After figuring out how to destroy the Glass Tunnel in Maridia, the glass itself will not shatter until Samus jumps, shoots, or changes her item selection. If you fire a shot to break the glass on the exact same frame you enter the door transition to move to the next room, the game will freeze.

In the campaign levels "Assault on the Control Room" and "343 Guilty Spark", a glitch can be performed where if you hold down the button to throw a grenade right as a cutscene showing you arriving on the Pelican starts, you will stay inside the Pelican despite map scripting normally forcing you to jump out. The ship will then fly off out-of-bounds. If this glitch is done in the former mission, you can exit at any time and explore, but if you do not jump out in time, the Pelican will fly through a kill barrier and kill you. If done in the latter mission, you can safely get out at any time and explore with no risk of death. If you travel northeast from where the Pelican landed, you may eventually encounter a lone Marine, Private Mendoza from later in the mission, standing around in the empty area doing nothing. In Anniversary Edition, this Marine is slightly hidden behind a tree (several were added to this area in this edition), but he can still be seen as the trees do not have collision-detection, allowing you to walk through them. While it may seem that him standing around doing nothing is an Easter egg, his presence here is actually just a pre-determined location for his model to spawn in at before he is needed later in the level so there are no memory allocation spikes that would occur if his model was just loaded in and destroyed from the level. This is part of a common game programming pattern called "object pooling" where multiple objects are pre-initialized to be in use, and once their usage is finished are set to no longer be in use. The position of Mendoza's model is changed to be used in a pair of cutscenes during the mission.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
If the player performs a set of Bros. Attacks correctly Mario will get an idea to do an Advanced Bros. Attack, illustrated with a small thinking animation. If this occurs during the battle against the Hoohooros boss while said boss is also using the thinking animation, the game will soft lock.

The game has a secret CPU ghost mode which can be accessed under the Time Trial menu by pressing Start on a controller in port 2 while selecting a driver. This triggers a CPU cursor to appear, allowing the player to select a ghost driver to compete against. However, the CPU ghosts are capable of interacting with elements of a track's mechanics, like the ice blocks found in Vanilla Dome.
If the player allows the CPU to destroy these blocks, then drives over where the blocks were, then saves and race against their own ghost, a glitch will occur where the ghost will vanish when it touches the block that was supposed to have been destroyed and trigger a visual error where the player's tires will cycle between two frames of animation even while in an idle position. This glitch only occurs when the player and the ghost use the same driver.
If the player allows the CPU to destroy these blocks, then drives over where the blocks were, then saves and race against their own ghost, a glitch will occur where the ghost will vanish when it touches the block that was supposed to have been destroyed and trigger a visual error where the player's tires will cycle between two frames of animation even while in an idle position. This glitch only occurs when the player and the ghost use the same driver.

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In 2021, whenever a female character was attacked by a spell, they would apparently show an "ahegao" face, a Japanese term for anime characters with an exaggerated facial expression from having an orgasm. This expression wasn't shown on male characters and only seemed to affect females. After going viral on Chinese social media, the game's developer NetEase apologized profusely and claimed it to be a "bug" due to tongues clipping through chins. To make up for it, NetEase gave players free in-game items and currency.

In the Japanese release, the player is able to use Dive on the deep water tiles in Team Aqua's hideout due to a programming oversight. Because these tiles were never intended to lead anywhere, diving in them simply teleports the player back to Petalburg City, the lowest-indexed map location in the game. In the international release, this error is fixed by disallowing the player from using Dive in the hideout.
This glitch is not present in Pokémon Ruby & Sapphire, because in those games, the entrance to the hideout is no longer accessible after obtaining the Mind Badge, which is required to use Dive in the overworld.
This glitch is not present in Pokémon Ruby & Sapphire, because in those games, the entrance to the hideout is no longer accessible after obtaining the Mind Badge, which is required to use Dive in the overworld.
At the Fluffy Puffy Breadshop in Grillin' Village, there is a glitch that can be performed outside the bakery right before it closes. It requires Musashi to fall asleep on a very specific part of the wooden floorboards leading inside, and if performed correctly, the shop's door as it closes for the night will push him inside. When inside, talking to Jam at the counter will reveal that the bakery is currently having a sale. However, this can be done on any day of the week, making this glitch a possible exploit to buy cheaper goods from the Breadshop.
The Japanese FM Towns release of Monkey Island 2 is completely missing the so-called "cliffside puzzle" (which involves stealing a fish from a chef, trading the fish to a fisherman for a rod, and casting your line over a cliff, so a seagull appears and snatches the piece of the treasure map away).
At first, it was speculated this was either a bug (with one person going so far as to officially submit it as a bug for the ScummVM emulator in 2006) or censorship. But looking at the game's source code, the change was seemingly intentional, with additional lines of code being added to tell the program to skip the correct sequence of events.
When asked about this, even former developers and play testers couldn't explain or remember why. Recent consensus is that this was most probably because of a technical issue involving vertical scrolling (where if the screen moved up and down you couldn't have objects or animations on the screen at the same time or the game's script would break - and the cliffside "room" is the only room in the game to feature vertical scrolling).
At first, it was speculated this was either a bug (with one person going so far as to officially submit it as a bug for the ScummVM emulator in 2006) or censorship. But looking at the game's source code, the change was seemingly intentional, with additional lines of code being added to tell the program to skip the correct sequence of events.
When asked about this, even former developers and play testers couldn't explain or remember why. Recent consensus is that this was most probably because of a technical issue involving vertical scrolling (where if the screen moved up and down you couldn't have objects or animations on the screen at the same time or the game's script would break - and the cliffside "room" is the only room in the game to feature vertical scrolling).

There's a sprite of popular anime character Doraemon hidden in the background of Gill's stage. To actually see the sprite in-game, first the player has to perform a glitch to get Alex and Chun-Li onto Gill's stage. Right after that they have to do several glitches including one involving Alex and Chun-Li's throws to get the latter at an unnaturally high point. If Chun-Li stomps on Alex she will fly up into the air and the background will eventually loop vertically, revealing the Doraemon sprite.
Because of an oversight, the Fast Ball, which is supposed to work better on Pokémon that have a proclivity to flee, only works as it should on Magnemite, Grimer, and Tangela. This is because the Ball is supposed to look for three categories of Pokémon: ones with a 10% flee rate, ones with a 50% flee rate, and ones with 100% flee rate. However, for some reason the ball only chooses the first three Pokémon in the first category (10% flee rate) when it applies its catch-rate modifier.
Mannequins are meant to be stationary objects that display armor inside houses. Supposedly, they are programmed as NPCs with a simple script designed to make them stand still whenever they are in the player's presence. However, when a building with a mannequin inside is loaded, if the mannequin's script isn't loaded fast enough they will walk around and act like normal NPCs for a short time, a glitch that causes occasional instances of mannequins spawning away from their pedestals, or just acting like they are alive before becoming stationary again.

In Odai Plateau, there is an ebony shortsword that is supposed to be sticking out of a rock, but due to a bug, the sword's coordinates actually put it underground, making it unobtainable in normal play. It can be viewed through noclip console commands or through the mod creation kit.
Normally, if you change the music selection to "Choose" in the Audio menu, the game will not allow the track "Prophetic - Title" to play. However, a glitch in the European version causes the song to play if the player loops through the list by pressing D-Right after the last song. This is the only way the song can be played in-game, though the game will change the song to "Azule Lux" every time a new level is loaded.
This is most likely caused by the game trying to play "Extol", as it was the last track in the US version. Since its placement was changed, the game loops the list and plays "Prophetic" instead.
This is most likely caused by the game trying to play "Extol", as it was the last track in the US version. Since its placement was changed, the game loops the list and plays "Prophetic" instead.
If you have no weapon equipped and if you have one use of a healing item left, using that last healing item will cause an uncommon glitch to occur where the weapon listed first in your status menu will be automatically equipped. This glitch also appears in Fire Emblem: Radiant Dawn.
If Lynn gets defeated during the tutorial fight, her victory cutscene will play despite her defeat. The “Enemy Phase” sign will then play on loop, essentially soft locking the game.
If Bowser defeats Mario at the very start of the game, it will soft lock as the developers never intended for Mario to lose.
Due to the complex maze-like structure of Yoshi Valley, the HUD’s mugshot are reduced to question marks, and the player’s position in the race doesn’t appear at all.
This error would be eventually mostly fixed in Mario Kart 8, nearly 20 years after its debut. Some items like the Red and Blue Shells, occasionally, may miss the character in front of the player.
This error would be eventually mostly fixed in Mario Kart 8, nearly 20 years after its debut. Some items like the Red and Blue Shells, occasionally, may miss the character in front of the player.
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