Transformice Wiki
Advertisement
Anti-hack brigade Warning
Glitch abuse is against the rules.
Bug fixes

Bug artwork by Cyn

A glitch, also known as a bug, is an error in the game code and usually an unintended consequence of an update. Use of a glitch or bug by a player to their advantage in a manner not intended by the game's designers is considered glitch abuse.

Many maps have their own glitches, bugs and exploits, usually independent of other pages, such as map 62 glitch.

Some glitches in Transformice, such as the wall jump and air jump, have transformed into features over time, becoming iconic features in the game rather than faults in the code.

List[]

Animation lock[]

Animlock

Animation locking, sometimes shortened to animlocking, is the basis of duck exploiting dances. Animation locking freezes the mouse's animation, and is done by jumping and tapping down. The mouse's animation will freeze in mid-duck and will not display the breathing animation until the animation is unlocked by moving and starting the running animation. Dances such as ducksliding and moonwalking rely on animation locking to freeze up the running animation.

Transformice moves the ducking animation frames forward as long as the duck key (see: Controls) is held, and frames back when it is not held. When the jumping animation is playing, however, the animation glitches and automatically moves to halfway along the duck animation when the down key is pressed. Then every successive jump causes you to move some frames along the ducking animation rather than go into the jumping animation. It is unknown what causes this glitch.

B glitch[]

The B glitch was a glitch that could be exploited to allow the shaman to place red jointed planks out of his transform boundary. It was useful when trapped and unable to attend to mice in a different section of the map.

It was done by first selecting a short or long plank and begin its building within the boundary. Drag the mouse, now invisible, to the desired position, and press B.

Note that the mouse is invisible so that it was difficult to correctly place the plank, and that the plank could warp back and forth upon first creation. Hitting a wall often broke the joint and caused only an unattached plank to fall.

Note that this actually applied to any item that can be jointed, so you could have selected any item that applied and moved the cursor, then pressing any joint button that applies afterward. However, on some maps the object would return to where you had started casting it, and B-jointed objects would slowly drift to their location until they could zap back to it.

The B glitch was fixed on 4 July 2010 (V0.35).

B-joint exploit[]

The B-joint exploit is a glitch that allows you to joint two objects such as planks or anvils.

To create it, simply follow these steps:

Examples

Broken room[]

BrokenRoom1

Friend List Broken

BrokenRoom2

Room: ???

BrokenRoom3

Typing in Broken Code

Broken room is a name coined for rooms that seemed to be broken because its name would not show in the room name. Its cause is simply word-wrapping: when a word becomes too long, it moves the entire word to the next line. The rest of the game covers the next line, and so the game simply appears to have no room name. This same effect occurs for room names in the friends list.

To many users, a broken room seemed to bring higher chances of crashing, but that was confirmed a myth. There is no difference between broken rooms and regular rooms.

To create a broken room, the room name must be a combination of letters and numbers with a cumulative width of at least 135 pixels, with no spaces. Or just enter room name in Cyrillic.

Another type of broken room, is when the name has a symbol that the game does not recognise. These symbols can be found by googling "facebook symbols". When you make a room with a letter and that symbol, the rooms shows up as /room ? and the word. No one can come in the room without the original symbol, else they go to the real room ?. These are used to create real private "password" rooms. In "password" rooms, mice can set a password and invite their friends to go in with them.

Cage overload[]

Cage overload is a set of glitches regarding to a confined situation that a large number of mice are trapped inside a small cage, which is mostly made of boards. The phenomena of the glitches include:

  • The mice actually escaping from the cage
  • Mice appearing to drop out of the cage but actually aren't dropped due to lagging
  • The caging material disappears at the edge of the map, letting mice to escape from it

The number of mice to be caught inside much be large enough for the escape glitch to work, while the dropping glitch appears more often even if caught mice are less.

This set of glitch does not only apply on cages, if mice get too much relative velocity against an object, similar situation could happen, like breaking through boards.

Maps associated with the glitch

Players uploaded map: Generally many maps with a small cage which locks the mice spawn place will usually do. Both kinds of glitches would happen. To perform this via shaman effort is nearly impossible except using totem, but then mice could still escape in the summoning time.

Official maps:

Escape glitch

Glitch cageescape

So what's the purpose of cage?

This glitch appears when too many mice are inside a small cage and they try to run and push the box. Eventually the box will let go (teleport) some mice outside the cage. The glitch process will terminate if not enough mice are pushing the box. This is usually regarded as a good glitch as many official maps lead swiftly deaths if mice cannot escape from the cage, by cannoning or pushing away the cage. This glitch is not bannable and not an offence, and everyone can try it as it helps play.

Dropping glitch

Glitch cagedrop

A bunch of mice dropping out from enclosed cage in Map 95.

Sometimes the collision mechanics of the maps is so poor that the cage cannot keep up with positions of the mice easily. Not to be confused with height altering glitch (jump glitch which is illegal), the glitch appears like mice appearing at the bottom of the cage ground and free falling through the cage, but quickly teleported into the cage. This glitch is harmless but irritating as it usually combines with excess lag to make progressin maps difficult. A thing to remember is that your mouse must not fall within the dropping glitch, so watch out for your mouse which doesn't fall out of cage.

Unfortunately, some maps feature dropping dead out of the cages instead like Map95, which is a mix of escape glitch and this glitch. Certain maps prevent death though.

A less common way to trigger it is to simply cannon cages, it would have small chance to show some mice dropping out of the cage while actually they remain inside.

Material disappearance glitch

Glitch cagebreak

The cage should have broken earlier...

This glitch is first found in Map41 and requires some criteria to happen: The cage goes to the lower left side, enough mice are inside the cage, and enough mice in field (counting those not dead or returned with cheese) On the left side of field the materials of the cage will disappear from the left, that the boards and the balls will be deleted before the car goes out of the floor, and mice can jump back onto the ground, preventing death. No enough mice inside the cage will result in cage car not disappearing.

Death glitch[]

The death glitch is a glitch that causes the non-participation of the next round. To do this glitch, follow these steps.

  1. Wait until the timer is almost out.
  2. Jump off so you hit the bottom of the screen just as the timer hits zero.
  3. If this is done correctly then the next round you will have died instantly, therefore not participating in it.

This glitch is useful for when you want to do something else during the next round and not accused of trolling. Be careful though, this will cause a glitch abuse if you do this most of the time.

Esc glitch[]

Screen Shot 2015-03-22 at 11.58

A Shaman doing the ESC Glitch.

The ESC glitch was a glitch that prevented a map from functioning.

It could be done only by the shaman by spawning an object, and as the object is being spawned, the shaman needed to hold down the Esc button.

For the shaman, it looked as if everything is frozen but for the mice, it looked as if the shaman is frozen and map stopped functioning.

This glitch was commonly used in map 81 to prevent the map from reversing gravity and in map 33 to prevent the mice from getting wiped out from the bombs.

It was patched in V1.300b.

Groundbreaking[]

Groundbreaking is a glitch that mice can get through planks, objects and even dynamic grounds provided the ground/obstacle is thin enough (less than some 10+x pixels) and the relative speed between the ground and mice is high enough. There is seldom map that uses groundbreaking as a useful way to progress, and as such it is mostly regarded as an unwanted glitch.

Groundbreaking on grounds and shaman-created objects

A first notice: You cannot trigger this glitch if too many items are inside the area, the mice just decelerate on collisions.

When a mouse is ratapulted, got shot by lava grounds, cannoned or by some similar situations, having a fast speed flying towards the ground, the mouse could have a chance to miss the collision against the landing item and fly through it. A barrier thick enough will always block the mouse from this glitch. By cannoning please notice you need nearly full speed to trigger this glitch. If a mouse passes through a barrier it can run back and land onto the barrier again (that will be explained later)

Some ways to trigger this glitch:

  • Ratapult
  • Cannoning on reflective supportive grounds
  • Trampolines on an enclosed area
  • Lava wood against thin barrier

Groundbreaking on dynamic grounds

This method is based on the map editor. It you use a dynamic ground and set the thickness of the ground to be low enough, like h:1, mice can also groundbreak through it if it is cannoned or lavaed against the dynamic ground. After shooting through, the ground will act as a ghost object to the certain mouse, so be extra careful. Some grounds remain real (unable to pass) even after breaking through.

For example, mouse A passed through the ground via groundbreaking, it can never land on the ground anymore while mouse B can walk and jump on it as long as it does not groundbreak.

Infinite jump[]

Infinite jump was a jump exploit until 15 July 2010 (V0.44). It can still be achieved via various means of hacking.

The NPC mice in the Map Editor have infinite jump.

Invisible map glitch[]

The invisible map glitch is a glitch where the player encounters an invisible map. Therefore they cannot be killed, unless they are killed inside the glitched map, or are auto-killed by being away from keyboard.

After the glitch is activated, players wait for a new map to start, but this only spawns mice, the hole and the cheese. The glitched map stays the same, despite the draw changing the map to a different one.

There are two mouse holes, usually one at the top-left of the screen and one at the bottom-right. There are invisible walls around the map as well as a few invisible walls inside the map. It is almost impossible to die unless you turn into bubbles from not moving or the shaman bursts you into bubbles through the "squishing method". When there is a map change it still appears to be the same map.

Sometimes the maps, which spawn balloons or bombs or balls will allow you to see them. Most of the time the shaman can also spawn items, which can be seen.

If fixed and then come back to the same room, it will still be the same for the other mice if they do not refresh or change rooms and then come back. As seen in the YouTube video, one mouse has not refreshed. This makes it impossible for the shaman to pass the levels as he is not able to finish.

To perform the glitch, go to a random room which is not commonly, or has never, been used. Try and get a minimum of ten mice that lag often and get them to join the room. Once these steps are completed get the shaman to spawn as many items as he can to try and make the level glitch. After many items, the room will reboot, causing all the mice to see the invisible glitch.

To stop the glitch, simply leave the room or refresh the page. This glitch is now fixed.

Invisible mouse glitch[]

The invisible mouse glitch is a glitch that occurs when the shaman uses the Rollout skill whilst a mouse performs an emote. When the mouse stops using the emote, they will then go invisible.

To stop this glitch, the mouse has to die, enter the hole, or the map has to end. This glitch was fixed in an unknown update.

Item placement glitch[]

The item placement glitch is a glitch allowing the Shaman to create objects anywhere on the map, provided he has been near enough to start the 'charging' meter that places objects.

Here is how it works:

  1. As a shaman, place your mouse + an object with or without an anchor where you wish to place it.
  2. Move close enough to your mouse so that the item no longer is red, and becomes a regular see-through color.
  3. Hold your mouse and place the object. You may move away during this time.

This glitch is useful for placing objects in hard-to-reach areas, such as high up in the air, where you cannot stay close enough for an extended length of time.

Another form of the glitch is when the Shaman has brought the cheese into the mouse hole, and disappeared, but the Shaman can still place objects near the mousehole's entrance. Additionally, if the Shaman falls off the edge or is knocked off one of the sides, they can sometimes still place objects near where they died. Note that items spawned in this way cannot be anchored, either globally or to other objects.

Invalid friction[]

Invalidfriction

You change the third property of the P attribute.

Invalid friction, sometimes shortened to IF, is a glitch produced by giving a block of solid ground a bad value for friction (i.e. a negative number or a block of text). Its side effects allow the creation of new types of maps with features such as teleporting to coordinates (0,0), phasing through solid ground, and delayed springboards, disabling red anchors, among other things. These are all more of features than bugs, but are technically the latter.

Gallery[]

Advertisement