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Super Mario Bros. 2
subdirectory_arrow_right Super Mario All-Stars (Game)
1
The NES and SNES versions of Super Mario Bros. 2 contain different insta-kill cheat codes, likely used by the game's developers for debug purposes. The code for the NES version involves pausing the game and holding Up/A/B on a second controller, and then unpausing to lose a life. The code for the SNES version is simpler, where you only need to pause the game, hold L and R, and then press Select to lose a life.

There are a pair of glitches that can be triggered with this code in the NES version. If the code is inputted while riding a Rocket, the health bar will effectively turn invisible by displaying all the heart pips as empty, but the player character will emerge unharmed. If the code is inputted during the transition for walking through a door, the player character will continually fall through the floor and lose their lives until a Game Over is reached.
person MehDeletingLater calendar_month October 17, 2023
Assassin's Creed
1
During Memory Block 6, when entering Arsuf to assassinate Robert de Sablé, there is a glitch that can occur if you ride through on horseback and have a second controller connected to the console. Once you reach the cliffside with three archers near the start of the area, after killing them, there is a chance that a second Altair spawns in and copies his every movement and action. They can lock on to each other, and in combat the two Altair's often target the same enemy. Any hit that either Altair takes will lower their health, including those that one Altair inflicted on the other. There cannot be more than two Altair's and the game attempting to focus on both of them can also lead to a number of other reported camera, cutscene and boundary glitches in the area. The most common method to obtain the second Altair involves continuing down the path on horseback where he will fall through the floor, die, and respawn with the second Altair. If you wish to get rid of the second Altair, simply disconnect the second controller from the console.
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person MehDeletingLater calendar_month October 12, 2023
Postal III
1
Postal III was delisted from Steam on November 22, 2022 due to issues with the Steam version's DRM going offline. On October 12, 2023, Running With Scissors announced on the "I Regret Nothing Podcast" that the game had received some DEPOS updates to fix the issues keeping the game from being playable, and would be added back on Steam at a later date with some additional fixes from the ZOOM Platform version of the game.
person Wingzzzzy calendar_month October 12, 2023
Adventure
1
There exists a rare situation in Adventure where, after being eaten by a dragon, the bat will pick up the dragon, and carry it around the game world with you inside its stomach. This was not an intentional Easter egg or gag, but rather a result of the dragons and bat in Adventure being coded to explore the game world at all times rather than despawning.
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person Rocko & Heffer calendar_month October 7, 2023
Jingle Brawl
3
In Super Fall Brawl, one of the many reskins of Jingle Brawl, the new character was intended to be Sheen Estevez from The Adventures of Jimmy Neutron: Boy Genius, in promotion for his then-new spin-off series Planet Sheen. However, Sheen was not coded correctly, making him near-impossible to beat in a fight. The game's second update would remove Sheen and his stage completely, and he would never be added back in, making Fall Brawl the only Super Brawl game without any new combatants. Sheen would return in Super Brawl 2, though the House of Pain stage, based on the first episode of Planet Sheen, would be swapped for a Zeenu stage generally based on Planet Sheen instead of a single episode.
PAC-MAN Doodle
2
The Pac-Man Google Doodle was not properly optimized for Firefox users, which led to the Pac-Man sound effects playing in sequence unprompted, even if Google was on a different tab, with many users mistaking the ghosts' movement noises for cartoon police sirens and believing to have caught a virus.

So many questions were posted on Mozilla's Q&A forums that, once they prepared an article to explain the Pac-Man glitch, the company's database server had slowed down to a point where the article took long to upload.
Nickelodeon All-Star Brawl
1
Upon the release of the Hugh Neutron DLC, a glitch was added to the Switch version of the game that made Aang's air ball move an instant KO. This was quickly patched out.
person Rocko & Heffer calendar_month September 23, 2023
Dance Dance Revolution Supernova
subdirectory_arrow_right Dance Dance Revolution X (Game)
1
In Dance Dance Revolution Supernova, the song "Healing-D-Vision" erroneously uses 8th and 16th note steps throughout the song, despite the song itself utilizing a triplet (12th note) beat. This is especially noticeable in the first half of the song. This mistake was fixed in Dance Dance Revolution X.
Super Smash Bros. Ultimate
1
In the launch version of Super Smash Bros. Ultimate, Marth and his clone characters were unable to dash-grab R.O.B. while he was in shield. This would eventually be fixed in Version 3.0.0, which increased the vertical range of these characters' dash-grabs.
person Rocko & Heffer calendar_month September 20, 2023
Courage the Cowardly Dog: Creep TV
1
Courage the Cowardly Dog: Creep TV has secret codes and maps that went undiscovered until 20 years after its release due to a glitch making them inaccessible. The codes include the "daScore" code, which shows a counter of how many ghosts you've zapped, and the "mirage" code, which expands the game map infinitely and allows access to the secret maps. On one of these maps, you can acquire a pair of glasses as an unused item, and another map containing an oasis in the Middle of Nowhere that also has a sign simply reading Eustace's catchphrase, "STUPID DOG!". However, if you use the glasses to read the sign, it will instead say "Wee...amazing! You found it! GOOD DOG!"
Metroid Prime
2
According to one of the game's tech leads Jack Mathews, shortly after Metroid Prime shipped, Nintendo told Retro Studios that a "bad batch" of GameCube CPUs shipped, and apparently this game was the only game that misbehaved on them. Upon seeing videos of the issue, it became clear to them what was going on:

"All animated objects were freaking out... we needed to actually slow down some of our code, because it was running too fast for these CPUs to handle! We needed to be able to test this, but Nintendo only had one dev kit with this CPU. We couldn't detect the CPU, and if we slowed it down too much, the game's framerate would tank. If we didn't slow it down enough, it would glitch. Even worse, we had to burn disks for this kit. So each test was hours. Even weirder was to see the problem, the kit had to be cold. Like, freezer cold. So we literally had to put the kit in the freezer, test the game for 15 minutes tops, then start all over. It was crazy. We literally were running the kit from the break room freezer to the TV, and loading save games as fast as possible to as many places as possible in 15 minutes, then trying new code, re-freezing, and back. I'll never forget it."

In retrospect, he wondered if it was possible to instead rig up the GameCube so it stayed in the freezer and let the wires run out to connect to the TV to save time running back and forth.

On the more technical side, Mathews explained:

"Our skinning used the locked cache DMA to read in data and the write gather pipeline to write it out. Most of the Nintendo samples used the locked cache for both read and write, so my method was a bit faster. But it also hit memory bandwidth limits. As I recall, the issue was that the write gather pipe on these broken CPU's wouldn't stall when it was full or properly report its status, so we had to keep inserting NOPs in the code to slow it down just enough to stop stalls from happening, but not so much to slow down the game."

When a player called Nintendo of America's support hotline about this animation problem, they would send them a new copy of the game disc with this updated code.

When this story was posted to Twitter in 2022, one user posted an older video of a graphics glitch positing that the issue is "caused by the ANCS file using the wrong CSKR for the suit model", and that it might be possible to simulate the issue outside of the hardware and software conditions it originally happened in. Mathews replied:

"I don't know if it was writing out less than we were putting in the write-gather, or throwing away and reusing from the buffer, but sort of along these lines, with more jittering and triangles all over the place. This example has coherent skinning, just a bad mapping... I think the WG pipe was a 96 byte circular buffer. So when it wouldn't stall, it would write bytes over earlier entries in the buffer before they could flush to main memory. These would still be four-byte aligned writes, so I think the way to emulate it would be to take blocks of anywhere from 4-32 bytes (a multiple of four) and move them back by 96 bytes in the skinning buffer."

Mathews also talked about how it would have been a bigger hassle to rewrite the skinning pipeline to use the locked cache, because it would have been a rewrite by taking the risk of adding new code and may have net slowed things down. Adding the NOPs wouldn't break anything and just moved the stalls from the memory controller to the PPC chip.
person MehDeletingLater calendar_month September 16, 2023
Metroid Prime
1
Attachment To help development reach its finish, Retro Studios licensed out a PHP-based bug tracker called Mantis, working with Nintendo of America's product testing division to find bugs and the team's producers would enter bug reports.

Eventually, Metroid Prime went gold on October 29, 2002 at 2:21 AM, less than a month before the release date to give time to manufacture game discs. Programmer Zoid Kirsch described it as one of the most memorable days of his life, commemorating it by getting the development team's signatures on a magazine poster. Notably, none of the developers signed on Samus because they had a large amount of respect for the character.
person MehDeletingLater calendar_month September 16, 2023
Pokémon Emerald Version
3
Because the developers were still experimenting with Double Battles where the player teams up with an NPC ally to fight two NPC opponents, this lead to a glaring oversight during the battle where the player joins with Steven Stone to battle Maxi and Tabitha where, during the battle, Steven's Level 42 Metang can actually gain a substantial amount of EXP simultaneously with the player's own Pokémon. This essentially means that, with careful manipulation, the player can have the ally Metang get enough EXP to grow to Level 43. This so far is the only instance in the entire Pokémon main series where, in a non-scripted battle, an NPC's Pokémon can gain EXP and level up.
Eek! The Cat
1
Attachment Eek! the Cat has been noted for having an unusually dark color palette that makes the graphics hard to read. This is not the result of a faulty brightness register, but simply how the game's palettes are stored in the code. Marketing materials for the game show screenshots that are much brighter in palette and closer to both the game's original form as Sleepwalker and its cartoon source material, meaning that the palette error was likely a mistake made late in the game's development.
person Rocko & Heffer calendar_month September 10, 2023
ROM hack that brightens up the game's color palette:
https://www.romhacking.net/hacks/6336/

Eek! the Cat marketing materials:
https://twitter.com/VGArtAndTidbits/status/1581404327679123456
Giana Sisters: Twisted Dreams
subdirectory_arrow_right Bubsy: The Woolies Strike Back (Game)
2
Attachment There exists a bizarre occurrence in Bubsy: The Woolies Strike Back where, when pausing on certain stages, Woolies will transform into the demon enemy from Giana Sisters: Twisted Dreams, and then turn back when unpaused. It is unknown whether this is a glitch or an Easter egg.
person Rocko & Heffer calendar_month September 8, 2023
Dexter's Laboratory: Deesaster Strikes!
1
The first print of copies for Dexter's Laboratory: Deesaster Strikes! contains a bug that makes the final level unbeatable. This was fixed in a later revision.
Double Dribble
2
Attachment The NES version is notorious for its poor-quality voice samples, which among other things resulted in numerous mondegreens of the game's title. This is due to an oversight born out of an idiosyncrasy with the console's hardware: the NES's Ricoh 2A03 chip reads DPCM samples' bytes from right to left, whereas the samples themselves are programmed to be read from the traditional left to right. This oversight was not discovered until 2020, when a user on the NesDev forums accidentally reversed the bit order of the game's DPCM samples, resulting in significantly improved playback quality.

This issue is not limited to Double Dribble, with similar bit order errors occurring in Abadox: The Deadly Inner War, Ufouria: The Saga, Bomberman II, Mr. Gimmick, Klax, Sword Master, and A Boy and His Blob: Trouble on Blobolonia, among others.
Pepsiman
1
Attachment Inside the files of Pepsiman is a buggy, yet functional, level editor.
Ghost of Tsushima
1
As you progress through the story, there are a few castles and areas which become blocked off to the player after finishing the questlines associated with them. However, there is a simple-to-perform glitch that allows the player to access these areas again. While on horseback, the player must back their horse as far as possible into the gate of a blocked building and fire a bomb arrow at the ground in front of them, this will cause the player to fly back and clip through the gate with ease.
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person Wolfen50 calendar_month September 6, 2023
Ghost of Tsushima Glitch , Enter Shimura castle after cleared :クリア後にバグで志村城に入る  ゴーストオブツシマ 壁抜け:
https://www.youtube.com/watch?v=FjBSG1c11e4

Ghost of Tsushima Secrets and Amazing Things You Probably Didn't Know! (Ghost of Tsushima Details):
https://www.youtube.com/watch?v=P2fgwI72-zw?t=315
Ghost of Tsushima
1
As of August 2020, an interesting glitch could happen after performing a certain killing blow. Sometimes after defeating an enemy there is a chance that they will start crawling around until the player finishes them off. After performing a beheading kill on your foe, a technique meant to be a killing blow, there is a glitch that can happen which causes them to still crawl around on the ground as if they were defeated in a normal fashion. It is currently unclear if this glitch has been patched out since.
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