origin-of-cosmic-ark/ his blog]].
47* In ''[[VideoGame/TheOregonTrail Oregon Trail II]]'', sometimes the game totally glitches up near the end of the California Trail, such as your leader going permanently missing in a blizzard, but the wagon train continues and he still somehow makes it to his destination. These bugs can also crash the game.
48* In ''VideoGame/TheYukonTrail'', it's possible to have negative food stolen by a thief, such that your food supply goes up.
49* In ''VideoGame/NationStates'', the names of people in the daily issues are (usually) randomly generated, resulting in a recurring character referred to as "your brother" being given a female name.
50* In ''VideoGame/DuckTalesTheQuestForGold'', one of Launchpad's possible lines of dialogue after crashing in a flying stage "The ground was harder than I thought!" can come up even if you crash into the sea. He can also say it at the end of the game, where it makes even less sense.
51* ''VideoGame/DinosaurWorld'', an ObviousBeta EdutainmentGame, offers hungry ''Allosaurus'' attacking the air above felled ''Diplodocus'', fallen ''Allosaurus'' blinking in and out of existence if you walk past them, dinosaurs randomly walking right into each other and merging into a single entity or simply strolling into cliffsides, and also lets you fly (and thus reach the secret area) if you shake the mouse around wildly while tagging dinosaurs.
52* In ''VideoGame/MadTV1991'', the value of your studio increases each time you sell it. If you keep buying and selling the studio, you'll eventually end up in such a colossal debt (represented by having negative money) that the minus sign will not fit into memory... thus getting you billions of dollars.
53* The building game ''VideoGame/{{Besiege}}'' had players discover a bug in early-access where, if you place a flaming ball on a grabber and mount the grabber on several sawblades, the resulting concoction will spin uncontrollably at speeds much higher than any spinning block or wheel in the game. Dubbed the Chaos Engine by players, it is a major component in some of the most [[https://www.youtube.com/watch?v=lZw1bn9M338 insane builds]], from helicopters to podracers to planes to giant flails. The developers, for their part, were pleasantly astonished by the players' creativity, and more than a few fans claim that patching the Chaos Engine would be a sign to quit the game altogether. Of course, it helps that the Chaos Engine just plain looks badass.
54* In ''Bio Inc'''s Life Campaign, diagnostic tests become cheaper when your patient is in the emergency room. However, [[https://youtu.be/8LiZIlDc6o4?t=875 as Pravus discovered]], if you manage to go in and out of the emergency room several times(which is very difficult to do intentionally, since you basically have to yo-yo your patient's condition), the costs go down for every emergency room visit, to the point where several of the lower-tier tests become free.
55* In the original arcade game of ''VideoGame/{{Joust}}'', a player's or enemy's mount will bounce across a platform if it hits the platform too low to extend its legs. For one platform positioned just below and to the right of another, a bouncing mount will squeeze through the seemingly too-small gap between the platforms, potentially surprising another player or enemy below. The squeeze was considered a bug in the game's physics logic, but when the creators realized playtesters were using the squeeze as a strategy, it became an [[AscendedGlitch Ascended Glitch]].
56* ''VideoGame/RotaZion'': Holding space while selecting a mode makes the game rapidly produce points while keeping it paused. Letting go of the button spawns a wall of mines the game has been storing off-screen up to that point, leading to your inevitable demise, but it's one way to get a decent score.
57* A bug in the "Art Ending" of ''VideoGame/TheStanleyParable'' (the one reached by pressing a button for four hours while an annoying sound plays) caused a black rectangle to appear on the screen, covering up part of the text, the result of an object not vanishing properly. Most people didn't even realize it was a bug, as the ending involves Stanley meeting the embodiment of Art itself. Many assumed the rectangle to be Art, along with a possible ''Film/TwoThousandOneASpaceOdyssey'' reference.
58* ''VideoGame/Wizard101'' has quite a few of these
59** Before it was patched, there was a bug in late 2022 when the game introduced a new system called Archmastery where you can generate pips for specific schools that would be worth more. The bug is the fact that the developers did not account for spells that have an effect of stealing pips, so if a spell tried to steal one, whoever it happened to was met with a game crash. This was especially a problem in the [=PvP=] scene where you could knock an unsuspecting victim offline so you could set up against them while they wait for the launcher to log them back in. PvE was also affected as some bosses also used spells that steal pips, so if a boss used one, then the player basically lost.
60** To this very day, there are quite a few bugs that are actually beneficial. One quality of life change makes it so if a player joins during the spell selection phase, then they would be allowed to take an action, unlike the past where they would have to wait another turn. However, this also breaks the logic in many boss fights that have boss cheats (special actions bosses can take to make the fight harder). For example, Malistaire in the Darkmoor instance has 2 phases where he heals back to full health after being defeated. By joining like this, the fight logic breaks and he is defeated after the first phase. Lots of teams use this strategy to optimize gear farming as the gear is very useful even to the endgame. This isn't always a good thing though because some bosses can also break in a way that's harmful to the player, like punishing people for being late even if they weren't.
61** There are also boss respawning glitches to respawn many bosses so they can be attempted many times indefinitely as long as the player(s) have mana. With most dungeons, you are intended to beat them once, then play through the entire dungeon against for a chance at gear. The method can vary by the boss, but typically involves going through a nearby door available twice. Glitches like this are very much welcomed when the intended route for the boss is designed to take 2 hours, whereas a boss respawned could be farmed optimally once not even every 5 minutes, allowing lots of attempts.
62** Some bosses also can have oddities in their fights in general. There's a side quest boss known as the Shedder where he has 2 phases. The first phase has only 15 health, but he only takes 1 damage from attacks (at this point in the game, you'll have attacks that easily do several thousand damage), so it's recommended to whittle him down with weak attacks because a rank 1 attack will function the same as a rank 11 attack. Once he is low on health, he changes forms to have much more health, but now takes "normal" damage. However, it's bugged and made so weak attacks would still do thousands of damage, even if they weren't meant to (like one that would normally do around 65 could do around 3000 instead).
63** At the same time where an underground expansion was added, they also added some enchants known as Daybreaker and Nightbringer. The idea is that they could be used to make it so 2 spells could be used on the same turn, similar to Goombella's Rally Wink ability in Paper Mario: The Thousand Year Door (allowing the player character to take 2 actions during 1 turn). It isn't utilized much, but there are times where it can break boss fights wide open. For example, some bosses use a global spell that puts a cap on how much damage you or it can deal, usually considerably lower than their health so you can't just 1 hit kill it. Additionally, they'll usually change it back instantly if you try to use your own global spell to remove it. However, if you prepare an attack with nightbringer, and use a global yourself, the boss won't have a chance to change it back and you can hit for full damage.
64* In the original ''VideoGame/{{Worms}}'', selecting the Uzi, then hitting the button to switch to the bazooka at the same time as the fire button would result in the Uzi rapid-firing bazooka shells.
65* The Steam Workshop page for ''UsefulNotes/SegaGenesis Classics'' is meant for users to be able to upload their [[GameMod ROM hacks]] for the games included and play them in the compilation. The way it works is that the user uploads a ROM itself, not a patch for the ROM, and the Workshop doesn't check to make sure it's a hacked version of the game selected, allowing users to upload completely different games.
66* ''Secret Writer's Society'' is infamous for swearing like a sailor at the user under certain conditions. While long claimed by anti-corporate activists [=RTMark=] to be an act of sabotage on their part (allegedly to punish parents for taking a hands-off approach to their children's education), it was [[https://obscuritory.com/educational/secret-writers-society/ made clear by The Obscuritory]] that it really is just an unfortunate bug involving the program's profanity filter.
67* ''VideoGame/{{Taipan}}'' allows you to borrow money from Elder Brother Wu at an exorbitant interest rate, and if you don't pay it back he'll send thugs to rough you up. However, thanks to a programming oversight, you can pay back more than you owe and have ''negative'' debt... to which the exact same interest rate applies! You'll still have thugs come after you, but with the money you can make by abusing this glitch you'll be more than able to take them.

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