"The black hole glitch is a glitch found in Super Smash Bros. Melee involving Reflector, Vegetable, and the Super Scope. The many thrown Vegetables become stuck in a crossfire caused by the scope. If players touch the Vegetables, they will quickly take heavy damage. The glitch was discovered by Aftermath and Juce in late 2004. There are a number of methods to perform the glitch, all of which involve Peach throwing several Vegetables into a stream of Super Scope shots; the glitch can theoretically be performed with any item that has a hurtbox and does not vanish when hit, but the physical properties of Vegetables and their ease of acquisition make them the only reasonable option.

The glitch occurs because the amount of Vegetables being focused into a single location overcomes a technical limitation in the game: for the purposes of preventing attacks from hitting the same thing twice, attacks can remember a total of 12 objects that they have already connected with. If an attack hits more than 12 things, it begins to forget about the first ones, and is therefore capable of damaging them again. As a result, funnelling more than 12 Vegetables into one place means they will continuously hit every other Vegetable in an infinite loop.[1]

It is likely that the list for "objects this attack has hit" has a limit in other games (as it is poor practice to allow such a list to be limitless), so in theory a black hole could be formed in other games if there were some way to bring enough viable items together. However, as an equivalent to the Infinite Super Scope glitch is not present in other games, there is no known way to set up the situation.


The soul breaker is a glitch in Super Smash Bros. Melee performable only by Mewtwo. It involves using Confusion to simultaneously grab an opponent and reflect an item that is too strong to handle, resulting in Mewtwo having its reflector broken and the opponent being stuck to Mewtwo and unable to act.

The most common method to perform the glitch involves a Red Shell due to it being the easiest item to reflect multiple times in a row. Using Confusion on a Red Shell five times will make it strong enough to break the move on the sixth reflect, during which the opponent is grabbed. It is possible to activate the glitch with other projectiles, though the required timing and setups are much more difficult.

While the victim is attached to Mewtwo, they cannot do anything except take damage. The victim can be freed by the victim touching the blast line, hitting the victim with a strong enough attack (e.g., a fully charged Shadow Ball), or hitting the victim with Confusion another time.

While the soul breaker glitch has game-breaking potential similar to the freeze glitch (which is banned in tournaments), it is less of a threat in actual matches since its specific conditions (catching an opponent with Confusion while reflecting a projectile back and forth) make it nearly impossible to achieve unless all players wanted to intentionally provoke the glitch. Furthermore, Confusion has little practicality in competitive play, due to its high starting and ending lag, as well as a lack of practical applications in Mewtwo's metagame.

Explanation

The glitch is the result of Mewtwo having its reflector broken while grabbing another character; with the animation interrupted, the code to release the victim is never reached, and since Mewtwo was not attacked and damaged the general "release victim when hit" code is not run (since the start of a shield/reflector break is a different state altogether). As Mewtwo is the only character with a move that grabs and reflects simultaneously, no other character can use the glitch.

Soul stunner

An odd side-effect of the soul breaker is called the soul stunner. While the soul breaker is activated, using Mewtwo's down throw on another player will freeze them too. Though similar to soul breaker, the soul stunner doesn't cause the victim to follow Mewtwo around, and will instead remain frozen in a certain spot. By charging Shadow Ball on two frozen characters, one can obtain an infinite combo. The soul stunner can be negated by using Confusion on the frozen character.

This is likely due to conflict over which character Mewtwo is currently grabbing - as normally one can only grab one opponent at a time, the game is unlikely to try and apply all the necessary code to multiple grabbed characters. It is therefore unclear why this doesn't occur with all four throws, though down throw does have the distinction of being Mewtwo's only multi-hit throw.


Glitzer Popping is a subglitch of the access Pokémon beyond slot 6 subglitch of the Pomeg glitch. As with the latter subglitch, it can only be performed natively in Pokémon Emerald or in FireRed and LeafGreen via trading with Emerald.

By scrolling past slot 255 and below in a player's party, it allows the player to corrupt Pokémon in the Pokémon Storage System's box 1 and 2. Most of the time these become Bad Eggs, which may have glitch moves with beneficial effects such as skipping battles.

The glitch is notable as a means of producing a glitched Egg which can be hatched. The player can manipulate the Egg to contain any valid Pokémon and various glitch Pokémon. Additionally, using a technique known as "double corruption", one can create an unhatched Pokémon in the Pokémon Storage System with multiple characteristics (Item, Moves, Species, IVs, Origin, etc.) that they desire.

In addition to Pokémon data, Glitzer Popping can corrupt Day Care data, contest data, map data (NPCs with their location and script address), flag data (story, trainers, events), bag quantity data, PC item data, Battle Frontier data, Trainer data (name, ID, SID) and Secret Base items.

Name

The name Glitzer Popping does not have any meaning in itself, and was chosen by the speedrunner Werster because he didn't want the glitch to have a name that in his view would be 'too generic'.[1]

Double corruption

A double corruption allows the player to obtain the modified Pokémon in an Egg without hatching it. To cause a double corruption, the player should perform the usual steps to obtain a regular Egg, but leave the Egg in the storage system and corrupt it again. The Egg must not be picked up, or it will never corrupt into the desired unhatched Pokémon (unless the Pokémon is specifically crafted to work around this; e.g. a "Dots" Egg that had Flash as the fourth move).

Double corruption allows the player to obtain the Pokémon without going through hatching, which preserves the Held Item, EVs, Origin, Obedience, Ribbons, Experience, Contest Stats, PP Boosts, etc. While a simple corruption slightly changes some of the Pokémon's values (Move 2 and Move 4 will always be Glitch Moves, for example), a double corruption leaves the data intact (it will only permute the substructures), which allows a complete manipulation of said Pokémon's moves.

The Eon Ticket, AuroraTicket, and MysticTicket, if held by a storage box Pokémon, cannot be taken and used to travel to an event island, as the flag must also be set. However, Glitzer Popping may rarely activate an NPC on the second floor of a Pokémon Center who will give an Eon Ticket while activating the flag. Additionally a derivative of Glitzer Popping known as the Pokémon news reporter glitch can be used to set the flags, by sending the 104th Pokémon into battle, checking that it has specific attributes (which will be random) and letting its HP drop to a specific value.

Some Key Items for Ruby/Sapphire/Emerald or FireRed/LeafGreen obtained this way can be traded and used during the main story to skip certain parts. (Poké Flute, Tea, Silph Scope, HM01 Cut, Rainbow Pass, Mach Bike & Acro Bike, Go-Goggles, etc.)


Tweaking is a glitch exclusive to the core series Generation IV games that causes the game to improperly load the graphics of an area. It is also sometimes referred to as holepunching to commemorate its discoverer, a GameSpot forums member by the username of "Holepunch".

Cause

All maps in Generation IV are broken up into square "sections" or "chunks" 32 tiles by 32 tiles across. At any given time, only four sections are loaded and visible: the section the player is currently in as well as two sections orthogonally away and one diagonally away, depending on which quadrant of the current section the player is in. (For example, if the player is standing in the northwest quadrant of their current section, the sections to the north, west, and northwest will be loaded.) "Load lines" exist halfway across each section at the boundaries between quadrants, so named because when the player crosses over one, the sections in that direction are loaded into memory, while the sections behind the player are unloaded. Through this, the overworld appears seamless.

Using the Bicycle in the fourth gear, however, can cause the player to move too fast for the game to load the areas properly, especially if one changes direction several times while near the intersection of two load lines, thus loading and unloading multiple sections over and over nearly simultaneously. Doing so triggers a race condition bug, causing sections to load improperly. The effects can vary from a game freeze, invisible walls, a completely black area, a completely white area, a change in the Z-axis location, or even a completely different section fully loading in the wrong place.

The distortion caused by tweaking can be solved easily by crossing a load line away from the distortion, causing it to unload. When the section is loaded again, it will be normal. It can also be solved by a graphic refresh, such as opening any menu that takes up both screens and then closing out.

While tweaking using the bicycle in the fourth gear is the most common method to perform tweaking, the same effects can also occur using only the third gear, although its applications are not as versatile. It is even possible for some limited effects to occur simply by running (as well as Surfing in Platinum, which is at the same speed), mainly invisible walls and Z-axis changing rather than more drastic changes.

Void glitch

The void glitch is a specific application of the tweaking glitch only useful in Pokémon Diamond and Pearl. First, the player must tweak a black area onto a section that would normally contain buildings, making it possible to walk through their improperly loaded walls. Then, by standing exactly one tile above the entrance to a building, reloading the area, and walking south, the player can end up on the interior map of the building, but in the black void area around the normally accessible portion, similar to the Surf glitch. As with the Surf glitch, it is then possible to navigate through the interconnecting area of this void to normally inaccessible locations, such as Newmoon Island and the Flower Paradise where the event-exclusive Darkrai and Shaymin reside.

Traveling a multiple of 65,536 steps in the void will cause the game to no longer display only black, but rather start copying the map data of normal areas due to an overflow[citation needed] after attempting to load data past 4,294,967,296 bytes (each map tile takes up 65,536 bytes). Only the visual data is loaded like this; almost everything can still be walked through just as in the rest of the void. These areas are nicknamed "Fake Sinnoh"DPPt or "Fake Johto/Kanto"HGSS. 'Fake' regions continue to repeat every 65,536 steps and are about an hour apart when traveling on the Bicycle in fast gear.

As part of the paths to access Darkrai and Shaymin, the player is required to save the game in the void, so the same risks associated with the Surf glitch occur here, such as becoming trapped without a method of escape. It is also possible for, in the worst possible circumstance, the game to immediately freeze upon loading the save file, forcing a new game to be started. This can be tested for, however, by opening and closing an option on the menu such as the Bag (usually referred to as a Black Screen of Death test), as the game will freeze upon closing the selected menu option, preventing the save file from being damaged.

Other notable areas known to be accessible through this glitch include the Hall of Fame, Giratina's room in Turnback Cave, Valor Cavern, Acuity Cavern, the second to last room in Team Galactic HQ, Spear Pillar, and any route, town or city in the game either by using Fake Sinnohs or the Battle Tower void.

After the discovery of the Darkrai and Shaymin paths, it was believed (though not conclusively proven) that the Hall of Origin was inaccessible through this glitch, as it is a closed-off indoor area without a single accessible entry warp, thereby making it almost impossible to safely locate in the void compared to outdoor areas and indoor areas with many warps such as Turnback Cave. It was also known that, unlike Newmoon Island and Flower Paradise, simply finding the Hall of Origin would not allow the player to battle Arceus, due to a set of reasons involving map scripts as detailed here. Due to the combination of these two factors, it was believed impossible to catch Arceus through the void glitch for several years. A method to find the Hall of Origin was not discovered until January 2017, by relying on relatively extensive methods to be able to dynamically control the layout of areas in the void[1]. The Pal Park Retire glitch was documented soon afterward, allowing the player to manually activate the script that causes the player to challenge Arceus, finally enabling Arceus to be caught. The currently documented method to catch Arceus involves reaching the Hall of Origin map while still in the void; there is currently no documented way to see the full, visible Hall of Origin (the way it appears after using the Azure Flute).

Alternate Jubilife City theme

If the player opens the bag in a location marked as "Turnback Cave", the next "Jubilife City" location will have no music. After that, the next time the player reaches a "Jubilife City" location, an alternate version of the usual Jubilife City theme will play instead. The alternate track will persist if the player travels to the real Jubilife City using Fly.



Minus World

The Minus World is one of the most infamous glitches in Super Mario Bros. and in video game history. It is an endless underwater level, identical to World 7-2, and once there, Mario or Luigi is doomed to the death from either running out of time or being killed by enemies.[9] While there is no strategic advantage in performing this glitch, many find it intriguing. The glitch was removed in some re-releases of the game, excluding the imports, the Virtual Console releases, and Game & Watch: Super Mario Bros. The Family Computer Disk System version includes a different version of the Minus World (even though the game itself does not have other differences). It contains three levels that can be beaten, and once -3 is complete the player will return to the title screen as if they have beaten the game.


To perform the glitch, Mario must go to World 1-2 and stand on top of the pipe that leads to the above-ground flag, without going in the pipe, then he must break the second and third block from the pipe, but leave the one on the far right (though the player can still perform the glitch without breaking these two blocks, as pictured). Mario must then stand on the left edge of the pipe (facing left) and duck. He then has to jump while in a ducking position and move right in mid-air (while still facing left). If done correctly, Mario will go through the block on the far right and through the wall to the Warp Zone. Mario must then go through the pipe that would normally lead to World 4-1 (the one on the far left), and Mario will enter the Minus World (World -1; it is actually World 36-1, but the game displays the number 36 as a single blank space). If the player instead goes down the middle pipe, they go to 5-1.


There is also a third way to activate that glitch. The player needs a Family Computer or Nintendo Entertainment System console, a Super Mario Bros. game cartridge, and a Tennis game cartridge. To activate the glitch, the player needs to start playing Super Mario Bros. After a few seconds, slowly and carefully take the cartridge from the console and replace it with the Tennis game. After that, the player needs to reset the game. The player needs to play a match, and after a few seconds, carefully swap the cartridges again. When the title screen appears, the player needs to hold down A Button and press Start Button, and the Minus World will generate. The Minus World will be different depending on score gotten during the match in Tennis.


If World 2-2 or 7-2 is edited in a ROM editor, so that it is possible to beat it during the underwater segment, there is a World -2, an underwater version of 3-4. If World 3-4 is edited in a ROM editor, then, there is a World -3. It is also a version of 3-4, but with overworld graphics.



SLAPAYO is a glitch in Super Smash Bros. Brawl. Naruto[NU] first discovered the glitch on March 30th, 2008. However, on May 4, 2008, the SLAPAHO crew provided the first documented evidence of the creation of the glitch.

The details of the glitch are still uncertain, and there are many questions after reviewing the video. Unfortunately, in their haste to have video evidence of the glitch, SLAPAHO quickly ended the match with little experience of the glitch itself so the replay could be saved.

What is known is that it involves Ness being hit by an attack of equal or higher priority while his yo-yo is outstretched. Shortly before impact, Ness must release the yoyo. The animation will be canceled, causing the yo-yo to fail in retraction, effectively leaving the yo-yo limp at Ness' side. The yo-yo appears to retain its charging hitbox, which only hits an opponent or damageable object once, very similar to the function of the Turnip glitch.

How to perform

One of the players must be Ness. The glitch can be done with any stage, and most other characters. Ness must charge his up smash, and the up smash must be hit by an attack. Then, Ness must release his up smash, and the same attack must hit Ness during this time, thus canceling the animation of him putting away his Yoyo. Ness will then appear to be dragging his Yoyo around. If Ness passes through a platform,then the Yoyo will be "caught" and will appear to be stuck on the platform. It will automatically go back to Ness if it finds a clear line between it and Ness. If Ness gets KO'd, then the Yoyo will be stuck under the stage. It can still go back to Ness if he finds a clear path between himself and the Yoyo. The glitch has little competitive use, as it will only damage an opponent once (and weakly, only doing 4%). After this, the Yoyo will still be dragged around, but will not do any damage. The glitch ends when Ness uses his up or down smash again."