A glitch, also known as a bug, is a flaw in the programming of a game, causing it to work improperly. There are a number of Nitrome games with noticeable glitches, some which can prevent proper gameplay or players from passing certain levels. Nitrome's earlier games had more glitches than the rest, and glitches became rarer as Nitrome's game development got better. If a player experiences a glitch, they can email Nitrome at the email address "bugs@nitrome.com". A list of glitches in games is listed below.
On Final Ninja Zero, If the player presses the back button on the highscores repeatedly many times, they may go back far enough to see the 101st score, 121st score, or even farther!
After beating the Pixel Love game Corporate Climber and clicking the "submit score" button, it will keep the Pixel Love background and game screen, but inside the game screen is Nitrome.com.
This glitch can happen during any game. If the player has multiple tabs open in their browser, and switches from one to the game tab, remnants of the other tab may be visible. However, main components of the game will still be shown, and if the player moves his mouse over the remnants of the other tab, it may show the game itself again.
Occasionally, when a player traps a troll, or blue cow, then breaks the ice barriers to let them free, the enemy might just stand there with a question mark over its head for the entire course of the level.
If the player goes to the place that an enemy is about to go, they may die.
The player may be able to fire their laser and hear its sound even after the level ends.
If a piece of rock is too small, firing the laser at it will not cut it in half. Instead, the regular "cut line" will continue to stretch across the screen.
On one level, if Canary 214-LE shoots a laser at the black rock in the end room, his laser may cut the rock, the rock will show in the blackness (so the player can see it), and a white line will be seen where the player cuts.
An extremely common glitch happens when the player obtains the double jump power up. Whenever the layer jumps, they will do a flip in the air, but not be able to jump a second time.
Sometimes if the player bumps a rock off the edge of a platform, and the bats places the next platform while it is falling, the rock will get caught in between the platforms and stay stuck there.
On Level 3, small chicks may always fall through the thumper bumpers.
Sometimes chicks get stuck at the top of the screen and never fall. This happens with bombs sometimes too. This particularly happens with the tiny chicks.
At the start of some levels, Chiseller may automatically win or lose.
When a level is automatically won, it will not be unlocked on the levels menu. The only way to unlock it is playing and passing the previous level and the level that is locked.
If Chiseller manages to destroy the entire planet they are on, Chiseller's drill sound may constantly loop and Chiseller will drill completely off the screen, freezing the level and forcing the player to quit.
On level 27, one Robobear cop may fly off a planet to another planet, but not make it to the other planet, thus, the Robobear cop will fly into space and off the Chiseler standing inside one part of a planet
On level 28, sometimes the entire planet will come together in a conglomerate blob, and reset how much the player has drilled.
On any planet if Chiseller stands on any part that is too thin then he will move left and right really fast causing the player to have to jump or reset the level.
Sometimes, drilling a planet will make part of the planet reappear that has already been drilled. Other times, part of the planet will disappear, often winning the level.
Sometimes when the player drills the planet to 100% the whole planet is drilled instead.
Chiseler may be able to stand on inside some parts of the planet.
Sometimes, when the player is going up but is not charged, and hits an icicle enemy, he will destroy the enemy nonetheless. The criteria for this glitch are currently unknown, but it seems to happen when jumping on a regular pole right after a super pole.
If the player dies during a level, sometimes he will go to the next level. Useful for completing hard levels, but don't do it on the last level.
Sometimes if the Spider swings to hard it will get through the platform and everything will dissappear if the Spider goes down then the platform will reappear.
Sometimes when fighting the minotaur, he will be frozen, but the player can still kill him.
When fighting Talos, if the player(s) pause before or while he is coming onscreen, he will stop in the middle of the screen and not move. The player can attack Talos as much as they want and he will not die. After depleting his health, his healthbar will begin to move from the starting spot to the left side of the screen.
Fighting Talos while he is immobile.
The Talos glitch at it's start.
Eventually Talos's health will overlap the player's.
Sometimes when Turner stops a squish block, the block will stay stuck in that position.
Sometimes, for no reason at all, Enemy 585 will die when just walking on a flat surface. This is probably caused when a hazard like a squish block or Turner (when he has spikes on him) was in that area, then suddenly moved away.
Sometimes, when Turner and Enemy 585 move into the same space at the same time (usually Enemy 585 is falling and Turner is going up), Enemy 585 will get stuck inside Turner.
When Enemy 585 gets launched by a spring and lands next to a one-block high wall, instead of going over the wall, he will turn around and walk the other way.
If Turner turns while Enemy 585 is climbing him, then Enemy 585 will climb inside Turner and walk out of him after doing so.
Sometimes, if Turner starts to turn at the exactly time there's an game over and the player clicks "Try Again", Turner will be turning forever, until the player exits the game.
Moving fast at the start of a level, and continuing this speedy movement, will cause Turner to move uncontrollably when the level resets.
In some places, when Enemy 585 has to climb up a long stretch of blocks, he may unusually just move through them.
Sometimes, if the player bites deep into a wall, floor, or ceiling, they will end up inside said area. The venus fly trap might even fall off the screen.
On the level Tomato Nursery, if the player eats all the bugs, then goes back to where they started, then bites the ceiling enough, the Venus Fly Trap's head will get stuck, and if they bites the ceiling above it till it gets on solid ground, it turns into a shortcut that is an easy way to get through the level.
When the player completes the last level, the "continue" button will sometimes be gone, thus the player will not be able to see the end screen, and sometimes the "submit score" button will be gone.
If a player fires a rope at the top of a distant wall and travels towards it at a sufficient speed, it is possible to go through the wall.[citation needed] This is most easily demonstrated during level 3.
Occasionally, if the player falls an extremely far distance and dies, the ending for the game is shown. This glitch can be done on level seven.
During a level, the ending will begin to play on the screen, and it will show the ending and say that the player has beat the game. But, when the player goes back to the menu, they will still have to complete the rest of the levels.
Sometimes, when the player causes an alarm to go off, a laser sentinel will not be fully ejected from the ground and will be stuck halfway in the ground. The laser sentinel will still move, however.
Sometimes, after the player completes level ten, the sounds of Defense Robot Alpha disintegrating will be heard throughout the level.
When Takeshi fights Maxwell Merlock the second time, if he dies after killing him, pressing try again at the You Died! screen will make the game proceed to the next level anyway. This glitch has been fixed.
On level 18, when the player starts, the lift that Takeshi came out of will sometimes be still there. If the player walks into it, the player will proceed to the next level. This glitch has still has not been fixed, and probably deliberately left in due to this glitch's popularity.
Sometimes, when Takeshi presses space to get a message, it takes the player to the next level. Other times, it may restart the level.
If Takeshi fires a ninja rope into a surface or object that it can't attach to create a rope on (white lab walls, blue shields, etc.) , Takeshi's hand will be frozen in place like it would be if the rope had connected. This can be fixed by jumping.
There is a glitch that if the player dies, and they are on their last life, the game will sometimes respawn the player, so the player can die as much as they want, but the Game Over Screen will never come down unless the player quits the game.
Sometimes when the player dies; the grappling hook will be frozen.
Sometimes, when the player loses a life, they will continue to play, but their energy will be at zero. If the player is hurt at all during this glitch, they will lose another life
If the player is in the mesh area on Mount Neverest and shoots at the very top point, she will be shot up inside the rock, and will fall slowly. During this time, the player can shoot above, and hit the checkpoint. This saves having to get through the actual ice path.
On Level 6, Glacial Slopes, if the player hits the first ground next to the Eskimo at the The falling hill glitch.
right, the player may sometimes jump upwards or even fall off the screen, forcing the player to quit and restart the level. This can also be performed in other levels.
If the player is shooting themself up, and is pressed against a wall, then this glitch can happen. If a red sphere is coming at the player while they are shooting, then the player will not be harmed. However, as soon as the player releases the fire button or tries to move, they will die.
On Level 14, when the player goes down the third hallway of fans (after the long drop), the left edge of the above spiked spiked platform can be flown through.
The player may land on a on spiked platform, instantly die, but the Hot Air balloon may sometimes not pop even though the popping sound is heard.
On level 18, the player can blow the octopi through the wall.
On level 22, if the player blows the fan pointer above of Hot Air while on the starting platform, the spiked cage will not pop him when it passes him. This results in easy completion of the level, along with easily collecting the stars. This is also the case on other levels, but it does not benefit the player as much as on this level.
On level 6 it is possible to go through the starting pad.
When the player goes near a platform, but not on it, the balloon will float in midair with no help from the fan
Sometimes the loading screen for levels is up, it will get stuck at the end and you will have to restart the page.
On level twenty-two, if the player lets the hot air balloon sit still and holds the fan over the balloon, it is possible for the cage to go completely through the player, enabling the player to complete the level easily.
On level 19: Cooking on Gas, if the player starts the level without moving Hot Air at all, blue fires will come and touch Hot Air where it is, and the balloon won’t pop.
If the player blows Hot Air into spikes very fast one, two, or three times, the box the balloon is holding will actually fall up, and the Music will get louder and louder and louder and louder.
Sometimes if Hot Air goes down level to level with the starting pad, they may hear the little sound they hear when they land on a pad, and actually land in mid air as if they were on a platform.
Sometimes, very rarely, when the player is going through a level, the balloon's rope will fast increase its length and will fall up of the stage.
Sometimes, if the player dies above a star, when falling down the driver of Hot Air will grab the star.
Sometimes the game will malfunction and the stars will be showed twice, and the screen will become grey. There is no way out of this glitch. This forces the player to refresh the page.
If the player defeats giant spike ball in his fourth phase and has not yet surrendered, he will be destroyed but any of the endings will not pop out. This makes the player have to restart the level.
If the player defeats the giant spike ball in its fourth phase, another glitch can happen if the player goes under the ball when changing to its last phase (which is the defeated one), when falling, the ball will push Hot Air Jr into the wall. After this, the balloon will start falling slowly with no chance of getting out, thus, the player will be forced to restart.
Sometimes during the fight with the giant spike ball, if the player is killed, the player's gondola will detach from the head of the balloon, but the player can still blow Hot Air's disembodied head around.
If an un-frozen viking falls into the boat, but is knocked off for any reason, the Failed! message will appear, but clicking try again will proceed to the next level. This glitch has been fixed.
If a player clicks reset immediately after a viking dies, the level will restart, but the Failed! message will appear.
Occasionally, after a player pauses the game then resumes it, Magneboy will automatically use his magnetic powers by just facing in that direction instead of pressing the spacebar when needed.
Sometimes, when the ball lands on a magnetic spinner tile, they will still be able to control the ball's direction. This especially happens when playing in multiplayer mode.
The zapping action transforming the ball into different types may still appear sometimes between shots, even when the ball has not rolled over a pickup or been gambled for.
If the player's ball rolls into a wall, typically against a magnet, the ball may vibrate and never stop moving, thus making it impossible to continue the game.
On level 2, in the first Blastman Joe section, if the player waits around, eventually the mouse gets stuck at the bottom of the screen and then they don't have to dodge it or blow it up.
If there is a mine right on the player, when they start to move, it will start ticking. If the player jumps straight up in such a way that he will be hit by it as he is just about at the peak of his jump, the player will be rocketed into space. This glitch has been partly fixed, as it now has a lower chance of happening, but still can.
If the player is killed while using pieces of eight, they will be able to still use them until they run out.
The player can use a voodoo doll on a dead character and throw it. It is unknown if this is a glitch, though.
If the player drops a box on each side of one of their pirates and on the next turn jumps downwards the pirate will stand under the ground. If this is done on a ship (not on the deck), the player can go through the ground.
It is possible to drop a crate on top of a player's head and have it fall through the player, trapping them inside.
If the player sets off a mine by preparing to jump, they can be killed, but he can still jump.
There is a glitch during the fight with the nitrome boss on floor 100. If the bitrome boss calls some employees to the fight, sometimes when all employees are dead, the boss is unable to move, but the player can attack and kill him.
There is an infinite elevator ride glitch for level 96. There is a 25% chance that the player will bypass the glitch and move on to the next level. This also can happen for the elevator ride for level 48.
It is possible for the player to get stuck in the wall.
There is a glitch during the level in 51-60 with Mr. Nibbles. There is a rare chance that one of the Mr. Nibbles that nibbles through the player's head gets stuck. The player won't lose any health when they come across another Mr. Nibbles. It is a very useful glitch and may help with completing the level.
There is a glitch in Off The Rails where the player is stuck in the ground after a jump.
If playing outside the website (Nitrome) with a distributable version, if dying the burnt wheels and bones may come out but the cactus men will freeze in the position they were when dying.
On Level 2, if the player touches the sharp edge of the second jump while attempting to get over, the Cactus men and cart will shake out until the cart finally hits land and gets destroyed.
There used to be a glitch that the player could stop the clock, however, it very rarely happens anymore.
If a player clicks an unlocked level, then pushes one of the arrows on the side while the screen begins to transform into the instructions page, the background of the level will change based on how many times the arrow was pushed. If the player uses this glitch on level 2.9 and clicks the right arrow once, the web will be the same web as in level 3.5.
Sometimes if the player swats in the three right places in some levels, they can get a glitched up score like Q846HT. This happens very rarely.
On level 3.9, if the player puts their mouse to the right and move their mouse off the screen during the battle with the scorpion, the third time the tail tries to sting the player, the player can hit the scorpion without it opening its claws.
On 4.5, without changing the background, the player can rarely have over ten swats to kill mosquito. The player has to have a little lag to perform this glitch.
On 3.8, if the player swats on the very edges of the stag beetle, the player can get about 20,000 points. Although the glitch is probably fixed, it is still possible to obtain over 20,000 points by using this glitch.
The smallest score for each level is ten points. If the player gets 10 points for each level way too much, they may actually never get scored for points. For example, the player completes the mosquito with ten points and their score was 34,575, instead of going to 34,585. It will stay at 34,575.
If the player clears every level with the same score, after they finish a stage it might not say Submit Score.
At the end of 4.9 millipede the player can't click the Submit Score button.
On 4.8 wasps, sometimes if the player moves their mouse really really fast, sometimes they can touch the wasps's stinger without losing a life.
On Rubbish Yard Boss, Jungle Boss, and Cave Boss - if the player has a lag, they can swat the centipede, tarantula, or glow worm when it is moving.
If the player swat is above the tail in 3.9, they can swat the tail and get 1 out of 5 hit points.
Rarely if the player has a super, super lag, the timer might say only 5 seconds on the clock.
On 4.9 millipede, the third time is it runs away it is possible to hit it.
When the player connects the boxes between the robots to create a circuit within the level, the sparks may flow from the powered robot to the unpowered one, yet the other robot will not power up, making it impossible to finish the game.
Throughout the course of some levels, an invisible wisp of smoke may be seen that is suppose to only appear when the player puts a box on the ground. It may even prevent the player from attaching magnet pieces or sticking honey crates to the wall or on the robots themselves.
Honey crates, when first introduced, may act like normal crates when the player removes them from the wall and not stick properly.
On level 15, if the player becomes puffed up, they may be able to go through the electricity all the way to the end of the level.
Sometimes when the player falls on spikes poly will not die, instead it will stay on the spikes still alive. But if the player leaves Poly on the spikes too long Poly will die.
If two or more human players tie exactly at the end of the level, neither will get first and both will get second. Both players must tie perfectly for this to happen.
When one of the runners gets eliminated, they will pass through walls and other objects while executing the elimination animation.
The button for turning the sound effects off does not work.
If the player restarts, the music at the beginning will sometimes not play.
Sometimes the runners will crash into nothing while on a ramp, often on level 5.
Runners can go through horizontal flip line if they are flipped by another runner.
In eliminator mode, when all three opponents are eliminated and the player is the only one left in the game, the "WINNER!" sign may not appear and the level will not end until the player is eliminated.
When a runner is above or under very thin horizontal walls or flip lines and keep pressing the flip button, the runner will go through or go backward, depending on if it is a flip line or a wall.
Sometimes, while fighting the dragon serpent, the dragon's special attack, its multiple flames, will activate nonstop after destroying one of its many weak spots.
If the player is hanging on to a serpent and jumps up and shifts quickly, and at the same time the serpent is changing direction, the player will sometime be able to walk on air above the serpent. If the player walks very far they will fall down and lose health.
When the game is completed, a button that says 'Continue' will be shown, but if pressed the game will fail to load the ending. This was fixed, in June 2012.
There is a rare glitch that allows the player to place the characters anywhere they want, but if they place them in a wall they will be stuck in it and cannot be removed. This glitch exists in the whole game, so its possible to get a extremely high score.
If the player presses the Left and Right arrow keys whilst next to a wall, they can go through the wall, although sometimes they can wander off the level and have to restart.
Sometimes the player can walk through bricks, even wandering off the level.
If the player gets caught in the explosion of a bomb block (the block cannot be in the troll's mouth) the player may be invisible and be able to move the troll around, eat food, pick up blocks, complete levels, and shoot blocks at enemy and eat them. But if the player touches an enemy, they will die.
When using two player and the second player dies, pausing the game may show the player dead.
If a player dies as they knock an enemy unconscious, the enemy may remain unconscious for the entire period of the game. The other player can even walk through the enemy and will not be able to eat it.
A frequent glitch that may appear is that when a player finishes a level, they may begin to move uncontrollably in a certain direction, or even stick out their tongue. If the player tries to fight it, they may end up wandering off the level. This glitch can usually be fixed by pressing the same key that corresponds to the action the Troll is going in. (For example, if the Troll is moving left without the player pressing the left key, the player can press the left key, and the Troll will stop.)
If two players eat one block at the same time, they will both have the block in their mouth, and can use it as normal, except that when the second spits it out after the first spits it out, the block first spat out will turn invisible.
On the second last level, in the part where there are two wall yellow goo and the inflatable yellow goo, if the player gets near the wall and touches the inflatable yellow goo, the player may sometimes get stuck inside the wall forcing the player to restart the level because is after that impossible to get out of the wall. This glitch can also happen when a bomb is growing and a player is waiting in the same place that the bomb is suppose to grow.
If the Egyptian bird is killed while in the hands of some quicksand (by an arrow) there will be an invisible bird inside of the hand's clutches. The player can still control the Bird only it escapes, or is dragged into the sand. This glitch is most easily done on level 16.
Sometimes random feathers (that appear during direction changes, deaths, and respawns) will appear at random places for no reason. They also will not float down, so they stay there for the rest of the level. The cause of this glitch is unknown.
In level two, if Blue were to be killed by the monkey green enzymes, these green creaturres would randomly start moving in between different areas between teleporters while not going through the teleporters at all. It would also become impossible for the player to destroy the enzyme or the green enzyme destroying Blue. Later, a Nitrome blog post reported that the glitch had been fixed.
On level 11, if the player died in a certain scenario, they could be trapped with no way out. This glitch was later reported fixed.
In Level 15, if Blue jumps on a certain teleporter right above a laser, he will sometimes die, as if he landed on the laser instead of going through the teleporter to the one above it. (See image below.)
In level 20, on occasion when someone reaches the end Blue collects the food (as meant to), gets sucked up the tube (also as meant) but the level does not end & the timer continues.
Sometimes, when Blue is killed and is sent back to his nearest checkpoint, he can do a super-jump by rapidly pressing jump and shoot at the same time while invincible, which may shoot Blue off of the screen, forcing the player to restart the level.
It is possible to get to the other side of a teleporter if and keys are pressed steadily and fast if Blue remains in the middle of a teleporter.
If the player holds down the shoot button and the up button, right as Blue is spawning, Blue will rocket upwards in the air. Also holding down the or keys can adjust flight direction.
Some circles the player makes on the ice will not drop down.
Sometimes, rarely, if the player makes some shape in the ice,and it drops down, sometimes the shape in the ice will stay there till the player dies, or restarts, or goes to the next level.
This glitch happens a lot in old games; if the player is playing a level, then goes back to the title screen, the music from the level will be heard on the title screen.
In any level with bird monsters, the smallest bird monsters can get stuck in the sides of the ice bordering the level. This is especially apparent in level 18, where there are many small bird monsters hopping around. This glitch, while only occuring very rarely, means that the player cannot complete the level, since the Eskimo cannot draw a circle around the stuck bird monster. This also means the level must be restarted.
Sometimes, if the player presses pause as the player dies, when they unpause the game, there will be no character, but the game over screen will not appear.The pause/unpause glitch. Notice that there is no character.
Sometimes if the ground a wheel robot rolls on is destroyed, it will descend down as if a platform was underneath it.
After beating the game, the gameplay music will continue to play when the player goes to the menu (instead of the menu music).
There is a glitch in the game where the digging robot won't explode when it hits metal.
Sometimes a bullet fired by a robotic squid will stick to the wall it touches.The stuck bullet glitch. Notice that the squid is in normal form, proving that the bullet is indeed frozen.
Pressing space rapidly over and over with basic bombs while moving will make there be hundreds of bombs in the player's line of movement, and the game will really slow down.
If the player pulls a red line back, until a bit of Black Ball is touching the Water, Black Ball may fall through the Red Line when it is let go of.
If Black Ball is pushed against a Blue Line by another line, Black Ball may fall through the line that is pushing it into the Blue Line, then if the line is let down, the line will go through Black Ball, and black ball will be on top of the line.
Pausing the game while a bomb is present may result in the bomb detonating.
A glitch exists in the game Twin Shot 2 that can only be access while using level skip. If the player beats a level, and presses level skip without clicking "Next Level," the screen will not appear normal and the letters will be overlapped.The level skip glitch
When the player forces an enemy into a small space, it will go through the wall.
If the player gets a bonus level while using Nitrome Touchy and completes it (whether or not they die), the smartphone screen will say 'Level failed'. This allows the player to get even more lifetime coins.
Sometimes when colliding with a rock or a spiked idol, the Giant Worm will get stuck inside, trapping (and causing damage, for the idol's case), until either time runs out, or the worm dies.
Sometimes drawing a random shape will make a balloon pop.
Likewise, there is a chance a slightly related balloon will pop when the shape for a different Balloon is drawn, as long as at least one thing is similar (such as curves or vertical lines).
Sometimes, when one of the knights lands on the castle, the balloon(s) it was carrying will change type.