List of glitches in the EarthBound series: Difference between revisions

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(Added a new (mostly untested )graphical glitch)
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===[[Shattered Man]] and [[Runaway Five]] Glitch===
===[[Shattered Man]] and [[Runaway Five]] Glitch===
During the end of the game and when waiting on the Runaway Five's [[bus]], there are no enemies on the entire map. An oversight leaves scripted battles such as the [[Your Sanctuary|Sanctuary Boss]] battles working as normally; however, if Ness's entire party is {{unconscious|knocked unconscious, |2}}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.<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>
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.
 
<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>


===Diamondized Glitch===
===Diamondized Glitch===

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