List of glitches in the EarthBound series: Difference between revisions

→‎In EarthBound: Surprised this isn't mentioned anywhere
(→‎In EarthBound: Extra Rock Candy Glitch information.)
(→‎In EarthBound: Surprised this isn't mentioned anywhere)
 
(19 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Image}}
{{Image}}
A '''list of glitches appearing in the [[Mother (series)|Mother series]]'''.
A '''list of glitches appearing in the [[Mother (series)|Mother series]]'''.
==In {{vg|Mother}}==
==In [[EarthBound Beginnings]]==
===[[List of miscellaneous items in Mother#Bread Crumbs|Bread Crumbs]] Glitch===
===[[Bread Crumbs]] Glitch===
[[File:BreadCrumbGlitch.gif|thumb|Demonstration of the Bread Crumbs Glitch.]]
[[File:BreadCrumbGlitch.gif|thumb|Demonstration of the Bread Crumbs Glitch.]]
A glitch involving the use of bread crumbs allows [[the player]] to reach an out-of-bounds area of the map in the original Mother. To activate the glitch, [[Ninten]] must never use bread crumbs, and then must subsequently rescue [[Pippi]]. If Pippi starts a trail of crumbs and then is delivered safely to the mayor, the player can choose to talk to her to obtain the items from her. Since each character has a separate variable for bread crumbs, and Ninten has not used them yet to set the variable, the crumbs that Pippi hands back to him lead to the default location on the map. The glitch can be canceled by using the [[List of miscellaneous items in Mother#Map|Map]] in certain locations, which can be used to skip a large section of the game. If the player moves too far in any direction, the game will create large amounts of glitched blocks that Ninten cannot pass through.
A glitch involving the use of bread crumbs allows [[the player]] to reach an out-of-bounds area of the map in the original Mother. To activate the glitch, [[Ninten]] must never use bread crumbs, and then must subsequently rescue [[Pippi]]. If Pippi starts a trail of crumbs and then is delivered safely to the mayor, the player can choose to talk to her to obtain the items from her. Since each character has a separate variable for bread crumbs, and Ninten has not used them yet to set the variable, the crumbs that Pippi hands back to him lead to the default location on the map. The glitch can be canceled by using [[Bread]] in certain locations, which can be used to skip a large section of the game. If the player moves too far in any direction, the game will create large amounts of glitched blocks that Ninten cannot pass through.
 
This method of the glitch was fixed in the English prototype and Mother 1+2. The player can still go out of bounds using the bread crumbs on any other version, but the only legitimate method other than this one is the one at [[#Bread Crumbs glitch 2|Mother 1+2]]. To make the GBA method work on the original Famicom and NES prototype versions, a walk through walls cheat is needed to access the specific spot used in Mother 1+2.


This glitch was fixed in the English prototype and Mother 1+2.
===[[Teleport]] Music Glitch===
===[[Teleport]] Music Glitch===
When the player fails to teleport through a spot that would normally change music, such as from the [[Yucca Desert]] to [[Youngtown]], the music playing before the teleport will continue, even after passing the music-change point.
When the player fails to teleport through a spot that would normally change music, such as from the [[Yucca Desert]] to [[Youngtown]], the music playing before the teleport will continue, even after passing the music-change point.
Line 12: Line 13:
This glitch was not fixed in the English prototype or the Mother 1+2 port.
This glitch was not fixed in the English prototype or the Mother 1+2 port.
===Poltergeist Music Glitch===
===Poltergeist Music Glitch===
If the player saves the game while Ninten's home is under attack by the poltergeist, then defeats the [[Doll]] and does not save, being knocked unconscious will cause the poltergeist music to replay. This is due to how the game stores the saved location, as it also saves the current music playing. Entering a different room causes the music to return to normal
If the player saves the game while Ninten's home is under attack by the poltergeist, then defeats the [[Doll]] and does not save, being knocked unconscious will cause the poltergeist music to replay. This is due to how the game stores the saved location, as it also saves the current music playing. Entering a different room causes the music to return to normal.


This glitch was not fixed in the English prototype or the Mother 1+2 port.
This glitch was not fixed in the English prototype or the Mother 1+2 port.


===[[Flea Bag]] Glitch===
===[[Flea Bag]] Glitch===
For reasons unknown, the Flea Bag (occasionally dropped by [[Stray Dog]]s) is capable of working on non-organic enemies such as [[Nancy]]s or [[Starman|Starmen]]. This glitch can be used to stall the fights against [[R7038]] and [[R7038XX]] to the point where the maximum limit of 255 turns is reached, ending the battle. This can be used to avoid losing [[Teddy]] or [[EVE]], yet will cause graphical glitches to occur (keeping EVE causes her to take the appearance of a stack of 3 NPCs that appear in the area she is currently in [sans [[Mt. Itoi]]], and keeping Teddy causes the entire party to become permanently invisible). This glitch is fixed in the English prototype and ''MOTHER 1+2''.
For reasons unknown, the Flea Bag (occasionally dropped by [[Stray Dog]]s) is capable of working on non-organic enemies such as [[Nancy]]s or [[Starman|Starmen]]. This glitch can be used to stall the fights against [[R7038]] and [[R7038XX]] to the point where the maximum limit of 255 turns is reached, ending the battle. This can be used to avoid losing [[Teddy]] or [[EVE]], yet will cause graphical glitches to occur, keeping EVE causes her to take the appearance of a stack of 3 NPCs that appear in the area she is currently in (sans [[Mt. Itoi]]), and keeping Teddy causes the entire party to become permanently invisible). This glitch is fixed in the English prototype and ''MOTHER 1+2''.
 
===Keeping EVE glitch===
[[File:EVE glitch.jpg|thumb|256px|right|EVE surviving the battle against the R7038XX]]
In the original Famicom version of ''Mother'' and all versions of the Virtual Console release of ''EarthBound Beginnings'', it is possible to avoid losing EVE from the battle against the R7038XX. To do this there are two methods, both of which requiring the player to stall the battle for 255 turns: the first and easiest method can only be done in the Famicom version of ''Mother'', using the aforementioned Flea Bag glitch to stall the battle for 255 turns.
 
The second and more difficult method involves using restore points added in the [[Virtual Console]] release: it is possible for the R7038XX to miss EVE resulting in her not taking damage for one turn. Ideally the player should save a restore point each time the R7038XX misses EVE, and reload it should the attack hit her. If the player manages to prevent EVE from taking damage five{{fact}}  times for 255 turns, the battle will end with her surviving.
 
When done successfully, the party the player can walk anywhere in the game with EVE in their party. Walking in certain locations with EVE causes her to take the appearance of a stack of 3 NPCs that appear in the area she is currently in (sans [[Mt. Itoi]]). Using any form of teleportation (including the Onyx Hook) will cause EVE to disappear. The only ways to bring EVE to the final battle in the English version requires the player to collect the remaining two melodies, then warp to {{ebb|Magicant}} using the GGF's Diary instead (unlike the Japanese Famicom version where the player will instantly warp to Magicant upon collecting the 7th melody).


==In [[EarthBound]]==
==In [[EarthBound]]==
===Brain Stone effect===
The [[Brain stone]]'s intended purpose was to prevent the [[Status ailments|loss of concentration]] during battle, however due to a coding mistake it actually does not serve it's intended purpose, and in fact does nothing.
The way it was intended to work is that when a [[party member]] is hit with an attack that disrupts their senses, there is a code that allows the game to perform a check to see if the party member is holding a Brain Stone in their inventory. If the check finds the Brain Stone in their inventory, then the attack will fail. This is similar to how the [[Franklin Badge]] works when a party member is hit with a lightning attack: if the code detects that the party member is holding the Franklin Badge, the lightning will be reflected instead. Due to an oversight, the code that performs the check specifically for the Brain Stone does not exist at all, as such the check that detects if a party member is holding the item never activates, thus preventing it from functioning.<ref>https://forum.fangamer.com/forum/Games/Mother2/The-Brain-Stone-is-the-most-useless-item-in-EarthBound</ref>
===[[Condiments|Condiment]] Glitch===
===[[Condiments|Condiment]] Glitch===
Also known as the Rock Candy Glitch, this glitch allows you to reuse any recovery item or Rock Candy an infinite number of times, only using the condiment. To do this, the food item must be at the bottom of the player's inventory. The player should then enter a battle and use the item. The condiment will be used, but the food item will not, allowing infinite recovery or status-enhancement. Using the Rock Candy, the player can increase their stats to incredible amounts, however if any stat becomes higher than 255, the stat will underflow to zero. This glitch does not work with stat capsules.
Also known as the Rock Candy Glitch, this glitch allows you to reuse any recovery item or Rock Candy an infinite number of times, only using the condiment. To do this, the food item must be at the bottom of the player's inventory. The player should then enter a battle and use the item. The condiment will be used, but the food item will not, allowing infinite recovery or status-enhancement. Using the Rock Candy, the player can increase their stats to incredible amounts, however if any stat becomes higher than 255, the stat will underflow to zero. This glitch does not work with stat [[capsule]]s.
 
===Walk Through Walls/Staircase Glitch===
===Walk Through Walls/Staircase Glitch===
In EarthBound, when a player is at low {{HP|HP}} on the overworld from poisoning, they receive a message warning them that a character is low on health. If this message is shown when stepping onto or off of a staircase, the player can walk through all walls. Ness's party's movement direction is fixed at the direction in which the message appeared. To fix the glitch, the player must walk to the bottom of another staircase. This was fixed in the Mother 1+2 version of the game. <ref>[http://earthboundcentral.com/2009/02/eb-walk-through-stairs-glitch/ EarthBound Central: EB Walk Through Stairs Glitch]</ref>
In EarthBound, when a player is at low {{HP|HP}} on the overworld from poisoning, they receive a message warning them that a character is low on health. If this message is shown when stepping onto or off of a staircase, the player can walk through all walls. Ness's party's movement direction is fixed at the direction in which the message appeared. To fix the glitch, the player must walk to the bottom of another staircase. This was fixed in the Mother 1+2 version of the game. <ref>[http://earthboundcentral.com/2009/02/eb-walk-through-stairs-glitch/ EarthBound Central: EB Walk Through Stairs Glitch]</ref>
 
===Skip Sandwich Glitch===
{{Main|Skip sandwich glitch}}
===[[Threed]] Tent Bug===
===[[Threed]] Tent Bug===
{{Main|Check Area Glitch}}
[[File:ThreedTentBug.png|thumb|A debugging menu seen when using the bug in ''EarthBound''.]]
[[File:ThreedTentBug.png|thumb|A debugging menu seen when using the bug in ''EarthBound''.]]
A small section of the tent in Threed causes slowdown related to text when [[Check|Checking]] it. If checked enough times, it may output long strings of random text, or occasionally, will leave text in the foreground of the screen, even after the text string ends. If the player repeatedly does this, it will eventually activate one of the game's debug menus.
A small section of the tent in Threed causes slowdown related to text when [[Check|Checking]] it. If checked enough times, it may output long strings of random text, or occasionally, will leave text in the foreground of the screen, even after the text string ends. If the player repeatedly does this, it will eventually activate one of the game's debug menus.
Line 32: Line 49:


This glitch was fixed in the Mother 1+2 version of the game.
This glitch was fixed in the Mother 1+2 version of the game.
===Stat overflow glitch===
In ''EarthBound'' each individual [[stat]] except [[HP]] and [[PP]] is stored in one byte, as a result the maximum a stat can be is 255 as that is the highest number that can be held in one byte. For a [[party member]]'s Offense and Defense, the stat simply caps at 255 due to a failsafe measure as with the use of weapons and armor it is possible to exceed 255 in those stats before reaching level 99. However, the remaining five stats (Guts, Speed, Vitality, IQ and Luck) do not have this failsafe measure: if they were to exceed 255, the stat will overflow to 1 upon reaching 256 and start from there: for instance, if a character's [[Speed]] is 255 and a level up causes the stat to increase by 3, the character's Speed stat will overflow and be reset to 3. This is not possible during normal gameplay, as even at level 99 it is impossible to have any of the affected stats to exceed 255, however if the condiments glitch is used enough times with the Rock Candy it can be possible for this to happen.
Unlike party members, enemies do not have a failsafe that prevents their Offense and Defense from exceeding 255. This affects the [[Soul Consuming Flame]], which was intended to have a Defense stat of 262, however because it exceeds 255 it instead overflows to 6 Defense.


===[[Shattered Man]] and [[Runaway Five]] Glitch===
===[[Shattered Man]] and [[Runaway Five]] Glitch===
At certain points during the game, a flag which disables over-world status effects such as poison or sunstroke is activated. This flag is used as error management so the party does not die in situations where a Game Over would be problematic, or when the developers simply want to player to be able to freely explore without worrying about status effects. For instance, the flag is activated upon entering a bus and after the party defeats Giygas. This flag is almost always activated if a cut-scene is playing where the game autocratically moves the characters, or needs the player to make very exact movements, such as talking to the invisible man in Moonside. The flag is usually reactivated almost immediately after the player regains control or the scripted sequence is over. Ending a random encounter also deactivates this flag, altough scripted encounters do not. On three separate occasions, the game uses a [[Mole Playing Rough]] in order to reactivate status-effects. Sometimes it is possible to skip the trigger that reactivates the flag once it is turned off. For example, dodging the encounter with the Mole Playing Rough in the Desert or skipping the dialogue with the invisible man. Defeating Giygas intentionally permanently disables the flag. If  Ness's entire party is {{unconscious|knocked unconscious, |2}} while this flag is active, strange effects occur. The game will loop the game over screen indefinitely or freeze on a single screen with graphical glitches. However, the player will eventually be transported back to the overworld, with everyone in their party as ghosts. Should they leave the building where they spawned in, the graphics will become temporarily distorted before returning to normal. This is confirmed to be an effect of the over-world effect suppression flag because manipulating it with the debugger has shown that any time the flag is activated, the glitch occurs, and using the debugger to deactivate the flag after defeating Giygas will allow the game over to proceed as usual should the player loose to the Shattered Man.
At certain points during the game, a flag which disables over-world status effects such as poison or sunstroke is activated. This flag is used as error management so the party does not die in situations where a Game Over would be problematic, or when the developers simply want to player to be able to freely explore without worrying about status effects. For instance, the flag is activated upon entering a bus and after the party defeats Giygas. This flag is almost always activated if a cut-scene is playing where the game autocratically moves the characters, or needs the player to make very exact movements, such as talking to the invisible man in Moonside. The flag is usually reactivated almost immediately after the player regains control or the scripted sequence is over. Ending a random encounter also deactivates this flag, altough scripted encounters do not. On three separate occasions, the game uses a [[Mole Playing Rough]] in order to reactivate status-effects. Sometimes it is possible to skip the trigger that reactivates the flag once it is turned off. For example, dodging the encounter with the Mole Playing Rough in the Desert or skipping the dialogue with the invisible man. Defeating Giygas intentionally permanently disables the flag. If  Ness's entire party is {{unconscious|knocked unconscious, |2}} while this flag is active, strange effects occur. The game will loop the game over screen indefinitely or freeze on a single screen with graphical glitches. However, the player will eventually be transported back to the overworld, with everyone in their party as ghosts. Should they leave the building where they spawned in, the graphics will become temporarily distorted before returning to normal. This is confirmed to be an effect of the over-world effect suppression flag because manipulating it with the debugger has shown that any time the flag is activated, the glitch occurs, and using the debugger to deactivate the flag after defeating Giygas will allow the game over to proceed as usual should the player loose to the Shattered Man.


The effects on the Game Over are likely because the game treats Unconscious as a status effect, and the game may not know how to respond to a status effect changing while it is not supposed to be able to. This is purely speculation tough.
The effects on the Game Over are likely because the game treats Unconscious as a status effect, and the game may not know how to respond to a status effect changing while it is not supposed to be able to. This is purely speculation though.


<ref>http://earthboundcentral.com/2013/08/shattered-man-glitch-in-earthbound/</ref> Both glitches were fixed in Mother 1+2 by separate methods; the Shattered Men disappear after completion of the game, while the game-over code has been modified to account for Mondo Mole. <ref>[http://earthboundcentral.com/2010/07/runaway-five-glitch/ EarthBound Central: Runaway Five Glitch]</ref>
<ref>http://earthboundcentral.com/2013/08/shattered-man-glitch-in-earthbound/</ref> Both glitches were fixed in Mother 1+2 by separate methods; the Shattered Men disappear after completion of the game, while the game-over code has been modified to account for Mondo Mole. <ref>[http://earthboundcentral.com/2010/07/runaway-five-glitch/ EarthBound Central: Runaway Five Glitch]</ref>
Line 59: Line 81:


==In [[Mother 1+2]]==
==In [[Mother 1+2]]==
===Bread Crumbs glitch===
[[File:BreadCrumbsGlitchM12.gif|thumb|Bread crumbs glitch in the GBA port of Mother 1]]
There's another method, which can only be done legitimately on the GBA port (it can work on the original NES version, but it requires a walk through walls cheat because the movement on this version is grid-based, which doesn't allow the player to go to that specific spot). It involves going to a specific spot near the [[Reindeer#Train station|Reindeer train station]]. The player has to use the Bread on that spot then immediately use the bread crumbs to go out of bounds. Just like the original method, it allows the player to walk anywhere on the map. It is however not commonly used in RTA speedruns due to the fact that the glitch only occurs on the middle part of the game, but if the speedrunner didn't lose significant time on the previous segments, this glitch can still significantly save time by skipping the need for obtaining the eight melodies.
===[[List of miscellaneous items in EarthBound#Exit mouse|Exit mouse]] glitch===
===[[List of miscellaneous items in EarthBound#Exit mouse|Exit mouse]] glitch===
[[File:ExitMouseGlitch.gif|thumb|Demonstration of the exit mouse glitch]]
[[File:ExitMouseGlitch.gif|thumb|Demonstration of the exit mouse glitch]]
Line 95: Line 121:
====Menu Scrolling Glitch====
====Menu Scrolling Glitch====
[[File:MenuScrollGlitch.PNG|thumb|The Menu Scrolling Glitch in action.]]
[[File:MenuScrollGlitch.PNG|thumb|The Menu Scrolling Glitch in action.]]
When scrolling too fast through the item menu or another similar menu, sometimes the text will not clear on the screen, only replacing text filled by the new text option. It can be fixed by changing to a different menu or closing the menu and re-opening it, and has no effect on gameplay.
When scrolling too fast through the item menu or another similar menu, sometimes the text will not clear on the screen, only replacing text filled by the new text option. It can be fixed by changing to a different menu or closing the menu and re-opening it, and has no effect on gameplay. This was fixed in v1.3 of the fan translation.
 
====Name Summary Slowdown Glitch====
====Name Summary Slowdown Glitch====
After naming characters, a fade out occurs. The audio and game slow down considerably, due to the sprite text welding system implemented in the translation.<ref>[http://mother3.fobby.net/or/ MOTHER 3 Fan Translation: Online Readme]</ref><ref>[http://legendsoflocalization.com/mother-3/game-start/ Legends of Localization - MOTHER 3: Game Start]</ref>
After naming characters, a fade out occurs. The audio and game slow down considerably, due to the sprite text welding system implemented in the translation.<ref>[http://mother3.fobby.net/or/ MOTHER 3 Fan Translation: Online Readme]</ref><ref>[http://legendsoflocalization.com/mother-3/game-start/ Legends of Localization - MOTHER 3: Game Start]</ref>