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4* ''GoodBadBugs/SpongeBobSquarePantsBattleForBikiniBottom''
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6
7[[folder:Mega Man]]
8* ''VideoGame/MegaMan1'': The Pause Glitch. By rapidly tapping Select button as an enemy is in contact with one of your attacks, they would take continuous damage. This is because the invincibility state they usually have after being hit does not pause along side the rest of the game. The Thunder Beam is the best weapon for the job, allowing bosses to be taken out before they can even have a chance to attack. Due to the game being NintendoHard, this is exploited quite a bit.
9* ''VideoGame/MegaMan2'':
10** There is a glitch in Heat Man's level that will push you through walls. At one point in the level there is a long stretch of walls with disappearing blocks that you're intended to jump on to get over them. If you stand in the same place as one of these blocks as it appears, it will have one of three effects: 1: it will render you completely immobile until it disappears. 2: if you are standing to the left of center, it will push you to the left side of the block. 3: if you are to the right of center, the block will push you straight through the right hand wall to the other side. While this can be pretty handy, it also means that you could get pushed into a bottomless pit if you're not careful.
11** The split-second morphing effect makes Mega Man invulnerable until his transformation to his selected weapon is complete, though this is a brief fraction of a second. A clever player can pause and unpause rapidly, maintaining him in a constant invulnerable flux state long enough for a weapon to fly ''through'' him with no ill effect whatsoever. Excellent for dealing with attacks that move too fast to be dodged.
12** A tricky to use glitch, but incredibly invaluable when used well, would be to intentionally cause slowdown right as Mega Man got hit - this would extend MercyInvincibility to much longer than it usually lasts. In particular, using it properly would turn the Mecha Dragon into a BreatherBoss (particularly as the best weapon to trigger this glitch, the Quick Boomerang, was its weakness). However, this was due to a glitch that involved, among other things, the clock speed of the NES. Attempting this on other platforms with higher clock speeds (like all of the releases of ''Mega Man Anniversary Collection'') causes things to backfire - it instead ''eliminates'' the Mercy Invincibility and causes a dramatic increase in speed and aggressiveness of foes.
13* ''VideoGame/MegaMan3'':
14** Due to the game being released unfinished, several debug functions were left in the game, all of which are activated by using a controller plugged into the second port. One of these renders Mega Man NighInvulnerable: it involves holding Right on the D-pad of the 2P controller, then jumping into a pit. Mega Man will lose all his health, but he can then jump back ''out'' of the pit with zero health. He will be invulnerable to everything but spikes and more pits, but can't use his Mega Buster (that is, unless you use one of the Rush weapons, which allow you to fire the buster as long as Rush is on the screen).
15** It's also possible to get the Rush Marine and Rush Jet after beating Shadow Man. The Marine you get directly, while you can get the Jet by selecting the Shadow Blade and pressing Right, then picking up Weapon Energy. You could also get the Marine indirectly by the same method after beating Sparkman. This doesn't work in ''Mega Man Anniversary Collection'', where the menus are a single page, like ''VideoGame/MegaMan4'' on.
16** One glitch allowed a high jump by jumping and shooting precisely simultaneously. It makes the Rush Coil completely useless.
17** Passwords tend to get "better" the more blue dots they have, and these "all blue" passwords will always at least work as the original intended due to a bug in the password generation system. This means you have a ''very'' good chance of "upgrading" a password by changing all the red dots in it to blue. For example, defeating the easy Top Man gave the password Red A3, Red C5. Changing these to blue would give you a password that started you out with Top Man and the rather difficult Snake Man defeated. Players swiftly figured it out and began a rudimentary form of "hacking" their game and, because of this, ''VideoGame/MegaMan4'' used all red dots and by the time ''VideoGame/MegaMan5'' came out they had tweaked the system so this would no longer work.
18* ''VideoGame/MegaMan4'':
19** This game introduced Eddie, a robot who would show up once in certain stages and give you one of the four "big" power ups at random. However, the code that triggered him to not return only kicked in if you actually ''took'' the power up. If you didn't, left the screen and came back, Eddie would show up again and give you a new one. Effectively you could pick whatever power up you wanted by patiently gaming this bug, as long as you didn't actually grab the power ups you didn't want. This mechanic is still present in ''VideoGame/MegaMan5'' and ''VideoGame/MegaMan6'', but by then in the form of an AscendedGlitch.
20** Normally, Flash Stopper is only supposed to freeze onscreen objects for about four seconds. However, the "timer" it has is frozen while Mega Man is sliding, so it's more than possible to make a single use last much longer.
21* In ''VideoGame/MegaMan7'', it was possible to kill some bosses (like Turbo Man or Spring Man) by shooting Shade Man's weapon, Noise Crush, as you're entering the room. It will bounce off the walls and hit the boss as his HP is beginning to fill, causing an instant kill.
22* Ladder physics also worked oddly in the first Mega Man games. Cue tool-assisted speedruns of Mega Man zipping up them so fast that the graphics stop loading properly.
23* In some of the games, if a weapon took more than one shot to eat up one pixel of weapon energy, you could use the weapon for free by using the weapon once, pausing, reselecting the weapon, and unpausing. This was highly useful for the last boss of ''2'', by conserving uses of Bubble Lead as you fought.
24* Certain games allow you to hit a Sniper Joe even when he's holding his shield up, by standing so close that when you fire, the Mega Buster is held out just past the shield's [[HitboxDissonance hitbox]].
25* ''VideoGame/MegaManX'':
26** Some quirks in the physics engine allow X to dash-jump just slightly higher and longer than otherwise intended, allowing massive SequenceBreaking to occur.
27** It's also possible to skip certain cutscenes and even bosses by taking advantage of screen scroll. A notable example of this is the "Armadillo skip" in Sigma Stage 3 - by very precisely pushing X through a door with the platform that charged Shotgun Ice makes, it's possible to bypass the trigger to scroll the screen upward and make the Armored Armadillo rematch happen, so a savvy player can easily stroll through the boss room undisturbed as long as they don't jump.
28** It also turns out that Boomerang Cutter can be used to interact with screen warping to psychically pick up items or, in the case of Storm Eagle's stage, grab a moving platform and "fly" with it.
29** Though the word is still out on whether this is a bug or some kind of leftover debug feature, the Glitch Password of "7443 2241 1221" will make the "wrong password" sound but immediately load you into the tutorial level with different effects based on what you did at the title screen, some of which are legitimately useful while others are handy as a form of SelfImposedChallenge:
30*** Skip the intro and demo and enter the password to crash the game.
31*** Watch the intro but press start at the black screen to skip the demo before it starts, and enter the password to start with only 10 health.
32*** Watch the intro, let the demo start, and then skip it and enter the password to start with all weapons, bosses beaten, and heart containers.
33*** Watch the intro and demo entirely, and then enter the password to start with all weapons and bosses beaten, but only 10 health.
34* ''VideoGame/MegaManX4'':
35** Colonel's SwordBeam flurry has an odd blind spot: right in front of him. Apparently you can stand right in front of him and not get hit.
36** Zero's Slash Dash Cancel started here. You can LagCancel the first slash, and cancel the sword cancel with a dash. You can then cancel the dash with a slash. With proper timing, Zero won't move from his spot and will just BladeSpam. Bosses don't trigger MercyInvincibility until Zero completes his combo, so Zero can shred most bosses in about 4 seconds. The only exceptions are airborne bosses or Zero getting hit. ''VideoGame/MegaManX6'' forced lag after enough cancels to try to fix it but it's still effective in X4, X5 and X6.
37* ''VideoGame/MegaManX6'' is host to a multitude of different bugs, mainly due to the game's short development cycle not allowing for proper playtesting. This also results in the game being NintendoHard, and [[FakeDifficulty rarely for reasons that are fair]], but thankfully some bugs can potentially alleviate the game's infamously high difficulty.
38** When Zero performs an Ensuizan (the circular slash he learns for beating Rainy Turtloid), he is completely invincible until the move is completed. However, if the animation were to be interrupted while Zero is standing on solid ground due to said ground ceasing to exist (i.e., the Ensuizan itself breaking a destructible platform underneath him or him sliding off the platform he is standing on due to it being slippery), the game will think that Zero is perpetually still performing the move, rendering him completely invincible to enemies, spikes, and certain other hazards. The glitch will wear off if Zero performs the Ensuizan again, falls into a {{Bottomless Pit|s}}, is crushed, or goes through a screen transition, such as into a boss corridor. This glitch can be performed in many different stages, most notably during the fight with ThatOneBoss, Gate.
39** A useful glitch involving Zero is the Guard Shell glitch. When Zero uses his Z-Saber while he has the Guard Shell out, the area of the Z-Saber's [[HitboxDissonance hitbox]] where the Guard Shell is active completely bypasses the MercyInvincibility frames that enemies and certain bosses have, allowing them to be hacked to ribbons in mere seconds by regular Z-Saber attacks.
40** Yet another glitch in ''X6'' allows the player to equip two parts in a single slot on the part equipment screen, bypassing some of the need to [[LevelGrinding constantly grind for more Nightmare Souls to increase the player's rank]].
41* Enemies don't normally respawn in ''VideoGame/MegaManLegends'' until you leave the ruin altogether and return, though quirks in the way this is programmed allow for it to be abused to farm easy Zenny:
42** Arukoitans and Orudakoitans, the bipedal fire-spitting Reaverbot that relies on it's radar-like partner are "paired" in the game's code -- that is, they collectively are considered to be one enemy as far as the game engine is concerned. Destroying only the former won't register it as "dead" until you also destroy the latter, akin to destroying a Gorbeshu's shield without killing it, allowing you to enter and leave rooms to keep destroying them.
43** In the ruin that connects to the Lake Jyun Subgate that is crawling with Gorubeshus, the shield-carrying Reaverbots that shoot fireballs, a glitch known as the Gorubeshu Army allows players to farm hundreds of thousands of Zenny in no time at all. It basically involves [[https://www.youtube.com/watch?v=GTHtdf9v9jw running back and forth]] in a doorway to trick the game into spawning a dozen or so of the robots over and over again, each of which drop generous amounts of money.
44* ''VideoGame/MegaManLegends2'' has the much-beloved Rapid-Fire Glitch. Lock on to an enemy, hold the square, and tap forward to fire a stream of buster shots literally as fast as you can hammer the D-Pad. As a lot of enemies in the game are slow-moving {{Damage Sponge}}s (especially in the beginning) this allows you to mostly focus on your buster gun's attack and range stats, and abusing this glitch is pretty much the only way the HarderThanHard S-Class Digger Test is even possible (even with this glitch it's borderline impossible).
45* In ''VideoGame/MegaManTheWilyWars'', though all the fondly-remembered glitches from their NES counterparts were removed, ''this'' game's engine allows you to [[KnockbackEvasion cancel knockback]] by pausing just as you take a hit. It doesn't let you avoid damage like spamming the pause button in ''VideoGame/MegaMan2'', but it ''will'' stop that little flying asshole from knocking you off a ledge and into a {{Bottomless Pit|s}}, which neuters some of the tricky platforming like that found in Air Man's stage.
46[[/folder]]
47
48[[folder:Metroid]]
49* ''VideoGame/{{Metroid 1}}'':
50** Input the password "[[https://www.youtube.com/watch?v=x3UyVylP7AI ENGAGE RIDLEY MOTHER FUCKER]]". The results are hilarious, if suicidal. Unfortunately, it simply freezes the system (requiring a hard reset) if done on a 3DS, and will make the Nintendo Switch Online application outright crash.
51** The [[http://metroid.wikia.com/wiki/Door_Jump Door Jump]] which is famous enough to get its own Wiki entry and even appeared in an issue of ''Magazine/NintendoPower'' described as if it was a legitimate game mechanic. The gist of it is there is a means to use a door to clip inside a wall which can be used for both SequenceBreaking as well as accessing the game's [[MinusWorld Secret Worlds]].
52** There's also the glitch caused purely by luck that robs the "Dragon" enemies of their fire breath. Normally they're obnoxious little DemonicSpiders that spit fireballs at you in hard-to-dodge arcs, but if you luck out and the glitch happens all they can do is puff their cheeks harmlessly.
53* ''VideoGame/MetroidIIReturnOfSamus'':
54** Block Shifting, which is triggered by moving vertically while mashing the Select button and causing the screen to scroll, will actually change the physical layout of the game. It so thoroughly breaks the game that it's been ruled illegal for speed runs. [[https://www.youtube.com/watch?v=vZYCBzRB_c4 Here]] is a Tool-Assisted Speedrun that makes heavy use of it -- go ahead, ''try'' and figure out just what in the hell was going on on [=SR388=] that day.
55** When Samus is struck by a foe in the air and is sent flying back, she can perform a mid-air DoubleJump. It won't get you anywhere the Spider Ball or Space Jump can't, but it'll get you there ''very'' fast once mastered so, unlike Block Shifting, it's abused mercilessly by speed runners.
56* ''VideoGame/SuperMetroid'':
57** With [[SomeDexterityRequired very fast fingers]], you can activate the Spazer and Plasma Beams together, something that isn't normally allowed. The effects of the resulting beam depend on which other beams you have equipped:
58*** With all beams equipped, Samus will use the Murder Beam. It creates a vertical wall of damage, and anything in the wall takes constant streams of damage. But the only way to fire it without crashing the game is by firing a charge shot to the left. Since you have to fire once to start charging, you have to pause the game, hold the fire button, and unpause it to charge without firing an uncharged shot, and fire left. Since Mother Brain is the only boss in the game that consistently stays to the left of you, she's the only one it's really effective against.
59*** The Spacetime Beam is the product of all beams other than Wave. In most locations, firing this weapon will cause everything to slow down and fade to black as the game crashes. In some places, though, the game does not crash but just causes minor graphical glitches instead. This includes the final boss fight, where using it causes the boss to move slower, making the fight a bit easier. If you save after using the beam in a safe spot and reload, the game will be reset back to the very beginning, at the Space Colony. All upgrades (except missiles) are retained, however, allowing you to beat the crap out of the early bosses with weapons that kill them in one shot and obtain up to 900% completion.
60*** Combining Spazer and Plasma with Wave (and not the Charge Beam) results in the Chainsaw Beam, which has an absolutely amazing rate of fire, but can only damage enemies during a Power Bomb explosion.
61** Thanks to a variety of bugs, every boss in the game can be skipped:
62*** Bomb 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.]]
63*** Spore Spawn: [[spoiler:The Super Missile pack from the beginning of Brinstar, which normally requires the Speed Booster, can be collected either by shoulder boosting, or using a well-timed Machball. You can even return later to get the super missiles from it by doing a [[http://www.metroid2002.com/3/boss_tricks_spore_spawn.php crystal flash]] in the tunnel you'd normally return from after you kill it--or simply scroll the screen off to the left just enough that it still loads the super missile block (even if you can't see it) and shoot said block open.]]
64*** Kraid: [[spoiler:If timed correctly after the initial missile shot to the mouth, the player can switch to super missiles and pump three rapidly into Kraid during his damage animation. It is possible to kill him before he lifts out of the ground with this glitch.]]
65*** Crocomire: [[spoiler:The Grappling Beam is not necessary to beat the game, so neither is Crocomire.]]
66*** 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.]]
67*** 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.]]
68*** The four main bosses: [[spoiler:It's possible to use the door to the statue room in a way that clips you underneath the statues, putting you on the elevator to Tourian and letting you bypass the requirement to kill them.]]
69*** Mother Brain: [[spoiler: The same glitch, used in a different way, skips the room with the Mother Brain and leads straight to the escape sequence. You don't have the Hyper Beam, but it's not necessary.]]
70** The Machball is a glitch that maintains running velocity while in morph ball form, which is usually limited to walking speed. If performing a running jump and performing a quarter-circle forward control pad sweep at the right moment can glitch out this limit. With the speed booster it is possible to perform this after the speed booster has executed for a Speed Ball.
71* ''VideoGame/MetroidFusion'':
72** The invincible blue X-Parasites that chase and freeze you on contact can be rendered harmless by partially uncovering one hiding behind a block and touching it. This renders every single other blue X-Parasite ''completely unable to touch you'', until you either leave the room or completely uncover the original one you touched (which will ''instantly'' damage you regardless of where you are).
73** Easily defeating the Golden Zebesians. These enemies [[AttackItsWeakPoint cannot be damaged unless you shoot them in the back.]] However, the game determines whether you're shooting it in the back based on which direction both you and the Zebesian is facing. Hence, it's possible to damage them with charged shots to the front by turning away from them before the beam hits.
74* ''VideoGame/MetroidZeroMission'' had an ''amazing'' glitch involving the two Black Zebesians who face you right before you reach the escape ship. Under normal circumstances they are DemonicSpiders in their own right, and you face them ''after'' the final boss ''and'' during a TimedMission. However if you climb onto the ledge above the ship they'll climb just to the top and fire helplessly away from you, letting you spam them with fire until they're dead.
75* ''VideoGame/MetroidDread'':
76** There's a bug that allows Samus to sometimes shoot through walls without the need of the Wave Beam by sliding, which can immensely help in SequenceBreaking and skip certain segments entirely, such as the first E.M.M.I encounter and Drogyga. This also allows Samus to [[https://www.youtube.com/watch?v=exrfttEdJwI use the Grapple Beam on Grapple Blocks from the wrong side]].
77** The [[https://www.youtube.com/watch?v=7PkX4PwKEEA "Water Bomb Jump"]] bug allows Samus to Bomb Jump normally underwater instead of being hampered by water physics, allowing the player to access a good number of areas that they would not have been able to normally without the Gravity Suit.
78** There's a bug that allows Samus to get extra jump height at the water's surface with the Space Jump, by Space Jumping under a ceiling but not colliding with it. This seems oddly specific, [[https://youtu.be/CNUMMGCL8vs?t=37 but if used correctly you can exit a water area with a small overhang]] leading to the Screw Attack to obtain it much earlier, and thus [[spoiler:skip not only the ''entire frozen Artaria sequence'', but also ''the fight with Experiment Z-57'']].
79** There's a bug that allows you to [[https://www.youtube.com/watch?v=p_9Vw2Lw_z4 fire off charge shots much more quickly than normal]], due to some mechanics that accelerate the Charge Beam when you execute a somersault.
80** The "[[https://www.youtube.com/watch?v=d1uuULdnWsI Shine Sink Clip]]" bug allows Samus to clip through a 1-block floor unharmed, leading to several ways of SequenceBreaking, including getting the Screw Attack ''much earlier'' by performing this trick in Cataris to get to the teleporter leading to Artaria.
81** The "[[https://www.youtube.com/watch?v=tL-JJC35H40 Teleporting Ball]]" bug involves morphing into a ball at the right moment when Samus gets up on a ledge. It saves her position on the ledge and teleports her there as soon as she un-morphs. This can save backtracking time, but more importantly it will trigger the Invincibility bug.
82** The "[[https://www.youtube.com/watch?v=BY1GVbR-A-w Invincibility]]" bug makes Samus completely invulnerable to damage (including extreme temperatures) until she enters a cutscene or another zone. This is triggered with either the "Teleporting Ball" bug, or by [[https://www.youtube.com/watch?v=T1QlaJvsQ7Y unmorphing at an E.M.M.I. zone door]] at a precise position. It also prevents Samus from bouncing off the Robot Chozo Soldiers with the Screw Attack, resulting in an instant kill when it hits multiple times. This bug was however patched out in the 1.03 version, and it no longer works.
83** The "[[https://www.youtube.com/watch?v=Sp620pGxgp0 Camera Lock]]" bug involves refreshing the Melee Counter cutscene by reloading the last saved checkpoint in Corpius' fight. If Samus kills the Muzby from behind before triggering the cutscene by entering the area from the front, the Muzby disappears from the cutscene and locks the camera, keeping all entities in other rooms from loading. With some skill and the Speed Booster, a player can maneuver themselves to any other part of Artaria, Shinespark to deactivate this camera lock, and obtain the Screw Attack ''far'' earlier than normal.
84** The [[https://www.youtube.com/watch?v=x-UJRvc0_tU Z-Axis]] bug causes Samus to end up facing the player/screen if she's cornered between an enemy and a wall while using the Melee Counter, causing her to shoot or run "towards the screen". It can be used along the Invincibility bug against the Purple E.M.M.I. and a destructible wall to charge a Shinespark and reach its Central Unit without the Gravity Suit.
85[[/folder]]
86
87[[folder:Sonic The Hedgehog]]
88* In the first few games, the way the engine is programmed has some interesting side-effects, which can, among other things, practically turn Sonic into WesternAnimation/DannyPhantom by letting him walk through walls, disappear, and [[NotQuiteFlight fly]]:
89** The "zip" glitch is perhaps the most well-known, both due to it being a necessity for [[{{Speedrun}} speedruns]] and due to it sometimes occurring by accident in normal gameplay. Essentially, if the player character somehow gets stuck inside a solid wall, the game will try to correct this as soon as they try to walk left or right, by shoving them extremely rapidly in the opposite direction in order to eject them from the wall. If the player realizes what's going on, this can be used to skip areas; if you get yourself stuck in the floor in just the right spot, this can even be used to skip to the end of the stage. Most blatantly, the AdvancingWallOfDoom in Hydrocity Zone Act 2 can push one's character into the floor while one is playing normally - and said sequence is completely unavoidable.
90** Similar to the "zip" glitch, and often caused by it, is the "level wrap". Essentially, if Sonic somehow manages to get further left than the very first pixel in a stage, he'll warp to the end of the level, or to the stage's end boss if there is one. This is because the game is unable to recognize Sonic's X-axis as a negative number. So instead, it [[OverflowError puts it as a very high positive number]], which just so happens to place him at the rightmost pixel of the stage, which is usually the very end.
91** In levels which wrap around on themselves vertically, if the player holds "down" until the screen scrolls, then immediately jumps up, they'll jump offscreen and the camera will scroll wildly trying to figure out where they went. Since many objects [[RuleOfPerception only exist while they're onscreen]], this can be used to [[OffscreenRealityWarp bypass some obstacles, at the price of being unable to see what you're doing]]. This can also be combined with zipping to warp to areas you shouldn't be in, particularly if you make precise maneuvers while the screen is still scrolling. This is extremely popular among players of ''Sonic 3 & Knuckles'', since many levels in that game happen to wrap vertically. It can even be used as Sonic or Tails to warp to areas in a level only accessible by Knuckles.
92** The way that things are treated while they offscreen can also be abused to let Tails jump on spikes while playing in tandem as Sonic and Tails. It's the easiest to perform on Carnival Night Zone, where Tails can stand and jump on spikes as long as the spikes themselves are out of view, treating them as a basic platform and only hurting Tails when the screen scrolls down far enough to expose the spikes.
93** The "slope glitch", which can be triggered in a variety of ways, causes Sonic to keep moving at the angle of the piece of land he's been walking on, even if he steps off of the edge - in other words, it's a sort of [[ToonPhysics "Looney Tunes physics" bug allowing Sonic to walk off of ledges and onto thin air]], and if he's walking up a slope, he can walk off of it and up into the sky. This is both useful and pretty wacky. Additionally, Scrap Brain Zone Act 3's win condition is, uniquely, to simply go up high enough, and the level has a steep slope right at the start. This means that right after Sonic is dropped into the area by Dr. Robotnik, Sonic can immediately use this glitch to float back out, hilariously skipping ''the entire stage'' simply by choosing to ignore the laws of physics.
94** The [[OverflowError life underflow glitch]]. Taking damage at the right moment while drowning can cause you to lose 2 lives instead of 1, and if this happens when you're on your last life, the game will [[FissionMailed appear to end... and then resume]], with the number having looped back around to 255 lives, although the life counter can't display numbers that massive correctly (even when gained in [[InfiniteOneUps non-glitchy ways]]).
95* ''Sonic 2'':
96** If Sonic gets hurt and it knocks him backwards into one of Oil Ocean Zone's cannons, he'll fall out of them. Afterwards, his physics will be messed up in various ways: he'll move twice as fast and jump twice as high, and the slope glitch mentioned above will also be constantly occurring. Doing this with Super Sonic completely destroys the level. In a good way, of course.
97** The ability to garble Sonic's colour palette is a glitch with zero impact on gameplay that people have taken to fondly. Executed using debug mode, if you place a lot of waterfall objects in Emerald Hill Zone, when you transform back to Sonic, he'll appear out from behind the waterfalls with a neon green hue with black spots around his head. This is called the "Ashura" glitch ("Ashura" is just a name fans made up for the now-green Sonic). The fandom likes this and has turned "Ashura" into a fanon character on the side, but the glitch itself is just a simple palette error generated by the debug mode.
98** There are glitches that turn Tails into ''[[GoldenSuperMode Super Tails]]'' in ''Sonic 2'' and ''Sonic 3'' before ''VideoGame/Sonic3AndKnuckles'' added an official version of this form.
99* ''VideoGame/SonicAdventure'' had a ton of clipping issues with its "Adventure Fields", enough that you could force virtually any character into almost any "Action Stage" in the game (most of which are off-limits to them, or have their own, unconnected part of the same level that no other character can gain access to).
100** [[VideoGame/SonicAdventure2 Its sequel]], on the other hand, features a stage at the end of the game consisting of 5 sections, one for each character except Shadow. Though the time switch gimmick in the stage stops the game's clock, your final time will usually be in the six to eight minute range (so about 15 minutes real time) if you haven't ever played the stage before. There is a glitch, however, that will enable you to finish the stage ''[[http://www.soniccenter.org/guides/sonic_adventure_2_b/guide7 with a time lower than 7 seconds.]]''
101** For anyone having trouble with Sonic's Casino stage in ''Sonic Adventure DX'', get a player 2 controller, look at a monitor, which stops the time... And let Tails go into the place where you play Pinball, Sonic will then be ''pulled into to the pinball machine, which stops time'', allowing players to complete the level around 5 seconds.
102* In ''VideoGame/Sonic3AndKnuckles'', one could skip almost the entire Sky Sanctuary when playing as Sonic, by finding a lightning shield, then crouching, and jumping into a certain pit, skipping the first two boss battles completely. The lightning shield is needed to complete the jump.
103** Some of the ''Sonic & Knuckles'' lock on cartridge content was already in ''Sonic 3''. This could be discovered by accident in the some copies of the game by staying in the water in the Hydrocity Zone mini-boss fight until the drowning music played. Then leave the water and voila, S & K mini-boss music. The kicker is that the initial music in Hydrocity Act 1 in Sonic 3 isn't the ''Sonic 3'' miniboss music but the main boss music, which unlike the miniboss themes is used in both games as well as the locked-on version (as opposed to how ''Sonic 3 & Knuckles'' uses the miniboss theme from ''Sonic & Knuckles'' in that case). So it's a bug WITHIN a bug.
104** ''Sonic 3'' features a musical glitch present on the file select screen, in which staying on said screen for about 47 minutes causes one of the instruments to increase in volume, creating an [[https://www.youtube.com/watch?feature=player_embedded&v=JmWgcM0CkKw interesting]] musical variant. This doesn't happen when ''Sonic & Knuckles'' is locked on, though.
105* In ''VideoGame/SonicTheHedgehog2006'' there are a bunch of these, mostly due to the fact that [[ObviousBeta the game is completely broken]].
106** One particularly useful example would be one enabling Silver to use a crate to glitch through the last door in his Dusty Desert stage, which allows one to bypass the terribly annoying section which involves precisely moving around an ancient Egyptian giant billiard ball(!) by hitting it no more than 9 times to navigate it around numerous corners and holes in the ground. Just using one of the many crates around to pass the last portal is certainly the less painful option.
107** E-123 Omega's hovering ability can be exploited to reach basically any part of any stage he's playable in. If one rapidly taps the jump button in midair, the flight can be extended almost infinitely. Doing so however while pushing against invisible walls wil cause Omega to rise up high into the sky, eventually high enough to fly over all boundaries and explore any area of the current section one could imagine. [[https://www.youtube.com/watch?v=fkGCtlWoOTc&feature=youtu.be&t=2m54s Click here]] to see an example of someone (unintentionally) abusing Omega's ridiculously buggy glide.
108** The entire physics engine used in the game is hilariously broken: you can topple a massive, fifteen-story tall tower built from solid rock by '''throwing a wooden box at it'''. [[https://youtu.be/qrFlXvie6i4 ROCK LAUNCH!]]
109** The fact that Sonic's ability meter never drains leads to endless possibilities: infinite electro barriers, endless boosting...the best uses, however, involve slowing time as much as you like (I'm looking at you, Radical Train!), infinite jumps, and scaling practically any wall.
110** During the boss fight against him, Silver's psychokinesis is coded to fling you backward until you hit something. [[https://www.youtube.com/watch?v=qwOUrd8Jt7M What if you don't hit something?]]
111** 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.
112** It's possible to warp yourself ''[[https://youtu.be/TIEfoQSBgs8?t=8m3s into the ending credits.]]''
113** In an ironic way, you can ''fix'' Silver's telekinesis against other characters through a glitch (specifically by pausing the game). There are also other glitches involving Silver's telekinesis and pausing, [[https://www.youtube.com/watch?v=dJ9CqtTAcRA as this video shows]].
114* ''VideoGame/SonicBoom: Rise of Lyric'' had a glitch where pausing the menu while in the middle of the jump [[https://www.youtube.com/watch?v=ZPwXKHqdXDw allows you to jump again]], allowing for ridiculous [[SequenceBreaking sequence breaks]] (including a 1 hour speedrun finished ''a day after the game's release''). Sadly, this was patched later.
115* The [[MediaNotes/GameEngine Hedgehog Engine]] (which was used in ''VideoGame/SonicUnleashed'' and ''[[VideoGame/SonicGenerations Generations]]'') works by [[DynamicLoading loading the textures of the next part of the level when the player hits loading triggers]]. When playing the game normally, you get detailed levels that load seamlessly and without texture pop-in. However, if you're a SequenceBreaking {{speedrun}}ner, sometimes you will miss one of these triggers, and now your supersonic hedgehog can add [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=495 walking on air]] (some explanation of how this works can be heard [[https://www.youtube.com/watch?v=qmpc8lOkMTY#t=431 here]]) to his list of superpowers until you hit the next one.
116[[/folder]]
117
118[[folder:Super Mario]]
119* The MinusWorld in ''VideoGame/SuperMarioBros1'' and the Secret Worlds in ''VideoGame/{{Metroid|1}}'' are 'hidden' areas resulting from reading game code as level data. They can be far, far stranger than anything a human designer could have imagined. There are websites dedicated to exploring these strange wonderlands-that-were-never-meant-to-be!
120** The same game has a great one in world 4-2. If you climb a vine you can go to the warp zone, right? Well, it turns out that only one sub-area like that can be loaded at a time. In levels with more than one zone, the game determines which zone to enter based on how far ahead in the level Mario is. That means if you enter a pipe later in the level that should lead to a room full with some coins, if you can manage to use one of several methods to move Mario further right than he normally would, you can take the pipe and find yourself at the warp zone because the game hasn't swapped it for the coin room yet. The "wrong warp" trick works in more than one place and more than one Mario game, but to speedrunners it's more than a fun trick here: you shave a few ''very'' precious seconds off of your attempt at that world record because you don't have to wait for the vine to rise.
121** A bug in both ''VideoGame/SuperMarioBrosTheLostLevels'' (i.e., the Japanese ''Super Mario Bros. 2'') and Vs. Super Mario Bros. (the arcade version) lets the players score the most amount of bonus points from the timer in any castle level (since in these games you get a timer bonus from completing the castle levels unlike the original NES game). After you reach Bowser, don't get the axe right away. Wait until time almost gets to zero and then jump on the axe just as the final zero comes in. Instead of getting a time over and losing a life, the level will be cleared and the timer will roll over to 999 giving the player a huge amount of bonus points.
122* In the ''VideoGame/SuperMarioAllStars'' version of the first game and ''Lost Levels'', the [[DemonicSpiders Hammer Bros.]]' hammers can't hurt you if you're on the far left edge of the screen. This has little practical use in the first game, but in ''Lost Levels'' with Hammer Bros that ''march towards you'', it helps trivialize them.
123* ''VideoGame/SuperMarioBros3'':
124** There is an odd bug that had no explanation for years (until about ''2005''!) and got many gamers called crazy. The sound effects for tail-wagging and a one-up interacted in a way the developers did not anticipate. Because of the way the sound chip handles interrupts, attempting to play both at the same time results in playing the one-up sound, but reading in more data than it should. Because NES sound effects are written in reverse order, this results in a corrupted beginning, followed by the complete normal sound effect. Oddly, some people have remarked that the "extended version" sounds pretty cool. The effect can be observed [[https://www.youtube.com/watch?v=BOhJk0PAp1A here]].
125** It is possible to suppress Bowser's fire by going through Bowser's Castle with a P-Wing, flying up immediately on entering Bowser's BossRoom, walking off the screen over the top of the left wall towards an identical BossRoom but not entering it. Like many of the minor glitches, this was retained in the ''All-Stars'' version.
126* ''VideoGame/SuperMarioWorld'':
127** In the "Funky" special stage, wait for the timer to reach below 100 seconds to cause the music to speed up. Then, eat a green berry to restore 20 seconds to the timer. If you keep doing this, the music will [[https://www.youtube.com/watch?v=DIAEoAlSc8Y keep speeding up]].
128** Yoshi can swallow a P-Switch right after it's been used, and then spit it out good as new. A tool assisted speedrun abuses this to have Yoshi continually eat and spit out things in such a way that it corrupts memory and runs the end credits in the middle of the stage.
129** With Yoshi and some carefully timed shell spits in Yoshi Island 2, you can get Lakitu's Cloud ''in your item box''. [[https://www.youtube.com/watch?v=1Ep6VxmmuHM Take a look]]. Using it against Bowser lets you end the fight in seconds since the developers happened to use the same byte of memory for the cloud's [=XY=] coordinates as they did for Bowser's "timer" before he throws enemies: By flying up to the upper left of the screen, Bowser will immediately stop and throw enemies. This has been abused ''mercilessly'' by speed runners.
130** That said, that same glitch can also be used to rewrite game data and ''trigger the end credits''. If you're nimble enough, you can [[https://www.youtube.com/watch?v=FkQdwUns7H8 complete the game in under a minute]].
131* ''VideoGame/SuperMario64'':
132** Snowman's Land has a bug in which, after Mario's hat is blown off by a gust of wind, warping between points in the level [[https://youtu.be/scILosAELj4 causes the hat to replicate.]] Not only was it possible to scatter hats all over the level, it was possible to get Mario to hold his hat in his hand rather than wearing it.
133** Notably, after doing the hat-in-hand glitch, any other object Mario picks up will not be visible; presumably because his hat is already occupying the hand's "held item" memory slot. When you try to throw the item, Mario does the motion but no item appears. You can then walk around the level a bit and suddenly see the object appear out of mid-air in the same state as it was when thrown. The item was thrown at the holp. The holp in VideoGame/SuperMario64 is a global variable that stores an item's x and y position when Mario is holding an item. When the hat in hands glitch occurs, the holp remains at its previous value because the item is invisible. For example if you picked up a box and threw it, after doing the glitch and throwing another, the second will appear at the same position as the first. You can even take this from level to level if you throw an item in one level, quit or die, then preform the glitch in another, it will appear at the same x and y as the last. This allows you the throw items in places that Mario can't reach. The downside with cross level hat in hands is unless you have a tool that displays Mario's x and y position, you have little control where the item goes. The reason why it appears out of midair is that the levels are also loaded and unloaded as Mario moves to save memory. If he's not in the area, objects are deactivated and temporarily cease to exist as far as the game is concerned. This can be viewed if you enter any level with a large field and some enemies, they clearly "blink into existence" as you approach, and will appear to have been "paused" in motion.
134** There are a few ways in which Mario can hold an unloaded item. The most broadly used one involves grabbing a Bob-omb while it explodes. Another option is in Wet-Dry World, which unloads all Chuckyas (which reside in the upper part) at a certain point of Mario entering the bottom part, so when Mario manages to carry a Chuckya into the tunnel (which is a bit complicated), it literally unloads in his hands. In either case, Mario's held item will then be nothing and, while held, will become a copy of the next object that is loaded (and then turn back into nothing when that object is unloaded, copy another object when it's loaded, and so on). Most often used for cloning a star that can unload, or for cloning coins to obtain a 100 Coin Star more easily.
135** Both ''Super Mario 64'' and the remake ''Super Mario 64 DS'' have glitches which allow you to skip huge portions of the game, in the former by a reverse version of the long jump mechanic, allowing Mario to go backwards fast enough to clip through locked doors and beat the endless staircase (0 Star runs are possible), the latter with some glitches allowing you to enter the basement with as few as zero Stars and beat Bowser as anyone with as little as fifty Stars (and completely screw up the credits in the process).
136** There's also the fact that the HitPoints meter becomes the air meter when Mario is under water, which creates the (probably unintended) ability to completely refill his life by diving into the nearest body of water that's deeper than Mario is tall. Your life points refill when you surface. (Later games use a separate oxygen meter instead, except for ''VideoGame/SuperMario3DLand'' and its sequel ''VideoGame/SuperMario3DWorld'', which lack drowning due to their nature as what Creator/ShigeruMiyamoto calls "a 3D Mario game that plays like a 2D Mario game.")
137** With tool assists and some incredible knowledge of the game engine, it's possible to get the star in Watch for Rolling Rocks with ''[[https://www.youtube.com/watch?v=kpk2tdsPh0A&feature=iv&src_vid=X-zAWbM50JM&annotation_id=annotation_737456123 a single half-press of the A button.]]'' How? By building up enough speed running backwards to [[MemeticMutation fling Mario into a parallel universe]].
138** The battle against the Whomp King becomes much easier once you know that if you jump when he falls forward on you, you'll pass straight through him and can ground-pound his vulnerable point immediately.
139** Mario has some very unique physics when carrying a Bob-Omb and performing certain actions, allowing him to clip through fences, skip over quicksand and jump backwards up sheer slopes. Naturally, these are abused by speedrunners.
140** When Mario dies from anything that's not lava or freezing water, the death animation does not play until Mario's momentum comes to a complete stop. By long jumping to the canon outside of the castle from the top of the hill, Mario takes fall damage as his momentum slows down but still manages to carry him into the canon. Doing this on Mario's last hit point will have him dead but still be able to launch himself and not actually die until he comes to a complete stop. Doing the same thing with the Wing Cap equipped can let you make Mario fly with zero health and is effectively a flying zombie until he lands and actually dies properly.
141** When Mario is on fire, he is supposed to leave behind a trail of cartoony grey smoke clouds. However, the texture somehow got glitched and instead is displayed as a random jumble of black pixels similar to a QR code. Despite this, the glitched sprite reads so well as black smoke that most people are surprised to learn that this isn't what it was intended to look like in the first place.
142* ''VideoGame/SuperMarioSunshine'' has many memorable glitches, most involving Yoshi:
143** One Yoshi glitch allows for infinite flutter jumps by performing it and, with ''very'' precise timing, backflip off of him to immediately reland on his back and be free to perform another flutter jump. Though difficult, mastering this is easier than [[ThatOneLevel doing a few mind-numbingly hard stages the proper way.]]
144** One glitch allows Mario and Yoshi to clip through a building in Delfino Plaza and end up running beneath the water as if they were on land. This is limited in use, but is relatively easy to perform and is memorably useful for [[ThatOneSidequest bypassing riding the boats to the island]].
145** The third can be triggered by eating fruit and backflipping off of Yoshi before it reaches his mouth, leaving the fruit suspended in the air. Now you can ride Yoshi anywhere in the stage and automatically eat the fruit by pressing B. Since you rarely use Yoshi's tongue, this effectively serves as a double-capacity of juice that grants extra time to perform the aforementioned nightmarishly hard levels and sidequests.
146** For a non-Yoshi glitch, fruit is ''hilariously'' bugged in this game. By carefully carrying or placing fruit near walls and doing particular jumps or wall-slides, you can clip right through a lot of "solid" walls. This can be done bypass the legitimate requirements for many hidden areas, hidden shines, blue coins, secret passages, and the like.
147* ''VideoGame/SuperMarioGalaxy'': [[https://www.youtube.com/watch?v=qrMJDOjDQvc As discovered by]] LetsPlay/{{Chuggaaconroy}}, there are some planets you can fall through.
148* ''VideoGame/SuperMarioGalaxy2'' allows you to travel arbitrary distances in the air while riding Yoshi. Yoshi has a "flutter" action which adds a bit more length to his jump, which is meant only to work once per jump. However, crouching immediately after fluttering allows you to flutter again, which means with a bit of practice it is possible to chain together fluttering and crouching repeatedly and use it to fly over levels, totally breaking any level where Yoshi appears. A similar trick lets you take him into the final boss battle, which is normally prevented by Yoshi being unable to climb the pole needed to reach it.
149* ''VideoGame/SuperMarioMaker'':
150** Almost every little interaction between every item in Super Mario Maker has been exploited by the community. A notable level maker called Psycrow has taken this to the next level, making levels that blatantly break the rules of level making (No scrolling, blending level modes, etc.) Due to Nintendo's "no glitches" policy, he's been banned multiple times, but you can see his levels on [=CarlSagan42=]'s channel.
151** Though whether this is [[BrokenBase good or bad]] depends on whether you're the [[TrollingCreator creator]] or [[ImpossibleTask victim]] of these levels, differences in how objects and items work between updates have allowed people to make [[UnwinnableByDesign truly unwinnable levels]], which is supposed to be impossible, and very much against the rules. The trick basically involved making a level on an older version of the game where beating it is actually possible, testing it while offline, updating to the current version, and then uploading it for people to find that, on the current version, the level works differently and is now truly impossible. There's a similar equally hilarious and/or cruel trick where it's possible to make a stage that becomes nearly impossible if you get the checkpoint and then die, exploiting red coins.
152** There's a technique to create a level that [[UnwinnableByDesign cannot be beaten unless it's started from the editor]]. This includes upload clear testing, but not normal playing. Create a level that becomes [[UnwinnableByDesign unwinnable if you collect too many keys]], then place a red coin in the submap without an entrance, and another one where it cannot be collected without also collecting another key. During normal play, the unreachable red coin is helpfully removed from the red coin count. So collecting the remaining single red coin, which can't be avoided if you collect the first key, gives you your second key, making the level unbeatable, until you quit out of your 100 Mario challenge run and load it in the editor yourself, revealing the trickery. One such level was called One Key, Two Key.
153** There's also another trick that lets you create a level that's practically impossible in normal play, but easy in testing, exploiting the fact that in the retro theme, there's a 1% chance of any given normal Mushroom becoming a Weird Mushroom instead, which makes you skinny and jump much higher. You then have a place that can't be gotten through without death as Lanky Mario, and forcefeed the player a bunch of mushrooms in both the main map and the submap. During upload test, you will not get any weird mushrooms, because they don't want you making a level requiring a randomly generated Weird Mushroom to beat, but during normal play, the victim will nearly always get at least one of them, making the level [[UnwinnableByDesign Unwinnable]].
154* ''VideoGame/SuperMarioOdyssey'' has a fair few GoodBadBugs that are well known to players:
155** The "[[https://www.youtube.com/watch?v=ToclB7vM9z8 Talkatoo Camera Lock]]", a glitch that was unfortunately patched in the 1.2.0 update (the same update to add the Balloon World minigame, hosted by Luigi), could be performed by hitting any Talkatoo with a seed or Cappy at the same time as talking to him. It had numerous side effects, such as changing the dialogue of the next character to that of Talkatoo (simultaneously ending the effects of the glitch). However, it was most famous for one very good reason: Ground-pounding during the glitch would instead freeze Mario in midair in the standard "standing" pose, allowing players to beat the [[ThatOneLevel/SuperMarioBros jump-rope minigame]] with little effort, and easily obtain the 100-jump Power Moon.
156** The "[[https://www.youtube.com/watch?v=ToclB7vM9z8 Letters Out Of Bounds]]" glitch. In New Donk City's park, there are five large capital letters that can be Captured and moved around, earning the player a Power Moon if they spell "MARIO" on top of the designated spots. Normally, there are invisible boundaries which inhibit the movement of the letters and prevent them from being taken outside of the upper ledge of the Park, but with clever positioning of the letters and usage of the nearby moped, it is possible to get the "ARIO" letters out of bounds. The "M" can be taken out of bounds too, but it requires a different method, and a third method can get all the letters out of bounds. The most common usage of this glitch is to break the jump-rope game and, since the glitch was never patched, it is currently the best way to glitch the jump-rope game and get the 100-jump Power Moon more easily. The letters have odd interactions with the pedestrians and traffic, since they were never meant to leave their intended area. Performing the glitch can also sometimes cause the Captured letter to rocket forward and off the edge of the city, clipping through buildings along the way due to the incredible speed of travel.
157[[/folder]]
158
159[[folder:Others]]
160
161* [[Creator/BenCroshaw Yahtzee's]] ''VideoGame/TwelveThirteen'' has a final boss battle that involves running, climbing, and shooting the boss over and over again in a difficult pattern. Unless you shoot the boss once, pause the game with the projectile still intersecting the boss, then unpause several seconds later. Instant win. Might be a reference to the first ''VideoGame/MegaMan1'' game, which had the same bug.
162* ''VideoGame/BanjoKazooie'':
163** [[FallingDamage Fall damage]] normally kicks in if you fall for about a full second. However, it's possible to preemptively avoid this by using the [[GroundPound Beak Buster]] near a ledge, then steering Banjo and Kazooie over the ledge during the move's recovery animation where the duo leaps up to put Banjo back on his feet; this animation makes them immune to it.
164** The Freezeezy Peak mission to clear a path for the Twinklies can be vastly simplified if you simply attack the first Twinkly Muncher to incapacitate it, then move to a position where the path is off-camera - [[RuleOfPerception none of the enemies will respawn as long as their spawn points aren't in view]], allowing you to [[WinsByDoingAbsolutelyNothing stand there]] as the Twinklies safely march to the end.
165** There exists [[https://www.youtube.com/watch?v=LK1cxh5d_PI a glitch]] in the game which makes the infamous propeller room Jiggy from Rusty Bucket Bay, widely regarded as the most difficult in the entire game, much easier to obtain.
166** The [[https://youtu.be/8WpHc2KdYoM "Reverse Bee Adventure" glitch]], which allows you to take your bee transformation in Click Clock Wood outside of the level's bounds. It breaks the game wide open. The only catch is that the glitch is ''extremely'' hard to pull off, and it can [[ItOnlyWorksOnce only be done once per save file.]]
167** During Grunty's Furnace Fun quiz, normally if you get the question wrong on a skull space, Banjo and Kazooie are chucked into the lava below the board, costing you a life and making you redo the quiz from the start. However, if you crouch while moving (to perform a sliding crouch) on a space adjacent to the skull tile and mash C-left, it's possible to enter Talon Trot while on the quiz board. If you receive a quiz question (as opposed to a timed challenge) from the skull space and get it wrong while in Talon Trot, Banjo and Kazooie take damage but remain in place, and the invisible walls preventing you from skipping spaces without answering their questions, or just leaping around the board, are all removed. This lets you skip the rest of Furnace Fun and the cutscenes that come after its completion, and instead head straight to the [[FinalBoss final battle with Grunty]].
168* ''VideoGame/BanjoTooie'' has the [[https://youtu.be/aLUlBwHmGbA Pack Jump]], which allows Banjo to DoubleJump if you do his Pack Whack attack in midair. While not entirely game-breaking, it does allow quite a few shortcuts to areas, as well the ability to get certain items before you were intended to, cutting down on the backtracking. This is actually considered a legitimate move in the Official Player's Guide and [[AscendedGlitch remains in the XBox 360 port]].
169* In ''VideoGame/BlasterMaster'' for the NES, certain enemies were susceptible to a easy to exploit glitch that would kill them without much effort. While the boss is flashing from taking damage, bringing up the inventory effectively paused the movement of the game but the boss would still be damaged as long as he was still flashing. Pausing in the PAL version led to more exploitable glitches, including a DoubleJump.
170* ''VideoGame/CastlevaniaSymphonyOfTheNight'':
171** Alucard will be sent flying uncontrollably until he hits something if half of his max health or more is drained in a single attack. Starting in "Luck Mode" (Where entering X-X!V''Q as your name severely reduces Alucard's stats in exchange for 99 luck) and letting a specific Warg attack you will send you flying right through Death's room, preventing him from stealing your GameBreaker Alucard Gear and letting you keep your TasteOfPower for the whole game.
172** There is an [[http://www.execulink.com/~maggi/wbw/index.html entire website]] dedicated to being able to "nudge" Alucard beyond the boundaries of the map and add so many extra "rooms" to it that your completion percentage will exceed 450%, rather than the normal absolute maximum of 200.6%. The Walk Armor, which increases in power as you add to the map, is already a borderline GameBreaker at 200%; with it ''that'' high Alucard becomes [[InvincibleHero literally invincible]].
173* ''VideoGame/CaveStory'':
174** Playing in HolidayMode in the Platform/{{Wii}} version somehow turns Curly's sprite into the male player character's. Not only is the now-male "Curly" referred to as "she" and "her", you still meet the default character in the Sand Zone. For the rest of the game two copies of the main character [[http://i287.photobucket.com/albums/ll143/darxzero/QuoteAndQuote.jpg are running around the island.]] And Curly's panties are still referred to as "Your Panties". [[WholesomeCrossdresser Yeah.]]
175** ''Cave Story 3D'' has a huge glitch where the game saves flags between save files when you quit the game with the inventory open. This can be used to return from the PointOfNoReturn, get huge amounts of HP, and numerous other wacky things, including getting a DummiedOut item that Nicalis, surprisingly enough, ported into the remake.
176* In ''Citadel'' (a mid 1980s platform game by Superior Software for the Platform/BBCMicro), if you drop a trampoline in the room furthest to the right (the room where you find the hieroglyphic statuette), and use it to jump high enough to reach the top of the screen, you end up on the title screen.
177* ''VideoGame/CrashBandicoot'':
178** ''VideoGame/CrashBandicoot2CortexStrikesBack'' and ''VideoGame/CrashBandicoot3Warped'' have the "Extra Items Cheat", where one can get extra crystals, gems, and even relics by abusing the game's combo system. [[https://www.neoseeker.com/crash-bandicoot-3/faqs/1245469-item-glitch.html The specifics of how it works]] is far too elaborate to list here, but in a nutshell it requires you to jump on an arrow crate at least 200 times and then directly onto an enemy, with the exact number of jumps determining what prize you get. This can even be used to create a warp pad for [[SecretLevel Hot Coco]], which is normally only possible to enter via Road Crash, by using this to acquire 31 crystals. Similarly, these two games have some lax physics regarding the edges of levels which can be abused to bypass tricky segments. Among others, they can be used to dodge the mole pits in jungle levels and get the clear gem in Diggin' It without completing the death route by entering the route from the end and walking along the edge of the pit.
179** There are glitches involving controls, such as "slide-spin" (sliding and then spinning), crouch jumping or slide-jumping and spinning while jumping, using this, [[spoiler:Crash can get the red gem in Crash 2 without going in the route '''needed''' to get the gem]], there is also other glitches with controls.
180** In ''VideoGame/CrashBandicoot3Warped'', in the level "Dino Might!", Crash can ride Baby-T in the triceratops chase.
181** In the Tiny Tiger boss fight of ''VideoGame/CrashBandicoot3Warped'', there is a glitch in which Crash can avoid getting eaten by the lions by standing in the upper-left-most area. The ''VideoGame/CrashBandicootNSaneTrilogy'' made fun of this by [[AscendedGlitch keeping the glitch]] and having the audience throw cheese at you for doing it.
182** In ''VideoGame/CrashBandicootTheWrathOfCortex'', you are somehow immune to BottomlessPits under MercyInvincibility. This means you can intentionally take a hit to clear some areas faster, best used in the levels with unbelievably slow monkey bar segments where you can instead of using those just run across the floor instead which is ''much'' faster (and subsequently can turn the Time Trial Relics for any levels with monkey bars, which are designed with their slow speed in mind, into a joke).
183* ''VideoGame/DisneysPocahontas'': In Stage 2, the player can skip the wolf spirit section altogether and jump right into the encounter with John Smith. Skipping the wolf spirit challenge does not hinder the game, as the player starts the next stage with the wolf spirit.
184* ''VideoGame/DonkeyKong64'' has some [[https://www.youtube.com/watch?v=yrFkwDdp-b0 really]] [[https://www.youtube.com/watch?v=TvXb-ZAXxoo dodgy]] [[https://www.youtube.com/watch?v=zC7COFJ_Osw collision]] [[https://www.youtube.com/watch?v=ZYzNj91epjA detection.]] Mercilessly abused by players attempting {{Speed Run}}s.
185** There's a technique (also mercilessly abused by speed runners) that allows Donkey Kong to ''fly through the air'' with a carefully timed combination of attacks on sloped surfaces, dubbed the [[https://www.youtube.com/watch?v=SOqg3IFC-qI Moonkick]]. Although very tricky to pull off, it's possible for the player to enter Fungi Forest ''at the start of the game'' using this method. [[https://www.youtube.com/watch?v=_kdh43sSU00 Behold!]]
186** It's possible to fall through the stairs in the Troff n' Scoff areas (the gates to the level bosses, seen in one of the links above) and thus not have to collect any bananas at all... or fight a boss with the wrong character. Fighting Mad Jack with Chunky Kong (who spontaneously turns into Tiny Kong during the introduction cutscene)? It's possible.
187** ''VideoGame/DonkeyKongCountry1'' has a glitch where mashing buttons while [[https://www.youtube.com/watch?v=g4Qmth3RrVE traveling between the first two levels on the main map]] (about 1:20 in) will warp you over halfway through the game. Used in practically every non-100% speedrun, and very easy to pull off.
188** You can avoid the difficult [[ThatOneLevel Bramble Race against Screech]] in the [[VideoGame/DonkeyKongCountry2DiddysKongQuest second game]] by exploiting a glitch at the start. If you come up right behind Screech to where the race will not start yet, and you fly upwards (you must have both characters at this point for this to work), you will then hit the the ceiling and hurt yourself causing yourself to blink. Quickly, while you are still blinking, pass Screech and head off to the rest of the level without having to worry about doing it in good time.
189** ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' has Murky Mill, a dark level where you must play as Ellie the Elephant who is terrified of rats and so must avoid spotting the Sneek enemies when they're in the light. Normally you're forced into the Ellie barrel as it outright blocks a door, but with good timing you can build up enough momentum and duck to slide under it like [[Music/TheWho Pete Townshend]] and do the whole level as the Kongs who couldn't care less about the Sneeks. Granted Murky Mill's not a hard level even with the gimmick, but without it it's basically the easiest level in the game.
190* ''VideoGame/HappyTreeFriendsAdventures'': Die while fighting the boss/being on the level end gate. The blood will move, the boss will reappear, the game will go onwards to the next level. The Good Bad Bug? The health bar will show zero and you will be invincible until you collect a red heart or die by insta-death traps like pits, lava or explosions.
191* ''VideoGame/IWannaBeTheGuy'': Zangief can be quick-killed the same way Kraid can in ''VideoGame/SuperMetroid''; this was purposely programmed into the game as a ShoutOut, but being able to save at the hostile save point in Impossible (which otherwise has no save points) if you have frame-perfect timing is a genuine bug.
192* ''VideoGame/JakAndDaxter'':
193** In ''VideoGame/JakIIRenegade'' you start out with access to only part of Haven City and have to pick up passes to disable energy barriers to let you through. Until you get these, the barriers are there for ''everyone''. So if you're near a barrier you haven't opened yet, and the Krimzon Guard are pissed off, you can see a KG jetbike [[VideogameCrueltyPotential slam into the glowy energy wall, crash and die]]. Another minor glitch is not as usable, but nevertheless creepy: Jak's [[TheMirrorShowsYourTrueSelf reflection in the mirror]] behind the bar of the Hip Hog Heaven Saloon [[EnemyWithin has horns]]. And then there's a glitch that causes all metallic textures to become bright, candy pink. It makes it seem [[ScaryBlackMan Sig]] is out on a mission to prove RealMenWearPink, and the Metal Heads become decidedly less scary.
194** In ''VideoGame/Jak3'' there's a bug that requires the Light shield and flight powers. Normally, the flight ability is more of a gliding power, only really slowing the speed and increasing the distance of falling. However, the shield power seems to suspend you in mid-air for a moment if used while jumping. So by activating Light Jak and then alternating between using the shield and flapping the wings given for flight, you can now achieve true flight. Enabling Infinite Light Jak allows you to fly ''anywhere''.
195* ''VideoGame/KeroBlaster'': During the BossRush in Omake Mode, N577 (the missile truck) is triggered by touching the ground after warping in. By using the jetpack to land on a platform above the inactive boss, you can pull out [[spoiler:the second-level Kuro Blaster]] (the only weapon with enough horizontal range) and start hitting it; this counts as damage and will eventually destroy the boss, and since you never activated it, the timer stays still.
196* ''VideoGame/KirbysAdventure'':
197** A puzzle in the third level of Orange Ocean that leads to a switch that will activate an event in the HubLevel; you're faced with a cannon, which has a fuse that you have to light. The only problem is that the fuse is underwater, which means that using fire is out. In concept, you're supposed to get the Laser ability from a Laser Ball just outside the room and then shoot a laser at the (slanted) ceiling above the fuse, which will light it. In execution, however, you can also inhale a Hothead, walk over to the fuse, and then swallow it, which makes the fire from the resulting TransformationSequence light the fuse. This was fixed for ''[[VideoGameRemake Nightmare in Dream Land]]'' but became an AscendedGlitch in ''VideoGame/KirbySuperStar'', as there is a certain treasure chest in ''The Great Cave Offensive'' can only be reached if you know to light a fuse this way (although you can also get a helper to light it for you).
198** Any ability that changes Kirby's appearance, that is Hammer, Parasol, Sword, and UFO, can be kept permanently if you press start and select simultaneously and leave the level. Kirby will have no ability according to the [[StatusLine status bar]], but he'll keep its powers and not have the ability knocked out of him if he takes a hit. Since you normally lose UFO when you finish a level, the ability to keep it and use it in any level is an outright ludicrous GameBreaker that neuters a lot of puzzles and reduces all but two bosses (Meta Knight and the FinalBoss, who force you to use specific abilities) to {{zero effort|boss}}s. By the way, you can find it in the ''first level'' if you [[https://www.youtube.com/watch?v=uAAvTHWwnns know where to look]].
199* ''VideoGame/LaMulana''
200** The trigger for the right side MiniBoss of the Twin Labyrinths can be avoided with a well-timed jump, so it will just sit there and get killed.
201** In the original version, the player could time a jump through the far left door of the Infinite Corridor and have Lemeza stuck in the wall on the next screen. Continuing to jump causes Lemeza to "climb" the wall until he goes through the ceiling and ends up on the bottom floor of the area. This allows the player to completely bypass the third floor of the Corridor filled with the annoying block puzzles.
202* ''VideoGame/LittleBigPlanet'':
203** One of the most spectacular is the '3D' bug, which lets players build with 50 more layers (although it's really tricky to use, but the makes the level amazingly beautiful if used correctly!) and is still not fixed.
204** A glitch which HAS been fixed is the [[https://www.youtube.com/watch?v=azAR4MmldP8 Constipated Sackboy]] where the player chooses the 'reset button' holding it down and then pressing START the START Menu would block the screen so only your friends could see the paused player. The Glowing Sackboy glitch let the player glow with a Sackboy skeleton.
205** There are a few Good Bad Bugs in gameplay and not just creating. [[https://www.youtube.com/playlist?list=PLSx6AAsHna_RfnlWu61ndeZ5HQ0i83Mpr This LBP1 speedrun guide]] and [[https://www.youtube.com/playlist?list=PLSx6AAsHna_S8KDRNHNn4v-PyPWZKW-Gv this LBP2 guide]] describe and utilize some of them, including [[https://www.youtube.com/watch?v=wR7Do0cnIqI&t=2m59s LCJs]], [[https://www.youtube.com/watch?v=wR7Do0cnIqI&t=4m46s Race Gate Skips]], and [[https://www.youtube.com/watch?v=tGtPlZdkWPY&t=30s Co-Op Jumps]].
206** Anti-Color: A fun little glitch that made certain kinds of Sponge look like Glass while still keeping the stitches. Since Glass is invisible behind other pieces of Glass, this left only the stitches visible. Fixed in Cornish Yarg, though the objects themselves still work; you just can't create them anymore.
207** Material Properties Glitch: By changing an object into Horrible Gas, using the Material Changer, and delethalizing the object, you could make an object with the physical properties of the first material, while having the texture of the second. Could be used to make things like Floaty Metal, movable Dark Matter, etc. Fixed, but pre-existing "changed" objects still work, and it functionally [[AscendedGlitch Ascended]] in the form of the Material Tweaker in ''2'' and beyond. Similarly, doing this on the PSP without delethalizing it allows for the material's texture to be transferred into gas form.
208** Non-Lethal Spikes: It is possible to smash the lethal part of a spike object without destroying the whole object, though it is hard to do. Still works, but not used often.
209** Gravity Glitch: Very few people know how it works. It involves Pistons, and that's about all that's commonly known. There's another, simpler version of this glitch that only affects individual platforms, allowing the gravity to change from jump to jump.
210** The Lethal Sackboy glitch. Go to create mode online (not as host). After, you either set the respawn door on fire or electrify it, go through the door, then get disconnected by the host. After doing so, Sackboy will not die from the lethality type set on the respawn door.
211** Occasionally, when a guest joins your game, they may be equipped with a black Popit color that's not in the menu.
212** The Robobun and the Mechapup in [=LBP2=] can "climb" up walls indefinitely if a player riding either one pushes against a wall while mashing the jump button. This makes it possible to bypass many obstacles in certain levels of Avalonia and The Cosmos.
213** The issues with levels intended for previous games in [=LBP3=] can have some pretty hilarious consequences. To provide an example from the DC Premium Level Kit for ''2'', when trying to play it in ''3'', ComicBook/WonderWoman will hold up an empty cage that's ''supposed'' to have Cheetah trapped while she brags about her capture, and when Franchise/{{Batman}} tries to demonstrate the glide-enabling Hero's Cape powerup, [[WatchOutForThatTree he misses the ledge he's supposed to land on and crashes to the ground]]. (These two bugs have been fixed now.)
214** A glitch with the Sackpocket and the Boost Boots can allow the player to fly anywhere with the Boost Boots. First, equip the Boost Boots and dash in the direction you want to go in. Then, while you're dashing, quickly open the Sackpocket and switch to another item, then back to the Boost Boots. When you put the Boost Boots back on, you'll be able to dash again. Now repeat this, and you'll be able to go anywhere that isn't blocked off. This can cause hilarious effects, like flying over all of the traps and skipping straight to the end of the level. It's even possible to get to "The Heroes Finally Defeat Newton...Oh"[[note]]this level is linked to by the level link you unlock after getting Swoop, and it segues into the final few levels.[[/note]] without even unlocking Swoop or the two marbles you need to get him. Instead, it's possible to play "Masque Maker's Tower," get the Boost Boots, leave, and skip to the former level. An example of the Flying Boost Boots can be seen [[https://www.youtube.com/watch?v=L6w3xr20SLg&index=7&list=UUqy6dWrU0EWp-8MND9Jh8Cg here.]] (This glitch has been patched.)
215** One glitch, as discovered by [=FattyMcIntosh=], allows the player to [[https://www.youtube.com/watch?v=nthV2T59Ocs&index=12&list=PL47cKdy5sz9I_vARFCtRBmwnK6TDuXZjA access Create Mode while in the Pod.]] (This has been patched.)
216** Thanks to some bugs that allowed players to access Create Mode in the Story Levels(!!!), players [[https://www.youtube.com/watch?v=EzSVnDnhtLk got their hands on some things.]] These include [[https://www.youtube.com/watch?v=u5kX64f6i0k an unreleased costume]], logic that detects what system the player is on, an RGB color editor for making VERY specific colors, the Bunkum Planet decoration used in the Introduction, and even the freaking [[https://www.youtube.com/watch?v=EzSVnDnhtLk&feature=youtu.be&t=2m5s CREDITS!]] (Now patched.)
217** In "Newton's Airship", at the end of the level, you have to use the Pumpinator to blow two things into place to open access to the "Super-Vertical Infiltration Station". The game expects you to put them in place quickly, but if you use the Pumpinator to make the thing go up very slowly by tapping the [=R1=] button, the cutscene where Newton jumps into the SVIS triggers early, causing him to jump into the not-yet-open hatch. Then Sackboy can jump into the SVIS and enter the Controllinator, which causes the rocket to take off without Newton and the SVIS to begin flying around without Newton.
218* The freeware game ''VideoGame/{{N}}'' (which some may know better for its enhanced and bug-fixed console version N+ ) had a huge number of bugs which were so popular with the community that many were eventually embraced by the producers in later levelsets, and all were explored heavily in custom levels. This includes, among other things: At least a dozen ways of getting past any one-way walls whose placer hadn't been very careful about the nearby terrain, placing huge stacks of gold on top of mines or switches to delay their activation until all the gold was collected at a rate of one per frame, freezing moving enemies by starting them surrounded by doors, making floor sweepers fly, starting moving enemies inside a wall to allow them to move around inside it until they escaped, using the floating elastic cloud blocks to make superjumps, manually editing launchpads in the level editor to create one-way teleporters, and placing thwumps facing into a wall at just the right distance so that they would be immobile until you touched them, at which point they would slowly move backwards through walls until they left the level, acting as moving walls. Sadly, almost all were fixed in N+ , to the original creators' protests as well as the fans.
219** There is the thwump cannon effect, where being between two thwumps moving in opposite directions somehow launches the ninja with a huge velocity.
220** Glitched tiles launch the player in random directions.
221** There is a bug where if you hit a launchpad and a deadly object (rocket, drone, thwump, or floor sweeper) in the same frame, N gains the ability to phase through any object (unfortunately, this also includes the exit door).
222* Some versions of ''VideoGame/PrinceOfPersia2'' had a bug that let you beat the first ruins level by immediately exiting through the entrance gate before it shuts.
223* ''Franchise/RatchetAndClank'':
224** In [[VideoGame/RatchetAndClank2002 the first game]], if you enter the first Hoverboard race wearing the Hologuise, the other racers and the boards disappear, leaving Ratchet free to walk to a ramp near the end, hit the Taunter, and wait as the boxes above break. And break. And break. It's possible to tape or weigh the Circle button down for a few hours and come back to be able to afford every weapon in the game.
225** In several of the games, it's possible to clip through walls by using weapons that spawn objects; the Decoy Glove in ''Ratchet & Clank'', the Decoy Glove and Miniturret Glove in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', the Miniturret Glove in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'', the Hunter Mine Launcher and Mini Turret Launcher in ''[[VideoGame/RatchetDeadlocked Deadlocked]]'', the Nano-Swarmers and Visi-Copter Device in ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', and the Nightmare Box in ''[[VideoGame/RatchetAndClankIntoTheNexus Into the Nexus]]''. While fun to mess around with in general, clipping is also one of many tricks that's ''mercilessly'' abused in {{speedrun}}s to get through levels faster.
226** In ''Going Commando'', beating the game unlocks a mode where you play in first-person constantly. However, you can climb walls by simply jumping at them and spamming Square to throw the wrench - the throw bounces you upwards slightly, while being next to the wall causes the wrench to return instantly. Interestingly, Insomniac knew about this bug and [[ThrowItIn left it in]] as a sort of EarnYourFun reward, which also explains why it was gone by ''Up Your Arsenal''; that game lets you play in first-person from the get-go.
227** ''Tools of Destruction'' has a wall-climb bug with the Razor Claws, where doing the aerial attack into a wall allows you to do a high jump off of midair, which can be interrupted by another aerial attack, which allows you to do a high jump... thus allowing you to climb almost any wall in the game as long as the Claws have ammo to use and {{sequence break|ing}} the game to high hell in [[NewGamePlus Challenge Mode]].
228** It is possible to encounter a glitch in ''Tools of Destruction'' that can prove useful: in the final level, about midway through, you have to ascend a grav-ramp in order to go inside a nearby building. However, if one approaches the grav-ramp just wrong, Ratchet will wind up falling through the level, and a little adjustment with Clank's hovering abilities can send him right to the outside of the Court of Azimuth, and the location of the final battle. This locks the door behind him and sends him into the final boss battle without requiring him to play the rest of the level. Which would cause you to miss out on a couple of goodies (a Gold Bolt and a RYNO IV holoplan), but if one restarts the level, they will find that the game thinks they've cleared everything; all of the doors are open (including the Gold Bolt one), and all of the enemies are already dead, allowing you to pick up everything in the level at your leisure.
229* ''VideoGame/RocketRobotOnWheels'':
230** The game has a pretty good physics engine, with one slight exception: The game includes cheat codes for things like lower gravity and higher strength, which the game wasn't ''necessarily'' programmed to deal with on a normal basis. Thus, by using both the Low Gravity and High Jump cheats, it is possible to jump outside the game world in the very first area and plummet into nothingness.
231** The Extra Strength cheat has a habit of not playing nice. Picking up vehicles, in particular, tends to make the game do odd things. It tends to make player character Rocket "hop"--sometimes it's just a little bunny jump, but other times (seemingly at the whim of the RandomNumberGod), Rocket will be ''catapulted'' into the air until he ''collides with the skybox.'' Letting go of your impromptu jet before getting there will let you descend quickly, while you get to watch a go-kart shaped like a hot dog gracefully bound across the landscape.
232* ''VideoGame/Spyro2RiptosRage'' and ''VideoGame/SpyroYearOfTheDragon'' both had a few levels with the 'swimming' glitch - if you charged out of the water just ''so'' at certain points where the ground is level with the water, you can trick the game into letting you swim through the entire level.[[labelnote:Explanation]]How it works is that Spyro's dive animation has him move forward in a slight arc: if you dive into the top of solid ground, the ground holds Spyro up in the air while his moveset is switched to swimming.[[/labelnote]] It makes finishing the stage a cinch and you can even finish a few of the challenges in a level by using this bug to cheat at them, like swimming around collecting sprockets instead of riding a cart for them.
233** ''Ripto's Rage!'' also had a fairly easy to pull off 'double jump' bug, which allows you to go many, many places you should not be going. Viewable [[https://www.youtube.com/watch?v=zWI8pjMj1Yo here]], and in many other places across Website/YouTube, to impressive effects that often constitute GoodBadBugs ''themselves''. Like skipping the first third of the game by double-jumping onto normally-inaccessable boundry hills then using some skilled gliding to fly through walls and into the 'go to next stage' boundries. Or managing to completely and utterly ''wreck'' [[https://www.youtube.com/watch?v=qWU6p5_63CM Aquaria Towers]].
234** Showing off this trope in ''Spyro 2'' and ''Spyro 3'' is the entire point of [[https://www.youtube.com/playlist?list=PLjcuJWG-XqDlCRqR3I697CZ4D6Mf20K4i these two 'Let's]] [[https://www.youtube.com/playlist?list=PLjcuJWG-XqDm9uJOCI-DQQy-BO35oKXFq Break' playlists, respectively]].
235** There are glitches in the game in which one can skip to all three boss fights without collecting all the talismans or orbs required to enter the levels. [[https://www.youtube.com/watch?v=SNKYX6syyewThis This video]] shows you how to enter Crush. [[https://youtu.be/AZxVu8AGRHk?t=2m22s This one]] shows you how to enter Gulp (*extremely* difficult). And [[https://www.youtube.com/watch?v=5SvXxx-wdjs this one]] shows you how to enter Ripto.
236* The "Undead Han" glitch. The Sega Master System ''Franchise/StarWars'' allowed you to recruit Han in Mos Eisley, then if he died, you could head back and recruit him again. That's not the bug. What ''is'' the bug is that for some reason, Han still had 0 health - and this rolled over into him having [[UsefulNotes/PowersOfTwoMinusOne 255 health]], in a game where 3 is the standard. So long as you don't pick up health-restore items, which "raise" health to 3, Han is essentially invincible.
237* In the old Spectrum / C64 game ''Stuntman Seymour'', you had 4 lives indicated by the "Take #" indicated on a movie clapperboard at the bottom of the screen. It incremented by one as soon as you took a hit (so it was game over when it said "Take 5"). However, the game only checked for the presence of the number 5 immediately after taking a hit. Occasionally if you took a hit right as you killed the boss of the level, the counter would increment ''again'' as the level ended, meaning if you lost your penultimate life just as you killed the boss, it was possible to start the ''next'' level already on Take 5, effectively giving you infinite lives (the Take counter would go up to 9, then A-Z, then a-z, with some punctuation symbols in between.) Certainly more than enough to get to see all the levels in the game.
238* ''VideoGame/WizardsAndWarriors'' for NES has a bug that lets you pull off a DoubleJump if you tap A at the right time in the air after taking a hit from an enemy. This let you reach areas in levels much easier than the intended way, like running as fast as you could before a potion ran out or navigating a climb swarming with enemies.
239* In ''VideoGame/XMen1993'', players have four helpers to aid them. One of them is Iceman, who creates an ice bridge to help them cross over tough jumps. However, with the right platform placement, players can completely skip over the fight with the Juggernaut in the very first stage.
240* ''VideoGame/YookaLayleeAndTheImpossibleLair'' has several [[PlotCoupon Beetallion]] members hidden in the overworld that you're supposed to get by finding secret exits in nearby levels. However, a number of these can be gotten with exploits. Considering that Playtonic has [[ApprovalOfGod tweeted videos of people performing these exploits,]] it seems fair to say [[AscendedGlitch they appreciate the ingenuity it took to find them.]]:
241** The Beetallion hidden outside the level "Gasping Glade" is supposed to be gotten by waiting for a hidden platform to appear near the end of the level. However, it can also be gotten by jumping off a nearby fence and spitting a Bomb Berry in mid-air with good precision.
242** The Beetallion hidden outside the level "Queasy Quay" is supposed to be gotten by finding a secret pathway in the level. However, the level itself is located on a bridge that can be raised and lowered. It's possible to raise the bridge while you're still standing on it by using projectiles, carefully balance on the bridge's narrow edge, and then jump to the Beetallion's platform.
243* In ''Zorro 1995'', if you press Escape, it will ask you if you want to leave the game, yes or no. When you're falling from a great height, when you open that menu when you're near the ground and select "no," Zorro will be unharmed from the fall. This is a really good thing since the [[FakeDifficulty game was horribly programmed]] and without this cheat, you'd be [[PlatformHell constantly dying from all of the poorly-placed platforms and poor hit detection.]]
244[[/folder]]

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