This article is Under Construction. It is undergoing frequent changes and may be missing content while it is being edited by users of The Wonderful 101 Wiki. Please allow editing to finish before using this page. Details: Page is currently in an extremely unfinished, placeholder-esque state. Certain sections are complete or partially complete, however, other glitches remain to be properly documented. Dukerdude (talk)
A glitch or bug is a software or design error that can result in unintended and potentially disruptive behavior during gameplay. A glitch with a beneficial effect is typically referred to as an exploit, as it may be exploited to gain an unintended advantage.
Glitches in The Wonderful 101 and its Remaster include visual errors, unusual enemy or game behavior, game-breaking bugs, and a variety of notable exploits.
Bomb-liner (this may be a consequence of the fact that unite bomb users get experience when other unite morphs attack slowed enemies?)
skill input buffering (unite mix)
size 200 unite morph item expansion
Missions that fail to calculate the active combo for their mission score
unable to land on ground glitch
unite morph stuck in ground glitch
Using Shocking Reds to re-stun an enemy that is already being carried glitchy behavior
Enemy desync glitch: certain interactions can cause an enemy's AI to exhibit unusual behavior like disconnected collision or consistently facing/attacking in the wrong direction
Wonder-Movie can be found in Operation 003-A in the poison gas hallway, near the first group of citizens. However, for unknown reasons, Wonder-Movie has a very common tendency of failing to appear when the area is loaded, making him extremely easy to miss despite being located in plain sight on the main path of the level.
Should Wonder-Movie fail to appear, simply use the RETRY option in the pause menu. This will reload the level and place you just before the hallway, and he should appear.
Operation 001-B Glitchy Elevator[]
Uh... Guys?
At the elevator in Operation 001-B that must be repaired using Unite Build after first attempting to use it, team members sent into the elevator before it's destroyed are for some reason still considered available to use in Unite Morphs, even though they'll never actually leave the elevator (unless you walk far enough away from it.) Because of this, if you send every team member into the elevator at the same time, you'll be able to create a Unite Morph that doesn't actually have any team members in it (and get a good look at what a Unite Morph's model looks like when it's not full of people.)
Normally, you cannot create a Unite Morph any bigger than size 10 while doing this, as the Wonder-Liner cannot be used and the Unite ChargeCustom Block seems to correctly detect that the team members aren't actually available. However, using Unite Camp will allow you to create a size 100 Unite Morph, or if you currently have the size of your Unite Morph stored then you can briefly recreate it in whatever size you have stored.
Platinum Coin Duplication[]
What was that about 5 coins in each level?
Any time a level is loaded, such as by selecting the RETRY option from the pause menu after reaching an auto-save or by entering and exiting a Kahkoo-regah, items that are hidden via Wonder-Circles (not including Flower Beds) are reset and become collectible again, even if they were already collected in the current playthrough of the level.
Ordinary items/collectibles are replaced by a Small Wonderful Noodle Soup/Cake To Go after being collected for the first time, making this glitch little more than a novelty in their case. However, this glitch actually allows Platinum Coins that are hidden via Wonder-Circles to be duplicated, which has some notable effects.
This glitch also exposes the mechanics of how Platinum Coins actually work:
The game starts trying to give you an item any time you have at least 5 Platinum Coins, and being given an item deducts 5 coins from your total, rather than setting it to 0. Additionally, the game is only capable of giving you an item once each time a level is loaded: if you're able to collect another 5 Platinum Coins after already being given an item and without reloading the level, the game can't give you another item nor will it deduct your coins until the level is reloaded, allowing you to exceed the coin counter. When duplicating Platinum Coins in this manner, the counter will max out at 100. If a level is reloaded while you have 5 or more Platinum Coins, you'll immediately be given one item and have 5 coins deducted from whatever your total may be.
43 Platinum Coins in 005-A; a level you can't dupe coins in
Additionally, when exiting a level and returning to the Operation Select menu, the game doesn't actually reset your Platinum Coin total to 0, it merely deducts 5 from it, and your coin total is saved between levels. What this means is that if you have 6 or more Platinum Coins in one level and then enter a new level, you'll keep all your excess coins, making it possible to have extra Platinum Coins in any level of the game.
While this trick lets you take Platinum Coins into a level that they cannot normally be obtained in, such as a boss level, doing so will not give you an item, and you'll still have 5 deducted from your total when you enter. The sole exception is Operation 009-C, which for some reason awards you a Wonderful Parfait, like the previous level.
Performing the Glitch[]
Due to the unique design of the level, Operation 008-A is the best level to use for this glitch:
Rather than loading the entire level at once, each floating platform that makes up the level unloads once you've traveled far enough away from it, and loads back in if you backtrack to it. This means that areas of the level can be reset, making their Wonder-Circle items collectible again, just by running back and forth between load triggers.
Using this technique, the second Platinum Coin is reset each time you travel to and stand on the rotating Maglev tube, and the fifth Platinum Coin is reset each time you backtrack to and stand on the Mission 006 platform (the faster of the two options,) allowing you to dupe infinite Platinum Coins extremely quickly and without reloading the entire level.
Operation 008-A is also the only level that allows you to dupe Platinum Coins without reloading the entire level, allowing you exceed the coin counter's expected limit of 5 and allowing you to carry Platinum Coins into any other level in the game.
Coin No.002
Coin No.005
Other levels with Platinum Coins hidden via Wonder-Circles, and whether or not they can be duplicated, are as follows:
Operation 001-B: The third Platinum Coin, located in the Mission 006 area, can be duplicated as least once by traversing all the way back to the Kahkoo-regah after completing Mission 006 so that it can be used to reload the level. While this setup would make it possible to collect the coin an infinite number of times, entering the Kahkoo-regah after completing Mission 006 was not intended to be possible, and produces another glitch that causes Mission 006 to start again in a bugged state, which also causes the Kahkoo-regah to disappear for the remainder of the level, limiting you to one duplication.
Operation 002-A: By abusing nearby checkpoints, the first and third Platinum Coins can each be collected three times, for 4 extra Platinum Coins in total.
Operation 002-B: The third Platinum Coin can be collected an infinite number of times by entering and exiting the level's Kahkoo-regah to reset it.
Operation 004-A: The fifth Platinum Coin is hidden via Wonder-Circle, however there are no checkpoints after reaching it, making it impossible to dupe.
Earning the Bottle-Cap just for starting 007-B with the Guyzoch already in your team.
The Bottle-Cap achievement Foe Today, Friend Tomorrow requires you to recruit 500 enemies in order to be unlocked: if that sounds like a lot to you, then don't worry, because this achievement appears to be heavily glitched and seems to count enemies multiple times when they're recruited, such that you only actually need to recruit roughly 200 enemies to earn it. Furthermore, enemies that are already in your team will also be counted again each time the game is reloaded. This behavior can be most easily observed any time the Guyzoch are on your team, such as in Operation 007-A, by simply reloading the level: once you return to the level, every single member of the Guyzoch will be counted again, making it possible to rack up "500" enemy recruits simply by reloading the level repeatedly.
Tumeekey Cutscene Glitch[]
Entering the trigger for the Tumeekey's intro cutscene in Operation 005-B using Unite Spring results in the unusual effect of most of your team members being transported into the position of the Tumeekey's blocks. Once the cutscene finishes, these team members will actually remain "trapped" in the Tumeekey and become unavailable to use in Unite Morphs. However, they will be ejected from the Tumeekey and become usable again as soon as it transforms, making the gameplay effects of this glitch practically inconsequential.
Koh-Tumeekey Stray Block Glitch[]
Don't ever talk to me or my...
When a Koh-Tumeekey transforms into a gun and fires, the block that was fired as a bullet frequently fails to rejoin the rest of the blocks when the Koh-Tumeekey reverts to its octahedron form afterwards, causing it to follow along outside it instead. This almost always occurs when the bullet is successfully blocked using Unite Guts. This glitch usually fixes itself after the Koh-Tumeekey transforms again.
The effects of this glitch are purely visual and the stray block cannot actually be damaged. The glitch also reveals that the block fired as a bullet is actually an extra block, as can be seen if the glitch happens with a Koh-Tumeekey that still possesses all 34 of its original blocks. The stray block also doesn't change in color as the Koh-Tumeekey is damaged, instead staying the same color that it was when the Koh-Tumeekey fired it.
Unite Goggles and Wonderful Forever Melee Behavior[]
Unite Goggles and Wonderful Forever are Unite Morphs that fire a laser beam to attack at long range: logically, that makes them ranged weapons like Unite Gun, Unite Bowgun, or Unify Boomerang. In actuality, however, these Unite Morphs function more like a very long range melee attack, and to prevent them from breaking against armored or blocking enemies they simply share Unite Hammer's resistance to breaking.
This behavior works for most cases. However, this results in an oversight with the Koh-Tumeekey and Tumeekey enemy types: these enemies possess a special form of armor that can break even Unite Hammer on contact, and thus also Unite Goggles and Wonderful Forever. This means that (as unintuitive as it may be) these Unite Morphs cannot be used to safely attack these enemies at range in the same way that Unite Gun and Unite Bowgun can.
The inability for Unite Goggles and Wonderful Forever to safely attack certain objects at range includes any other surface that will break Unite Hammer, such as the barriers encountered during Operation 009-B.
As a small positive side effect of this design, Unite Goggles and Wonderful Forever are able to earn the + 100PTS.+ 100PTS.combo bonus when hitting a stunned enemy at range, which is something that cannot be done by other ranged weapons.
(PC) Character Unlock Crash[]
In the PC version of The Wonderful 101: Remastered, after earning the final Bottle-Cap required to unlock a Secret Wonderful One, the game may crash after automatically opening the Secrets menu to display the character you've just unlocked. If this crash is consistently happening in your game, you can prevent it by quickly opening and closing the pause menu after the Bottle-Cap is earned but before the Secrets menu is automatically opened: delaying the Secrets menu from opening this way seems to prevent the crash.
Given the nature of this crash, and how it can be prevented, there are a few notable and/or extremely frustrating situations where it can occur:
Operation Annihilation is practically guaranteed to be the final Bottle-Cap required to unlock Prince Vorkken, and the crash is unavoidable as the Bottle-Cap is awarded during a Mission Results screen, which prevents pausing (whether its earned in a normal Secret Mission or in Operation 101.) This essentially makes Prince Vorkken impossible to unlock normally, requiring you to use either Platinum Codes, Wonderful Codes, or The Prince Vorkken (DLC) to unlock him.
If Hero Collection is the final Bottle-Cap required to unlock Wonder-Director, the crash is perfectly avoidable by pausing, however, if the final Wonderful Figures you have left to obtain are located in Operation 101, you'll have to remember to pause after obtaining the final one at the end of the level, otherwise you'll have to do the entire thing again if you forget to pause.
If Perfect Driver is the final Bottle-Cap required to unlock Chewgi, the crash is unavoidable as the Bottle-Cap is awarded during a Mission Results screen, which prevents pausing. In this case Chewgi can only be unlocked using Platinum Codes or Wonderful Codes.
If GEATHJERK Slayer is the final Bottle-Cap required to unlock Wonder-Jeanne (which is very likely,) you can pause to avoid the crash in any Kahkoo-regah, just be careful if the last Kahkoo-regah you have to complete happens to be an extremely challenging one, otherwise you'll have to do it again if you forget to pause.
If Punch-Out! is the final Bottle-Cap required to unlock Wonder-Goggles, you'll have to remember to pause if you earn it in Operation 005-C as it's awarded during gameplay. Alternatively, it's safe to earn in Operation 008-C because it's awarded during a cutscene in that level.
Theoretically, there are several other Bottle-Caps that may cause unavoidable crashes, such as earning Platinum! to unlock Immorta, however, these Bottle-Caps are extremely unlikely to be the final Bottle-Caps required to unlock a character.
This game crash only occurs when the Bottle-Cap message is displayed and the Secrets menu automatically opens afterwards, which only occurs if a character is unlocked during gameplay. This crash does not seem to occur if a character is unlocked by earning a Bottle-Cap during cutscenes or at the Operation Results screen (which does not open the Secrets menu,) when unlocked characters are displayed after beating the game for the first time or by using Platinum Codes (which opens the Secrets menu but without first displaying a Bottle-Cap,) or by using Wonderful Codes (which displays/opens neither.)
This crash appears to have been introduced in the 1.0.5 update version of the game, meaning it can be circumvented by playing an earlier version of the game.
(Remaster) High Resolution Glitches[]
The Wonderful 101 was originally designed to run at a 1280×720 screen resolution on the Wii U. All versions of The Wonderful 101: Remastered support 1920×1080 screen resolutions or higher, however, certain parts of the game are still designed expecting the game to be running at 1280×720, meaning certain glitches will occur if the game is running at higher resolutions. The effects of these glitches are noticeable but generally manageable at 1920×1080, however, they can be game-breaking at very high resolutions such as 3840×2160 (4K) or ultra-wide resolutions (options currently exclusive to the PC version of the game.)
The Switch Version runs at 1920×1080 in docked mode or 1280×720 in handheld mode, meaning you can temporarily play in handheld mode to prevent these glitches.
In the PC version, you can prevent these glitches by temporarily lowering your game's resolution to 1280×720 in the game's graphic settings.
The PlayStation 4 version runs at 1920×1080 with no alternative, meaning these glitches become unavoidable and you have no choice but to compensate for their effects when they affect gameplay.
Various glitches resulting from a high resolution can be found all throughout the game, however, the most notable (and troublesome) resolution-based glitches are as follows:
Off-Center Camera Focus[]
In Operation 001-C, during the phase on Ohrowchee's back, the camera will be off-center and focus on the area to the bottom right of the actual combat area. At 4K this makes it extremely difficult to see what you're doing in battle.
Aiming Reticle Glitches[]
In Operation 007-B, during the "all-range mode" and tunnel phases of the Vaaiki battle, your aiming reticle will be stuck in the upper left region of the screen. This has little effect at 1920×1080, but at 4K your reticle cannot reach the center of the screen, severely affecting your ability to aim.
This is as close to the center of the screen as it will go
In Operation 009-A and 009-B's Space Harrier and shoot 'em up style shooter missions, the aiming reticle (or sight) for your homing laser moves much slower than it's supposed to. While still fully functional, this makes manually aiming the homing laser significantly more time consuming than it should be. Because manually aiming the homing laser is not actually required for these missions, this effect of the glitch can be mostly ignored during normal gameplay.
In Operation 009-C, during the GEATH-Wahksay escape sequence, the aiming reticle is slightly off visually from its actual position on-screen, making it extremely difficult to properly target obstacles during this already challenging sequence. Furthermore, the effects of this glitch appear to also produce a chance of your missiles randomly missing obstacles, meaning you may not be able to clear a safe path even if you actually manage to target every obstacle in your way.
Unbreakable Objects in Operation 004-A's Subscreen Area[]
In the Subscreen area at the end of Operation 004-A, it becomes impossible to destroy any breakable objects that are being rendered on-screen if the game is running at a high resolution. This glitch does not impede completion of the area's mission or the level itself, however, it does prevent access to the level's Hero Heart Fragment, as the unbreakable objects are blocking a wall that you must use to form a Unite Chain that can access the item. Aside from temporarily lowering your game's resolution to fix this glitch, you can also work around it by facing the camera away from the objects and using a large Unite Morph such as a Size 100 Unite Sword to destroy them while they're offscreen.
Leader Change Teleport[]
So far so good...
Normally, any time the team leader is changed (typically by using the Leader Select menu or by drawing a different Unite Morph) the new leader and the previous leader instantly teleport into each other's original positions, which, from the player's perspective, is a seamless switch that keeps any character being controlled in the same position. This prevent issues such as disorienting camera changes and/or unintentional player movements.
However, under certain circumstances, the game may fail to make characters switch places with each other when the leader changes, in which case you'll essentially be teleported to the new leader's position instead of remaining at the previous leader's position.
There's more than one way that this glitch can happen, but the best way of performing this glitch is by switching to a character in a Unite Gun bullet.
Normally, Unite Gun bullets travel and inevitably hit something far too quickly for a member to be selected while still inside a bullet, and every member of the team has to be in a bullet at the same time in order for them to be selected, as the game first prioritizes members that aren't busy when switching leaders. However, the fact that Unite Bomb slows down Unite Gun bullets makes an easy setup for both of these requirements possible:
Possess any team size under 100 (this can be set using the Difficulty select screen.) More members makes this easier, but having over 100 (e.g. 115 with Secret Wonderful Ones) makes the glitch less likely to occur.
Go to any wide open area of any level. The starting position of Operation 002-A for example, but this can be done anywhere.
Select a Unite Gun user as the leader.
Throw a Multi-United Unite Bomb. A larger size gives you more time to slow your bullets.
As quickly as possible (you will have to wait a moment for the members used in the Bomb to become available) perform Unite Gun's Wonderful Cyclone to fire all members of your team. The bullets will be slowed by the Unite Bomb and take a second or two to hit anything.
After all members are in a bullet, quickly switch to any other Unite Morph.
If successful, you'll teleport to the new leader while they're still inside a bullet, gaining control of them after they hit something. Because nearly every single invisible wall in the game only stops player movement and allows projectiles to pass, this glitch can be exploited to clip through any barrier in the game that doesn't stop a Unite Gun bullet, meaning you can:
Skip Missions by clipping past the Operational Border.
Clip into unintended areas of a level to see unfinished areas, and potentially explore out of bounds.
Clip into later areas of a level, skipping huge parts of the game, and potentially seeing areas in unexpected and broken states as a result of being reached out of order.
This also technically makes it possible to skip recruiting some of the main Wonderful Ones. If you achieve this, however, they're just automatically added to your team in the following levels.
Clip into the out of bounds black void, which will either softlock you or eventually force the level to automatically reload.
This glitch can be abused to utterly break levels in all sorts of fun ways, however, as the direction you end up teleporting in is completely unpredictable, its ability to be usefully exploited is almost non-existent if done in this manner.
It is possible to control your direction by instead using Unite Gun Wonderful Stinger or even regular shots. However, as these methods fire bullets more slowly, this requires the smallest team size possible to create a chance of switching to a member inside a bullet, which in turn limits you to a smaller Unite Bomb and thus a smaller window of time fire your team members and to switch, making the glitch much more difficult to perform this way. However, using the slightly longer duration of Wonder-Gramps' Unite Bomb, you have a longer window of time to shoot everyone and switch to a member in a bullet, making it possible to reliably teleport across levels with some practice.
Other Causes[]
Switching to a team member that is busy carrying a stunned enemy or a throwable object will also teleport you to their location.
Ghost Kuzzler Missile[]
The Curse of the Missile's Ghost
If a Kuzzler is killed while it's preparing to use its Homing Missile attack, the missile doesn't properly despawn when the Kuzzler dies, and after a moment it will be launched like normal, but completely invisible aside from its trail.
This glitch can be prevented by avoiding killing a Kuzzler when it's preparing to use the attack, however if you're aware of the glitch, you can just remember to block or dodge the missile like normal after the Kuzzler dies.
Deah-Kani Stuck Health Bar[]
Sometimes a Deah-Kani's health bar may not deplete as it's being attacked, appearing as if it's taking no damage. The effects of this glitch are purely visual however and the Deah-Kani is still taking damage, so while confusing, this glitch is ultimately harmless, and the Deah-Kani can still be killed normally. This glitch seems to frequently occur against the Deah-Kani that appears in Operation 004-A on Hard and 101% Hard.
Certain actions, such as successfully initiating Wonder-White's QTE against a Deah-Kani during battle, may force its health bar to work properly again.
Punch-Out Softlock[]
This looping .gif should give you the idea
In either the Wallgah-Goojin or the Giga-Goojin battles, with very precise/unlucky timing it's possible to fire off your laser special attack after the boss recovers from a stun but before they interrupt your attack, and the result is that they instead start continuously blocking your laser attack: this is a problem, as your laser attack won't finish until it deals a set amount of damage, and the boss will never stop blocking, meaning the fight is now softlocked and you have no choice but to exit the level.
(Wii U 1.0) Permanently Unobtainable Wonderful Figure[]
The effects of the glitch
Wonderful Figure No.024, Wonder-Armor's Wonderful Figure, is obtained from Operation 006-A by extending the Wonder-Liner from bottom right edge of the Mission 005 area (the first encounter with a Deah-Kani) to form a Unite Chain, allowing you to reach a platform hidden offscreen where it can be obtained by using Unite Build to repair the damaged shrine.
If this Wonderful Figure is not collected as early as possible, then there is an extremely high chance that the shrine containing the item will not function correctly when you come back later, and fail to give any item at all when interacted with. Once this occurs, no amount of resetting/retrying the level will make it give its items: at this point, if it has not already been collected, Wonder-Armor's Wonderful Figure is permanently unobtainable, preventing 100% completion of the game.
To avoid this glitch, create a copy of your save file as a precaution before entering Operation 006-A for the first time, and simply complete the level as normal while ensuring you collect Wonder-Armor's Wonderful Figure immediately after completing Mission 005.
Updating the game to 1.1.0 fixes this glitch, and save files that have been previous affected by it will become able to collect the Wonderful Figure after the update.
The exact cause of this glitch is uncertain, however, it's believed that the shrine may erroneously share a collection flag with something else in the level, meaning that once an undetermined other object is collected the game will incorrectly also believe that the shrine's items have been collected as well, and prevent it from giving them.
(Wii U) Operation 101 Softlock[]
After completing Operation 101 and viewing the Operation Results screen, there is a high chance that the game will get stuck on the load screen when it tries to return to the Operation Select menu after exiting the level. When this occurs, the game must be reset. Additionally, this softlock occurs before the game saves your progress, meaning your completion of Operation 101 will not saved.
Disconnecting your Wii U from the internet appears to prevent this softlock from occurring, so it's extremely recommended to do so as a precaution before starting Operation 101.
The exact cause of this softlock is uncertain, however, as it appears to be related to your internet connection, it's believed that the game may encounter some form of error trying to connect to Miiverse after completing the level. Following Miiverse's shutdown, this softlock no longer appears to occur even while connected to the internet, however it's unknown if the softlock would still occur if your Wii U is connected to an unofficial network. The glitch is also known to occur on emulators.
Miscellaneous Oversights[]
Various notable and unusual oversights can be found throughout the game. These have little to no effect on normal gameplay, and indeed may or may not actually be glitches:
Due to control layout differences, it's not possible to use the Platinum Code to toggle between the original and orchestral soundtracks in the PS4 Version of The Wonderful 101: Remastered, as attempting to do so will inadvertently cause you to progress through the main menu options instead, interrupting any attempt at inputting the code.
Full Automatic equipped to an invisible Slot 05
When the Full AutomaticCustom Block is obtained in the Wii U Version of the game, it is automatically equipped into the first open Custom Slot. However, this can be a slot that has not actually been unlocked yet, which may cause some confusion if you've already played a higher difficulty first. This no longer occurs in the Remastered Version of the game as Full Automatic is no longer automatically equipped in this way.
In the Subscreen area at the end of Operation 004-A, a second platform can occasionally load in the same space as the final platform, usually in a different orientation or in a slightly shifted position. Apart from potentially making it difficult to find the items hidden on the floor of the normal platform, the additional platform has no effect on gameplay. The cause of this glitch is unknown. (Picture needed)
Certain cutscenes that make use of high quality character models briefly load an incorrect model:
In Operation 002-A, after completing the Unite Hand QTE when Prince Vorkken first appears, Wonder-Red's Wonder-Mask is missing
In Operation 005-C, After completing the Unite Claw QTE before the start of the boss fight, Wonder-White's Wonder-Mask is missing. Because White's HQ model isn't designed to appear unmasked, this ends up looking considerably weirder.
In the Wii U Version of the game only, it's possible to turn around and fly backwards during Operation 002-B's Unite Glider sequence. Doing so allows you to see several pieces of building debris from the previous cutscene, all of which simply float in place as they're no longer expected to be seen, and you can also fly through certain nearby buildings that lack collision. Flying sufficiently far away from the intended gliding area will eventually force the game to automatically reload the previous checkpoint. In the Remastered Version of the game, your controls during this sequence are now restricted as such that it's impossible to turn around anymore.
The Windows version of The Wonderful 101: Remastered is normally automatically muted when the game is minimized or running in the background. However, video files such as the game's opening video, the title screen demo, and Wonderful Mart/Skills list/Unite Morphs list preview videos will still produce audio.
Hah-Markees go through an unusual color sequence when damaged (blue-green-black, as opposed to blue-green-orange-red like other enemies.) This may have been an oversight resulting from the fact that they're usually killed in one hit, and they may not have been expected to survive long enough to change colors properly.
Whenever a Hoedown, Raydown, Gehdown, or Gedie Dough-Goo respawns during battle, such as if they fall out of bounds, they always respawn with their shields/armor fully restored, even if it was lost/removed earlier in the fight.
For some reason, Wonder-Director is sometimes selected as the team leader instead of Wonder-Goggles when drawing Unite Goggles, even though that should only occur automatically when drawing a Size 100 Unite Goggles.
Dough-Goos cannot be picked up using the Wonder-Liner while stunned from damage or Unite Guts, however, they can be picked up while stunned from a Climb Attack. Dough-Goos also need an unusually high number of members to be carried, 8, suggesting that the ability to carry them using the Wonder-Liner was likely an oversight. (For reference, the larger Chew Dough-Goos only need 5 members to be carried.)
Eyes a little to the left...
In Vijounne's intro cutscene, when she spins toward the camera and poses, her right shoulder glitches out and becomes inverted (and now you can't ever unsee it.) This occurs on every version of the game, and is even visible in the picture of the scene in her GEATHJERK File (image).
When viewing a Secret Character that uses a Secret Unite Morph in the Member Files, the Unite Morph icon that appears in the upper left of their profile has a tendency to not change to the proper color, instead remaining the same color as the Unite Morph of the previously viewed character e.g. viewing Prince Vorkken's profile after viewing Wonder-Antenna's will cause Vorkken's Unify Boomerang icon to be white instead of purple.
Prince Vorkken and Chewgi are intended to be able to display their "Damager Ver." models in the Member Files. Due to an oversight, however, this option is actually broken, as their "Damager Ver." options instead display their unmasked models (with a proper "Unmasked" option missing as well.) This oversight is present on every version of the game.
Presumably, Immorta should have also been able to display her "Damaged Ver." model in the Member Files, however, the option to do so is missing.
In the Remastered version of the game, opening the Final Result screen on the Operation Select Menu breaks the level preview images when you exit the screen and go to select an Operation afterwards. In the Nintendo Switch version of the game, doing this results in broken textures being loaded in place of the level preview images, revealing that glitch is resulting from the game attempting to load an incorrect sprite sheet.
If you manage to land on top of the Wonderful Mart at the end of Operation 004-A while holding an Enemy Weapon, its opening doors can push you off the path and into the abyss below, causing you to respawn. Unlike in other levels, there's also no invisible wall preventing you from overshooting the Wonderful Mart, making it possible to see the unfinished end of the path beyond it if you manage to go far enough.
In the Remastered version of the game, when your Vitality Gauge is increased by a Hero Heart, an onscreen message will erroneously state that it increased because you reached a certain Total Rank instead.
When any of the 5 Secret Wonderful Ones that automatically give you their Wonderful File are unlocked on the Operation Results screen, the message displaying your newly acquired Wonderful File prevents your Award from appearing correctly, as if it's been pushed into the middle of the screen by the message.
In the Mission 002 area of Operation 009-B (the on-foot Platinum Robo section), once the Unite Hand Box appears at the first part of the area, a tiny version of Wonder-Antenna's model also appears in front of the box, in a T-Pose and with glitched textures. Though it may be difficult to see, this occurs on every version of the game. Wonder-Antenna's unusual appearance at this location may be some kind of left over placeholder relating to the fact that his Wonderful Figure is obtained from the nearby Kahkoo-regah.
Wonder-Yang's long hair doesn't pose properly on her recruitment screen, resulting in it clipping through her body. This error occurs on every version of the game.