Post subject: Your glitch discoveries
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I planned on making a list of all the bugs and things I found over the years. But before I do, I'm asking you to do the same! Post about the glitches and tricks you found in games and if or how you contributed to speedrunning.
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
I disassembled out the mechanics of the Dead Party Glitch in Dragon Warrior III.
Patashu
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Joined: 10/2/2005
Posts: 4043
Not speedrunning related, but I did a ton of testing, video editing and figuring out mechanics to rewrite the unofficial Advanced rulebook for Hearthstone. https://hearthstone.gamepedia.com/Advanced_rulebook Which also involves finding and documenting bugs and when they get fixed, of course! https://github.com/HearthSim/hs-bugs/issues Ever since I stopped working on that game though, the mechanics have continued to change. That's one of the annoying things of doing work on a living game as opposed to something set in stone, I suppose. I enjoyed my time with that game a lot though, and it's useful to lay the foundation for the next person in line.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Ok, here goes. This is going to be long... I only listed bugs that I thought had enough significance. The main reason I'm doing this is to answer the question people keep asking me: How did I find certain bugs?
Bug-----Notes----How I found it
GB Super Mario Land screen wrap-around glitch (v1.0) Found sometime before or while working on a walkathon TAS. Became useful only later, in the 12:08 "normal mode" improvement, saving ~1 second. By chance, when playing the game.
SNES Earthbound "check area" glitch Aka. "tent glitch", wasn't initially found by me but after I saw it could trigger the game's debug menu, I researched it a bit and managed to trigger the debug menu reliably on the Japanese version. I collaborated with pirohiko to two runs. Saw others do it on Youtube. Then did a TON of testing.
GB Daffy Duck The Marvin Missions out of bounds glitch When visiting a new room, by abusing mechanics related to holding down the "Down" key and shooting, it is possible to wander offscreen and reach glitch tiles that could send you to later points in the game. I don't really remember, but I was working with mmbossman and glitch hunted the game a lot. It was somewhat of a chance occurence.
GB Daffy Duck The Marvin Missions health glitch Walk left and press "right" and "B". For some reason it increases your health by 64 units, giving you "infinite health". It took me more than 5 years to find that it had vastly different, more severe effects on the GB version, as opposed to the SGB version. I think it happened to me while playing casually. Basicly I saw the healthbar glitching out suddenly so I was like "oh, I did this and then that happened".
GB The Smurfs act 1 warp glitch When entering a stump and holding "up", it finishes the level instantly. It works because you have "control" of the first frame. So holding "up" makes you start out 1 pixel higher. This makes you reach the exit trigger, which isn't updated yet. I didn't find. A Youtuber named oudepatattezak pointed it out to me.
DS Kirby Squeak Squad item get glitch When receiving an item, health or treasure at the same time you use an item, you will keep the used item. Happened to me while playing casually, I figured it could be a "two things happen at the same time" thing.
GB Trip World preserving momentum while flying Every 16th frame, the game depletes from your x-speed. By having the game paused on those frames, you can prevent the speed loss. I noticed x-speed behaving differently after pausing different amounts of frames.
GB Trip World wall clipping Before I worked on this game, cyghfer(?) had found a clip in Level 4's miniboss. The Trip World community asked to look into clipping possibilities so the game becomes interesting to speedrun again. I tested around with the Clam miniboss in level 3 and actually ended up finding a clip. When working on the new TAS, I found more clips along the way (Fish clip, Ball clip, Goku clip). Lots of testing. The Ball and Goku clip work because the enemy can eject you to the side and give you a 1 frame speed boost, in some cases enough to clip you into a wall. So carefully watching the x-speed memory address helped a lot.
GB Super Mario Land 2 pipe glitch Most of the significant glitches in this game had already been found by other people. The "garbage area" that you could reach using the pipe glitch caught my attention. The game reads data that isn't meant to be read as level data - each block represents one memory address. I found that altering a certain address inside the "garbage area", $A2D5, can cause the game to finish on level (re-)start and I also found a way through the garbage area to reach said address. Andymac helped a lot, e.g. by providing a map of the "garbage area" and explaining. I remember andymac kept saying there's no use in looking around in the "garbage area", it's not going to do anything. But I noticed all sorts of things could happen by breaking blocks at $A200 onwards, such as screen flashing, giving you low gravity status or making the level start scrolling. So I was persistent and tested a lot, eventually finding $A2D5.
GB Super Mario Land 2 pause glitch I already knew pausing rapidly can cause the map loading to mess up since 2008 or so. In 2011 I noticed the game could reset itself or create blocks/coins flips above Mario's head when pausing during lag. I then found that the bug could do some way interesting things. Spikeman later explained that the bug has a chance of executing RAM addresses at $A201. With help from Masterjun, I made the game read code that makes it jump to a ROM function that finishes the game. I finished a very soon after. Lots and lots and lots of testing and trial-and-error.
GB Tennis serve glitch Tossing the ball up, then having it land on you makes the game award you instead of the opponent. It was already a well known bug.
GB Bubble Ghost respawn glitch Having the bubble burst at the same time it reaches a trigger makes it respawn on the other side of the room. It happens because the game updates the information about which exit/entrance the bubble should appear in as soon as it reaches the trigger, but since it bursts, the bubble stays in the current room. Testing for "2 things happen at the same time" cases.
GBA Mario Pinball Land save & quit The game lets you save and quit, then restart. When done in certain situations (receiving stars or keys etc.), it saves time. I notice a shift of opinion between the early days and now. Using softreset and using non-American versions was rather frowned upon, but now it's "anything goes". If softreset saves 1 second, go for it. If Japanese version saves 1 second on the title screen, go for it. If save & quit saves time, go for it. I was opposed to using such techniques at first, but later I found it makes the run more interesting and I decided to go for absolutely fastest time no matter what.
GB The Adventures of Star Saver stage 9 bug Approaching a stamper can glitch out the game. It requires that you are in human form and haven't shoot a projectile throughout the level. Not useful for speedrunning. By chance.
GBA Dragon Ball Z The Legacy of Goku dialogue bug When text appears and you talk to someone, the game messes up trying to display both texts. Not useful for speedrunning. Testing for "2 things at the same time" bugs.
GBA Dragon Ball Z The Legacy of Goku II memory corruption When using a save point to switch characters, the ki blasts you shoot aren't removed but your attack stun is cleared. Therefore, you can effectively shoot ki blasts every 2nd frame or so. When doing it with Vegeta's Big Bang attack, the resulting explosions mess up the game. Not useful yet. After watching a WIP by Bonecrusher1022 in VBA v23, I started messing around aimlessly for a bit. By chance, I noticed that the ki blasts aren't removed when switching characters. This quickly led up to the find of the bug.
GBA Mario & Luigi Superstar Saga skipping half the game I found a decent amount of bugs in this game. First Mini Mario glitch, then Action Command glitch, then Barrel storage and eventually the huge skip. Others contributed by finding their own share of useful bugs (e.g sign glitch) and making the category work not only on JP but on all versions. I first stumbled upon Mini mario glitch when I was livestreaming, messing around in Bowser's Castle after a fullgame speedrun. But I didn't know what had happened at the time and dismissed it. Later when working on a TAS, I came across it again in Woohoo Hooniversity. By playing around with it, I found the Action Command glitch. Playing around with that, I managed to make it so I could teleport by screen lengths, which led to the huge skip discovery.
There are tons more in my playlist. ----- Basicly, the answer to the question "how do you find glitches?" is: - Play casually and become lucky - Test certain scenarios, especially testing "2 things at the same time" cases: Die and pause Die and talk Talk and reach loading zone Die and reach loading zone Get item and die etc. etc. etc. - Keep an eye on what others have found and put on Youtube(and Nicovideo), then try to expand on it - Be curious and have open eyes. Don't dismiss things and make others aware of your findings.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I found a ton of things in Gex 2. Here's a playlist containing most of them: https://www.youtube.com/playlist?list=PLaXiWpJCa5_NwDMEyKxURCH6tp76Ik8LZ
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Editor, Active player (475)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
I discovered the tunic glitch in Link's Awakening DX. I'm not aware of it being used in any runs (the setup is too slow) but it's the reason I got into LADX TASing and one of my earliest contributions to the site. I also discovered the barrel-reuse glitch for boss fights in GBA Mario vs. Donkey Kong. I was pretty happy about that since it saves over a minute throughout the game. Some of the stuff Kiwisauce and I did for Super Scribblenauts was also completely new and pretty neat, like getting a perfect clear in the bingo levels by exploiting object containers. I've found a bunch of other minor glitches in games but not much that really changes the speedrunning / TASing scene. I tend to find new applications of known glitches rather than discovering new ones myself.
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Zero stars in SM64. Navi dive (escape via water in the Lost Woods) in OoT. Some other small things.
Mitjitsu
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Stovent
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[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
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Joined: 11/6/2004
Posts: 833
In Mega Man X, I independently found a way to shoot a regular shot while simultaneously charging your blaster (the same bug exists in Mega Man 7 and was known at the time) That's the only useful trick. I also have a cosmetic trick that lets you take a hit for 0 damage. It's cool for showing off, but not functional.
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
One of my absolute favorite things about TASing is the process of discovering glitches and exploring where these glitches can take you. I like to think that over time, I've left my mark on at least some games people care about, although it's always possible that other people discovered these glitches before me. In no particular order: PSX Gex 3: I did a bunch of glitchhunting some years back, some of my findings I documented in this thread. The Gex 3 speedrunning community may have very well found them independently of me, though. NES Castlevania 3: When I made the TAS in early 2012, I found a bunch of interesting glitches relating to Grant. In particular, I discovered you could pull yourself through inner corners and enter walls under some circumstances, which saved some time in the TAS. I also did a lot of exploring for the stair glitch and glitched worlds, although these things were not originally found by me. SNES Super Castlevania: I spent a bunch of time glitch hunting in SCV4, mostly relating to ring stuff, the zip glitch, and the breakable block glitch, the latter of which lead nowhere. I can't say I outright discovered anything major in this game myself though. PSX/GBA Rayman: I've spent so much time trying to find glitches and tricks for these games. Rayman is one of those beautiful games where glitches layer on top of eachother and can be combined in all sorts of zany ways, so it's hard to say individually which of the glitches I discovered. I did explore a lot of the mechanics related to clipping through floors, super jumps, ring mechanics, zips and speed storage though, so I'm happy with that. There is othe assorted games I did some glitchhunting for while TASing, but I think the above are the big ones. In retrospect, I can say that few things are as thrilling as just exploring the bounds of a game, discovering its weak points and seeing where exploiting them can take you. Exploring games in that way is probably some of my fondest memories related to TASing. So uuh, yeah, I do cool shit with videogames sometimes.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
I have encountered several glitches during my years gaming and speedrunning, but only a couple are useful for runners. Fallout 4 - The Boston Witch Project Fallout 4 - Ashes (vault 81 cat) found on the head of a lethal deathclaw Sonic Advance - Falling to the bottom of the screen... and staying there. I found it more than a decade ago and haven't been able to reproduce it since... Sonic Advance - Several glitches I found on the same act. One of them is a crazy glitched route through the act that speedrunners still use to this day, with minor tweaks. That's probably my biggest speedrunning discovery. Sonic Advance - Pretty cool gravity glitch Sonic Mania - Tails inside a wall Sonic Mania - Sonic inside a moving object Speedy Gonzales: Los Gatos Bandidos - I found a glitch to clip through the floor that makes for a nice shortcut, as described by Ilari here.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
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In NES Dr. Jekyll and Mr. Hyde if you advance the screen so that a step is at the right distance from the screen left edge, and you jump into this gap between the screen edge and the edge of the step properly, you'll glitch through the ground and end up on the top right corner of the screen, and fall to the right edge of the screen (which isn't normally possible to reach). I discovered it by explicitly trying to find that kind of glitch.
DrD2k9
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Glitches I've discovered. Some of these games had other previously known glitches as well. C64 Congo Bongo - Found an out method of jumping to briefly reach an out-of-bounds area in the first of the 2 screens. This drastically reduces the time needed to complete that screen as well as makes difficulty changes moot for that screen. This could theoretically be used in a live run with appropriate positioning. C64 Double Dragon - Directional inputs can be used during a 13 frame window to control the flight direction of Abobo during his damage animation. Very useful for re-positioning Abobo to attack again. Could be useful in real-time. C64 Jungle Hunt - Opposite directional inputs on the same frame can sometimes glitch the character's position to the canopy in the latter two stages. It's not useful for anything other than possible addition of entertainment value. (Probably) Impossible in real play due to inability to input opposite directions with most stock C64 joysticks. DOS Space Quest 1 - Setting the game to fastest speed as soon as possible and moving Roger out of the first screen quickly enough will prevent the intro text box from appearing. Saves time in TAS and could theoretically in real-time also if the inputs can be done fast enough. NES Beetlejuice - Opposite directional inputs on the same frame can instantly glitch the character's X/Y coordinate position in the top-down levels. This is useful in bypassing doors or simply reaching other parts of the level faster. Only possible in a real-time run if a controller designed to allow opposite directional inputs is used. Not possible on stock controller. NES Beauty And The Beast - A glitch that I don't understand allows a double hit on the first griffon boss in stage 1-2. It's exhibited in the current publication. I could not reproduce this glitch after a minor movement improvement on the stairs leading to the fight, and the double hit saved more time than the movement improvement. I'm assuming that this glitch relies on both perfect timing and position. NES Bible Adventures - A minor glitch when throwing objects during a couple frame window of a jump results in a few pixels of additional jump height allowing the character to land on platforms that would normally be to high to reach with a normal jump. Used to improve route planning. Theoretically possible in a real-time run. Rotating the objects on Noah's head can sometimes prevent dropping heavy objects that would normally fall during jumps. Theoretically usable in real-time runs. Frame-perfect use of the slingshot during David & Goliath prevents taking damage from falling boulders. Theoretically usable in real-time runs. NES Circus Caper - Discovered a glitch where a one-frame window exists in which the jump button can be pressed at the end of the damage animation to allow for jumping in air. Speeds up the final boss fight. Could be used in real time with frame-perfect inputs. NES Track & Field II - Purely visual glitch: During the Hurdle (Steeplechase) event, running fast enough can sometimes cause the CPU players to simply run straight through the hurdles without jumping or falling.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Well, I had to discover glitches for games that aren't exactly mainstream, so I'll post how I discovered some: * Spongebob Squarepants the Movie: For the speed preserving trick (the one where spongebob pushes patrick and speeds through the game), it was due to trying to optimize a jump. For the out of bounds clips, it was due to trying to optimize entering a crawlspace. This is the main timesaver for the current run. The clip saves time in like 1 stage. * Over the Hedge DS: The initial clip in the porch area was discovered by accident while trying to optimize turning. The clips with npcs were found by accident in casual play, using Verne to hide in shell. The saves time in almost every single map. * Monster House: The menu glitch was found when I accidentally paused the game before entering a door. I also found an OoB trick by holding A+B and getting respawned (fall into hole/water/etc) because I forgot to toggle off autohold and went off a cliff. These 2 glitches are the main highlights of the current run. * Telefang: The phone glitch was found by accident, when going through a laggy area, then the phone rang. The fastest way to get rid of it is to pause, which coindentally also happened to trigger the glitch. This is the main highlight of the entire run, that allows one to skip to the end. There are others, but I can't exactly recall what I did for those. For things like Harry Potter, I just did what others already found, but in new locations. Edit: Also TIL tables are supported here. Thanks Mugg! :)
xxezrabxxx
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Posts: 199
Location: Kentucky
Found a bug on this site. I can vote on my own submissions. Lol Why?
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
Active player (328)
Joined: 2/23/2005
Posts: 786
My speedrunning contributions... -The hyperspeed carpet glitch in SMB2U -The "boost ball instantly ends Ridley's first form" glitch in Metroid Prime Not much, but they're pretty significant glitches, and I always feel happy seeing them performed every year in GDQ.
Active player (309)
Joined: 8/21/2012
Posts: 429
Location: France
Great topic, what I find interesting is how people discover those glitches. Sometimes it's pure luck while playing casually, or by forcing luck a little by doing weird stuff. And sometimes it's by actively looking for a glitch, having some hints that something weird will probably happen in some circumstances. Let's see, what did I discover... I think the biggest is clipping through the floor with the "pipe machines" in Sonic Advance. (here: https://youtu.be/4tv5gyAlkRs?t=740). When you think about it, it's just the application of an already known glitch, but in a place where it has not been done before (it was already present in other runs, using another level device, here: https://youtu.be/4tv5gyAlkRs?t=286). The funny part is that I wasn't trying to apply the known glitch elsewhere to find that one, I was "just playing" with the collision of the pipe thing hoping to enter it maybe a frame sooner, with a jump or something else... And the glitch happened ^^. Another one in Sonic Advance, but it's more like an exploit. With Amy you have a "whirlwind attack" in the air, which happens to instantly reset the horizontal speed to zero. By using it quickly after hitting a diagonal bumper, you can use it to cancel the horizontal push and only gain height. It was used to take very useful shortcuts (a good example, and where I did the discovery: https://youtu.be/4tv5gyAlkRs?t=711). This one I was actively looking for it, or in other words, I did think about the properties of the move and the layout of the level, then I've found a way to create the shortcut. I don't remember seeing it in speedruns before my discovery, and at the same time I find it strange. I mean, when you know how that move works, it's not that big of a leap to use it in special ways like this. Someone correct me if it was actually a thing before the first Amy TAS :P It's hard to tell for every glitch or trick if you're the first one to find it, but that doesn't remove the satisfaction of discovering it by yourself. I did find some glitches in other games, like Sonic Triple Trouble or Donkey Kong on GameBoy (aka "DK 94"), but no practical use for most of them. Edit: ah, more recently there was Zookman ZX4, I did get some minor glitches, but anyone who played the game did find many glitches by just playing casually without even trying :D (the biggest glitches are anoher story)
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Wizards & Warriors III - I found the Malkil instant death glitch because some web page stated (or led me to believe) that you need to use all of the costumes in that fight. That's not true, obviously, but I first triggered the glitch while messing around with the various costumes in the final fight. I can't find that page any longer, but I'm pretty sure it was a personal page in an FAQ format with a dark (black?) background and light (yellow?) text. From what I can remember, the other answers it gave were correct or mostly correct. Wizards & Warriors X - Described in the submission. I found that while just playing through the game. Dragon Island - This game was on one of my old mobile phones. I found a multi-jump glitch and describe it in my playthrough on YouTube. IIRC, I found this because I messed up while doing the regular double jump in some level after getting the elven boots. One of the comments on that video mentions another glitch that lets you get the elven boots multiple times, which would obsolete my glitch after Misty Island 2. Might be something to look into if we ever get a rerecording emulator for those type of phone games.
Current Projects: TAS: Wizards & Warriors III.
MESHUGGAH
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Skilled player (1917)
Joined: 11/14/2009
Posts: 1353
Location: 𝔐𝔞𝔤𝑦𝔞𝔯
Here's my very short list from 2015 with example of a specific technique: https://docs.google.com/spreadsheets/d/1B56T744UA_6ddM1cUFy8TaXNkCg7cbrNprUaa4zAgf4/edit?usp=sharing The original idea was something like feos thought it's a good thing to have my ideas with examples listed, and I also wanted to make a cheat sheet so you could test things step by step. Obviously the problems are that: 1. I couldn't make it both simple and elaborated. The list either serves as "all techniques with some examples" or "some techniques with lot of examples". This arises from video games being "unique", even if they use the same engine, it won't guarantee that you won't find another trick between two revisions... So I stick with Game Resources, as it's serves much more insight about how does specific games work with the TASing tricks 2. The negative aspect is "oh, here's all tricks good", so you won't make attempts or trying to break rules on your own, as "if that guy tried everything, there might be no more things to do..?". Nevertheless, I'm going to write down my own ideas about how to discover something: 1. Record your input. Both for yourself and for others to let them investigate too. 2. Upload the result. As MUGG mentioned, a simple forum post could be golden in the right hands. I also saw impossible things mentioned in FAQs that probably nowhere else is listed/discussed. More eyes, more conclusion. 3. Understand what happened and exploit it. Sometimes a "simple" trick could lead to a bigger one (ACE) More ideas that time consuming: 1. Understand how does the platform works. Why there are limits and how does the game handles various things. You don't need to learn the whole assembly language nor disassemble everything. Just be aware of possibilities and how developers coded down things at that time. 2. Test things. If a game requires to be completed in 9 hours, the developers probably didn't tested it for that long, usually they had built-in cheat codes to make sure "game can be beaten" and then they remove it usually. 3. Try to beat yourself. Try optimizing positions without losing and with losing. Try to fail and let's see what happens. Try pressing many buttons as well alternating patterns. 4. Document what you know about the game and try to challenge it both in head and in game.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
Experienced player (623)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Here are the major ones that I have discovered: Wario Land 4: Diagonal zipping and wall clipping Super Mario bros. 3: Jumping into a wall while standing as big Marioa and Corner boosting. Yoshi's Island NTSC: Walljumping. (PAL walljumping had already been discovered). Super Mario Land 2: the pixel trick while jumping for faster movement. MUGG discovered the pixel trick while on the ground.
Measure once. Cut twice.
Skilled player (1003)
Joined: 10/13/2014
Posts: 409
Location: nowhereatthemiddleofnoone
I like this topic... I found all of that : Chakan the forever man (Genesis) : Warrior glitch : to use a weapon that you don't have in your inventory. Teleportation glitch : Use to teleport Chakan at the middle of level in X,Y positions. Magic potion glitch : Create Chakan's sprite bug ( just for the fun). Elevator to hit faster (trick) : use a specific move combined with a hit. Max damage (trick) : Use a specifics moves at a prescise times to kill lava boss easily. And some graphical bugs... Pocket monsters(Genesis) : J.U.T.S glitch : use to jump under the screen. Corner wall glitch : To enter into the walls Golden axe warrior (SMS) : It's open! glitch : Use to force specific enemies with a lot other specific conditions, to drop key. Cristal fast appear (trick) : Like the name indicate ! Golden apple glitch : give the golden apple and don't lose it in your inventory (don't uses in TAS). Build a pit please! glitch : give a dark christal, when you kill the true last boss... When you take it, that create a pit who permit to enter into the wall ! But you are condemned to cannot finish the game! For instant... Haha! DuckTales (GB) : Fast rope glitch : use to continu to move into the loading screens. Touch the hitbox perfectly : use to one shot some bosses, but impossibillity to finish the level. (don't use in TAS for instant) Castlevania: Legacy of Darkness "Cornell" (N64): All jump tricks : explain in the submission text All bosses skips : explain in the submission text Ultra damages : explain in the submission text Slide to Undead fall, glitch: use to don't die with a perfect conditions Oob : OOOOOOOOooooooooobbbbbbb! What else! Trick to beat the griffon boss fast (glitch head cutter). The Flash (SMS) : ST+SS, glitch : use to don't need to re-activate super speed power. Breaking wall, glitch : use to enter into the wall. And recently, some glitches and tricks on Asterix search for dogmatix (GBC), but don't explain those, because the actual runner haven't finish the TAS. And some new glitches on UMK3 (genesis) : Input transfer to AI, in "finish him" and some graphical bug, but this is an other story ! To finish, I join MUGG when he said, to found tricks and glitch, you need a luck, this is more true than you believe! I'll add, that sometime, you find a start of glitch but you should to work on it, to obtain a complete glitch and sometimes it's very long, so be patience! So, LUCK, WORK and PATIENCE. 3 step to find a solutions! Thank to MUGG for this good thread.
GAW sms... Totally destroyed
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Most of the glitches I have found are in the submission texts, no point in repeating them here. But let it be known to the world that I was the one who found the "fish fly" glitch in Wonder Boy III: Dragon's Trap, for the Sega Master System (on original hardware). It makes it possibly to fly out of the water as Pirahna Man by quickly alternating left and right, and gives early access to the legendary equipment. Post #115846 It's still there in the remake, I saw in AGDQ 2018.
Skilled player (1457)
Joined: 11/26/2011
Posts: 656
Location: RU
Amount of glitches i found in all games i played is nearly countless. No sence even try recall them all. So i confined himself to one example: I remember i found a several cool and esoterical glitches for Warcraft III. Link to video Sadly it is still decades to wait when it will be possible to TAS this game.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
First useful glitch I ever found in a game was Combat for the Atari 2600. If you were using the wireless controllers in tank mode, switching the controller off would either result in driving in a circle and firing repeatedly, or moving straight ahead at double the normal speed.