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The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players (and speedrunners):
* Due to a quirk with the character creation screen, downgrading the Pistol skill from "Trained" to "Untrained" and starting the game will give the player a new start -- but with the Pistol skill still set to "Trained" ''and'' 1700 free skill points to use on other abilities. This quirk was so notable, and caused enough ComplacentGamingSyndrome, that several gameplay mods disable it entirely.
* A great source of hilarity was screwing with the (all in-game) cutscene conversations through various means. You could throw a gas grenade ahead of yourself, initiate a conversation with an important NPC and watch as both JC and the other person mosh their heads up and down due to gas damage affecting (but not killing) them. You could sometimes get enemies to chase you into rooms with NPC's, begin a conversation and watch them wait patiently in the background before unloading their weapons into you. You could hack a security system, set off the alarm, watch as enemies come to check up on you through the cameras and hack a turret to mow them down without retaliation. You could also tranquilize an NPC, begin a conversation and watch as their dialogue is punctuated with sharp cries of pain.
* It's possible to skip the entire Liberty Island mission by picking up a gas grenade by the entrance to the island's pier, throwing it at the UNATCO base door (which can't be unlocked or blown up at this point) and watching as the soldier at the front desk runs outside to investigate (thereby unlocking the door and allowing you to waltz right in). It's a main component of speedruns.
* An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to spaz out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.
* A duplicate copy of Max Chen exists in Tonnochi Road -- high on the roof of an inaccessible skyscraper. It's possible to cause some SequenceBreaking by utilizing a grenade or moon jump (listed above) to get on top of this building, which progresses the main plot without having to trek all the way over to the Lucky Money and deal with the associated [=MJ12=] raid.
* At the end of the Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory is full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.

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* The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players (and speedrunners):
* ** Due to a quirk with the character creation screen, downgrading the Pistol skill from "Trained" to "Untrained" and starting the game will give the player a new start -- but with the Pistol skill still set to "Trained" ''and'' 1700 free skill points to use on other abilities. This quirk was so notable, and caused enough ComplacentGamingSyndrome, that several gameplay mods disable patch it out entirely.
* ** A great source of hilarity was screwing with the (all in-game) cutscene conversations through various means. You could throw a gas grenade ahead of yourself, initiate a conversation with an important NPC and watch as both JC and the other person mosh their heads up and down due to gas damage affecting (but not killing) them. You could sometimes get enemies to chase you into rooms with NPC's, begin a conversation and watch them wait patiently in the background before unloading their weapons into you. You could hack a security system, set off the alarm, watch as enemies come to check up on you through the cameras and hack a turret to mow them down without retaliation. You could also tranquilize an NPC, begin a conversation and watch as their dialogue is punctuated with sharp cries of pain.
* ** It's possible to skip the entire Liberty Island mission by picking up a gas grenade by the entrance to the island's pier, throwing it at the UNATCO base door (which can't be unlocked or blown up at this point) and watching as the soldier at the front desk runs outside to investigate (thereby unlocking the door and allowing you to waltz right in). It's a main component of speedruns.
* ** An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to spaz out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.
* ** A duplicate copy of Max Chen exists in Tonnochi Road (a likely leftover from an earlier version of the level) -- high on the roof of an inaccessible skyscraper. It's possible to cause some SequenceBreaking by utilizing a grenade or moon jump (listed above) to get on top of this building, which progresses the main plot without having to trek all the way over to the Lucky Money and deal with the associated [=MJ12=] raid.
* ** At the end of the Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory is full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.



* Saving bioelectric energy with the Enhanced Strength Aug. Whenever you're holding a heavy object that you can only lift while using the aug, go up to any wall and deactivate the aug. The aug will deactivate, but since you don't have enough room to drop the object, you will still be holding it. Thus, you can hold any heavy object this way without actually spending any B.E.
* Walking on mines. Go to a wall. Crouch, and attach a LAM. Face towards it, and step up onto the LAM. Attach another one to the side slightly, and step onto it. Reach down and remove the first. With care and patience, you can climb any wall. Much fun, especially in Hong Kong.
* Another glitch affected how multitools and lockpicks work. If you start to pick a lock/hack a keypad, and go to any menu that pauses the game, the lockpick will keep working at the same rate until you go out of said menu, even past the when it's supposed to stop. Using this, with some patience, you can open any door and disable any device you want, even with minimal skill levels.
* If you go to the inventory screen, then drag one of the items off the grid and close the screen without letting go, the next item you pick up will go underneath the original. This makes it possible to neatly sidestep the "specialize in only a few weapons" aspect of the gameplay, and carry around every weapon in the game.
* A bug in the Game Of The Year edition turns off the music on the second visit to New York. While the intended music is pretty badass, considering what is going on at the time of the game, silence works just as well.
* With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the invincible vacuum cleaner]] to the point where they they eventually run out of ammo and try using knives, and while they're doing that, you can make Simons attack you until he runs out of ammo as well, lure him into the broom cupboard, and lock him in.
* In the downtown Paris core, it's possible to force Renault and his contact (the two men sitting in the hostel) to get up and sit somewhere else by destroying the chairs they're sitting on. Doing this enough will cause them to break into nearby apartments just to sit down, allowing you to pilfer everything inside without having to waste lockpicks.
* It is possible to skip both the Vandenberg and Missile Silo levels with precise aiming. In the former case, the level trigger for completion of Vandenberg still has collision set on it, so if you manage to hit it with a ''very'' precise shot from the top of the building (with a LAW or GEP round, for instance), the completion cutscene will play, seconds into the mission. In the latter case, having a LAW (which doesn't fire the projectile from the tip of the weapon, but from a few centimeters in front of it) and firing downward at a precise angle at the top of the escape hatch above the silo will kill Howard Strong and complete the main objective instantly.
* In ''VideoGame/DeusExHumanRevolution'', the combat system allows you to walk up to unsuspecting enemies and either kill them or knock them out with a scripted takedown animation (and later, you can learn a double takedown). It appears that the game scripters (whether intentionally or not) applied the same takedown animations to ''civilians''. This means that you can walk up to random people and perform hilarious moves, like [[https://www.youtube.com/watch?v=pEWoVsF0MIo&feature=related coldcocking a prostitute in the face while her friends look on]], punching someone so hard that it apparently breaks the sound barrier and [[https://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related taking down two civilians who've suddenly gained combat skills]].

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* ** Saving bioelectric energy with the Enhanced Strength Aug. Whenever you're holding a heavy object that you can only lift while using the aug, go up to any wall and deactivate the aug. The aug will deactivate, but since you don't have enough room to drop the object, you will still be holding it. Thus, you can hold any heavy object this way without actually spending any B.E.
* ** Walking on mines. Go to a wall. Crouch, and attach a LAM. Face towards it, and step up onto the LAM. Attach another one to the side slightly, and step onto it. Reach down and remove the first. With care and patience, you can climb any wall. Much fun, especially in Hong Kong.
* ** Another glitch affected how multitools and lockpicks work. If you start to pick a lock/hack a keypad, and go to any menu that pauses the game, the lockpick will keep working at the same rate until you go out of said menu, even past the when it's supposed to stop. Using this, with some patience, you can open any door and disable any device you want, even with minimal skill levels.
* ** If you go to the inventory screen, then drag one of the items off the grid and close the screen without letting go, the next item you pick up will go underneath the original. This makes it possible to neatly sidestep the "specialize in only a few weapons" aspect of the gameplay, and carry around every weapon in the game.
* ** A bug in the Game Of The Year edition turns off the music on the second visit to New York. While the intended music is pretty badass, considering what is going on at the time of the game, silence works just as well.
* With a bit of preparation, [[http://www.it-he.org/deus3.htm you can make everyone in UNATCO try to murder the invincible vacuum cleaner]] to the point where they they eventually run out of ammo and try using knives, and while they're doing that, you can make Simons attack you until he runs out of ammo as well, lure him into the broom cupboard, and lock him in.
*
** In the downtown Paris core, it's possible to force Renault and his contact (the two men sitting in the hostel) to get up and sit somewhere else by destroying the chairs they're sitting on. Doing this enough will cause them to break into nearby apartments just to sit down, allowing you to pilfer everything inside without having to waste lockpicks.
* ** It is possible to skip both the Vandenberg and Missile Silo levels with precise aiming. In the former case, the level trigger for completion of Vandenberg still has collision set on it, so if you manage to hit it with a ''very'' precise shot from the top of the building (with a LAW or GEP round, for instance), the completion cutscene will play, seconds into the mission. In the latter case, having a LAW (which doesn't fire the projectile from the tip of the weapon, but from a few centimeters in front of it) and firing downward at a precise angle at the top of the escape hatch above the silo will kill Howard Strong and complete the main objective instantly.
* In ''VideoGame/DeusExHumanRevolution'', the ''VideoGame/DeusExHumanRevolution'':
** The
combat system allows you to walk up to unsuspecting enemies and either kill them or knock them out with a scripted takedown animation (and later, you can learn a double takedown). It appears that the game scripters (whether intentionally or not) applied the same takedown animations to ''civilians''. This means that you can walk up to random people and perform hilarious moves, like [[https://www.youtube.com/watch?v=pEWoVsF0MIo&feature=related coldcocking a prostitute in the face while her friends look on]], punching someone so hard that it apparently breaks the sound barrier and [[https://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related taking down two civilians who've suddenly gained combat skills]].skills]].
** It's possible, in both the original and Director's Cut, to glitch your way into the Detroit Police Station during your second visit to the city (when the station is locked off completely due to rioting) by using quicksave[=/=]quickload at a door in the sewers that leads to the station's lowest level. Doing so not only gets you back in, but resets all of the hacked alarms, allowing you to hack them again for easy experience. Additionally, Wayne Haas can be talked to (and have his dialogue challenge initiate) again, which will net you a free 1000 experience points if you are able to win the encounter.

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* At the end of the Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.

to:

* At the end of the Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was is full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.



** A bug exists that allows players to easily complete the challenges for shooting down enemy air support with the "Cold Blooded" perk, which makes them invisible to enemy air support. If the player with Cold Blooded started shooting a helicopter as it was crashing after being shot down, each shot counted as you 'destroying' the killstreak. With decent aim, a high-capacity weapon and good timing, you can go from having never used the perk to maxing out its challenge in seconds.

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** A bug exists that allows players to easily complete the challenges for shooting down enemy air support with the "Cold Blooded" perk, which makes them invisible to enemy air support. If the player with Cold Blooded started starts shooting a helicopter as it was is crashing after being shot down, each shot counted counts as you 'destroying' the killstreak. With decent aim, a high-capacity weapon and good timing, you can go from having never used the perk to maxing out its challenge in seconds.



** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if the first player switches to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.

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** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if the first player switches to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.Formation, which looks absolutely ridiculous when it's a full-sized assault rifle with a scope, long barrel with suppressor, and a grenade launcher.



* Rareware's legendary UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked]] or healed due to having no hearts at all. The latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.

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* Rareware's legendary UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was is achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled enables massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had has a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked]] or healed due to having no hearts at all. The latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.



** Also, at one point in development, the Combine Gunship was intended to have a heavy beam cannon attack that hit targets directly beneath it. It was removed, but by the relatively simple expedient of ordering the AI of all Gunships spawned in the game not to use it (in case the devs wanted it back at some point). Supposedly, Gunships spawned via console command are not so restricted.

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** Also, at one point in development, the Combine Gunship was intended to have a heavy beam cannon attack that hit targets directly beneath it. It was removed, but by the relatively simple expedient of just ordering the AI of all Gunships spawned in the game not to use it (in it, presumably in case the devs wanted it back at some point).point. Supposedly, Gunships spawned via console command are not so restricted.



*** One of the most useful glitches on the original version of the game was a permanent stealth glitch involving the Envy skull (which gives Master Chief the Arbiter's cloak in place of his flashlight). First, load a save near the skull and collect it. Then, return to whatever save file you're currently playing. Activate the active camo so that it's on during a checkpoint, then save and quit the game and turn off the X-box completely. When you turn everything back on, the effect of collecting the skull will be gone... but Chief will still be invisible, and will stay that way for the rest of that level. It was an amazing equalizer on [[HarderThanHard Legendary]] difficulty, despite the lengthy setup in resetting the glitch every mission, and the fact that it couldn't help you fully beat the game (since Arbiter is the PlayerCharacter for the last level).
*** There is a bug where crouching and then attempting to stand in a low area causes the physics engine to confuse the player with the map. The player can exploit this by jumping and landing a line of the map's geometry in a particular way. When the player does, you are launched high into the air and often into an area that you couldn't reach any other way. [[http://www.halopedia.org/Super_Bouncing Here]] is a detailed description of this glitch on a wiki devoted to ''Halo''.

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*** One of the most useful glitches on the original version of the game was is a permanent stealth glitch involving the Envy skull (which gives Master Chief the Arbiter's cloak in place of his flashlight). First, load a save near the skull and collect it. Then, return to whatever save file you're currently playing. Activate the active camo so that it's on during a checkpoint, then save and quit the game and turn off the X-box Xbox completely. When you turn everything back on, the effect of collecting the skull will be gone... but Chief will still be invisible, and will stay that way for the rest of that level. It was It's an amazing equalizer on [[HarderThanHard Legendary]] difficulty, despite the lengthy setup in resetting the glitch every mission, and the fact that it couldn't can't help you fully beat the game (since Arbiter is the PlayerCharacter for the last level).
*** There is a bug where crouching and then attempting to stand in a low area causes the physics engine to confuse the player with the map. The player can exploit this by jumping and landing on a line of the map's geometry in a particular way. When the player does, you are launched high into the air and often into an area that you couldn't reach any other way. [[http://www.halopedia.org/Super_Bouncing Here]] is a detailed description of this glitch on a wiki devoted to ''Halo''.



*** You could also harmlessly sword lunge at an enemy player by canceling the damage portion of the attack but not the lunge. You could do this repeatedly while underneath a jumping player to float up a wall. Additionally, button combinations could allow you to shoot an entire clip of the battle rifle at once or punch someone while shooting them, both resulting in an instant kill when done correctly. Amusingly enough, there was also a button glitch which allowed you to shoot yourself in the back of your head. It was more useful than it sounds.
*** In general, ''Halo 2'' was less a game with glitches and more one big glitch with a lot of gameplay strung together. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/Halo3'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
** In ''VideoGame/Halo3'', if the player was holding a heavy object, they could walk diagonally and the normal slowdown to movement applied by holding heavy objects was negated completely.

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*** You could can also harmlessly sword lunge at an enemy player by canceling the damage portion of the attack but not the lunge. You could do this repeatedly while underneath a jumping player to float up a wall. Additionally, button combinations could allow you to shoot an entire clip of the battle rifle at once or punch someone while shooting them, both resulting in an instant kill when done correctly. Amusingly enough, there was also there's even a button glitch which allowed allows you to shoot yourself in the back of your head. It was It's more useful than it sounds.
*** In general, ''Halo 2'' was less a game with glitches and more one big glitch with a lot of gameplay strung together. Many of the maps were are surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed allows one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/Halo3'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
** In ''VideoGame/Halo3'', if the player was is holding a heavy object, object like a dismounted turret, they could can walk diagonally and the normal slowdown to movement applied by holding heavy objects was [[DiagonalSpeedBoost will be negated completely.completely]].



* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. There are only two bosses that this is viable on but not guaranteed to work against, one being the commander of the Remnant garrison on Dosuun (since he'll at least fire at you with his concussion rifle, though with such ridiculously bad accuracy that it usually works) and Rosh with [[FlunkyBoss the Kothos twins]] at Vjun (since Rosh, as a lightsaber-wielding opponent, is aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies).
** A purely visual but ''awesome'' bug in ''Jedi Academy'' was the Saber Staff Throw glitch. It is possible to gain access to a double-ended saber staff in the course of the storyline; you may choose to turn off one side of the staff and use it as a standard lightsaber, and this is normally necessary to make use of the Saber Throw ability. However, a series of frame-perfect inputs would allow you to turn off one end of the saber, use Saber Throw, and turn both ends back on before it technically left your hand. This resulted in the awesome visual effect of a double sided saber with both ends lit flying through the air like a gigantic glowing pinwheel of death. Fortunately, it was never patched out because the way the game calculated Saber Throw damage didn't make this bug into any sort of GameBreaker.

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* ''VideoGame/JediKnightJediAcademy'' has the same issue. ''VideoGame/JediKnightJediAcademy'':
**
It's entirely possible to kill about half of the game's bosses bosses, starting from the second set (where your core Force powers are all upgraded to level 2), by just standing where you start the battle, using Sense, battle and firing an automatic weapon at their face until they die. die, using Force Sense to eliminate the randomization in where shots will go. There are only two bosses that this is viable on but not guaranteed to work against, one being the commander of the Remnant garrison on Dosuun (since he'll at least fire at you with his concussion rifle, though with such ridiculously bad random accuracy that it usually works) and Rosh with [[FlunkyBoss the Kothos twins]] at Vjun (since Rosh, as a lightsaber-wielding opponent, is aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies).
** A purely visual but ''awesome'' bug in ''Jedi Academy'' was is the Saber Staff Throw glitch. It is possible to gain access to a double-ended saber staff in the course of the storyline; you may choose to turn off one side of the staff and use it as a standard lightsaber, and this is normally necessary to make use of the Saber Throw ability. However, a series of frame-perfect inputs would allow you to turn off one end of the saber, use Saber Throw, and turn both ends back on before it technically left your hand. This resulted in the awesome visual effect of a double sided saber with both ends lit flying through the air like a gigantic glowing pinwheel of death. Fortunately, it was never patched out because the way the game calculated Saber Throw damage didn't make this bug into any sort of GameBreaker.



* ''VideoGame/KillingFloor'' has a glitch with weapons that can change their fire rate. Firing repeatedly in semi-auto mode and then switching to full-auto can trigger a glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to perform in singleplayer.

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* ''VideoGame/KillingFloor'' has a glitch with weapons that can change their fire rate. Firing repeatedly Switching to full-auto mode while firing in semi-auto mode and then switching to full-auto can trigger a glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to perform in singleplayer.



** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.

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** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation. It can be fixed by dropping and re-equipping the weapon in question, but there's not much need to do so since it doesn't break anything else.



** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table. Conversely, the way they're designed to simply rush straight towards you also means they have a tendency to try climbing over any object they're coded as being able to climb over if that object is anywhere in the general area of a straight line between you and them. You can even see it in the trailer/opening cinematic, in a shot where several infected are barreling down on the survivors, and one of said infected starts climbing up a ''light pole'' for no reason.

to:

** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table. Conversely, the way they're designed to simply rush straight towards you also means they have a tendency to try climbing over any object they're coded as being able to climb over if that object is anywhere in the general area of a straight line between you and them. You can even see it in the trailer/opening cinematic, in a shot where several infected are barreling down on the survivors, and one of said infected starts climbing up a ''light pole'' light pole for no reason.reason even though it would be infinitely faster to just run around it.



* ''VideoGame/PAYDAYTheHeist'' has the Cloaker, a special SWAT unit that can instantly down you, who is quite buggy. Normally, the Cloaker is supposed to fire at you and chase you down should you attempt to run away. However, there are times where the Cloaker is just frozen in place and is oblivious to your presence, even if you're right next to him.

to:

* ''VideoGame/PAYDAYTheHeist'' has the Cloaker, a special SWAT unit that can instantly down you, who is quite buggy.buggy (to the point they had to delay adding him to [[VideoGame/Payday2 the sequel]] because his kick would ''crash your game''). Normally, the Cloaker is supposed to fire at you and chase you down should you attempt to run away. However, there are times where the Cloaker is just frozen in place and is oblivious to your presence, even if you're right next to him.

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* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' contained a physics engine bug which allowed players to "ski" downhill at high velocities via well-timed use of the jump key. This exploit quickly became a gameplay staple, achieving such popularity that, after initially fixing it, the bug was very quickly [[AscendedGlitch deliberately integrated]] into the sequels, incorporating it into the tutorials and modifying the games' physics engines to make skiing easier.
** ''Tribes 2'' also had a pretty hilarious bug that could get entire teams hooked on trying to trigger it. It was possible to launch a Mobile Point Base clear off into the horizon. All you had to do was park it and let it latch itself into the ground, hurl concussion grenades at it, have somebody start to drive it and unhook it from the ground, and then it would suddenly fly away suddenly spinning on all 3 axes.
** ''VideoGame/TribesAscend'' has its own, which lets you [[https://www.youtube.com/watch?v=NmpYJXfCKCI wear an inventory station as a hat]]
*** The class menu is also bugged, occasionally showing one class with the weapon and pose of another class.
* Similarly, ''VideoGame/GunZTheDuel'' contains bugs which may be exploited to prematurely terminate an attack animation, allowing certain attacks to be rapidly chained. This exploit has blossomed into a whole new form of gameplay, called "Korean Style" or "K-Style", which differs radically from ordinary [=GunZ=] gameplay.
** For ''VideoGame/Halo2'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.
* Rareware's legendary UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked]] or healed due to having no hearts at all. The latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.
** ''Goldeneye'' also had a cool glitch involving the "All Guns" cheat. If you cycle between your weapons in a certain way, it was possible to dual wield two completely different weapons. This even includes the Watch Laser where you can use that and a second weapon, showing Bond holding a weapon in his left hand while the right hand with the laser magically has two hands.
* ''VideoGame/{{Crysis}}'' features some extremely amusing bugs, but none are as awesome as the mighty [[https://www.youtube.com/watch?v=2t1_CJ_g_aI Ascending Frog]]. By picking up a harmless frog from the ground and lofting it heavenwards, you will be awed as it proceeds into the stratosphere, unhindered by your puny gravity. Ascending Frogs can be seen in the wild in the cave immediately before the alien ship, where they cheerfully levitate, jumping vertically every time their hop animation cycles and staying that high until they hop again. Vicious brutes who shoot the noble Ascending Frog and subject it to gravity will pick the slain creature up and find it levitates above their hand, rotating slowly in righteous fury at their vile conduct and no doubt dubious sexual morals.
** Another interesting example is that sometimes grabbing an enemy, quicksaving, and then quickloading can lead to a sort of flight for the player as long as they don't let go of the enemy. While gaining altitude in this state is futile, it's entirely possible to jump off of a high place and soar over the surrounding jungle.



* The Wii version of ''VideoGame/CallOfDutyWorldAtWar'' has a few of these, mostly in the multiplayer levels. This can make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.
** Occasionally on the mission "Blowtorch & Corkscrew" the enemies' automatic weapons won't fire. They'll just stand there and point them at you like [[ArtificialStupidity idiots]]. (Their mounted [[MoreDakka MGs]], grenades, bolt-actions, and bayonets are still threats though, as are any other explosives.)
** ''VideoGame/CallOfDuty2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them a couple times with your weapon. It's pretty much impossible to not die in the explosion yourself, however.

to:

* ''VideoGame/{{Blood}}'' had a glitch where, on occasion, enemies who are killed by being set on fire would continue to run around in their on-fire animation indefinitely, unable to damage you but also invulnerable to everything you had short of explosives.
* The Wii version of ''VideoGame/CallOfDutyWorldAtWar'' has a few of these, mostly in ''{{VideoGame/Borderlands}}'' series:
** The first game, ''VideoGame/Borderlands1'':
*** In
the third DLC, there is a way to access the armory without the time limit usually imposed on you. You can get unhindered access to 100+ chests because of a glitched section on the floor.
*** With the way
multiplayer levels. This saving works you can make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.
** Occasionally on the mission "Blowtorch & Corkscrew" the enemies' automatic
dupe your weapons won't fire. They'll just stand there rather easily and point sometimes by complete accident.
*** And of course, the patch of floor that makes you invisible to Crawmerax. Basically the only way to defeat it in solo without using Lilith.
*** [[https://www.youtube.com/watch?v=eBo_8xqBWm0 Speedy Brick]], achievable by starting Berserk and then immediately cancelling it (either by going to the Inventory tab, getting inside a vehicle, or going to FFYL), giving Brick Berserk's speed bonus indefinitely until you re-activate Berserk.
** ''VideoGame/Borderlands2'' has [[GoodBadBugs/Borderlands2 its own page]].
** ''VideoGame/BorderlandsThePreSequel'': Multiple:
*** An InvokedTrope Claptrap's unique ability, [=VaultHunter=].EXE, is malware that Jack installed into him to make him combat-capable. Since it is incredibly glitchy, the effects it has on Claptrap (and other Vault Hunters) ends up being different each time it is activated, whether it's forcing him to dual-wield and fire his guns uncontrollably, summoning a sentry turret, or making him and his friends bounce uncontrollably (while making
them at bulletproof).
---->'''Mr. Torgue''': IT'S NOT MALWARE. IT'S A FEATURE.
*** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and
you like [[ArtificialStupidity idiots]]. (Their mounted [[MoreDakka MGs]], grenades, bolt-actions, and bayonets are still threats though, as are can shoot faster than with any other explosives.)
** ''VideoGame/CallOfDuty2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them a couple times with your weapon. It's pretty much impossible to not die
gun in the explosion yourself, however.game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.
** ''VideoGame/Borderlands3'': An amusing glitch occurs when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.



* ''VideoGame/PerfectDark'' has a notorious glitch in the very first level that can allow the player to skip entire sections of the level, and if one is playing on Agent, it is possible to finish the level in [[https://www.youtube.com/watch?v=zsDkv8IOBEI less than 7 seconds]].

to:

* ''VideoGame/PerfectDark'' The Wii version of ''VideoGame/CallOfDutyWorldAtWar'' has a notorious glitch few of these, mostly in the very first level that multiplayer levels. This can allow make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.
** Occasionally on the mission "Blowtorch & Corkscrew" the enemies' automatic weapons won't fire. They'll just stand there and point them at you like [[ArtificialStupidity idiots]]. (Their mounted [[MoreDakka MGs]], grenades, bolt-actions, and bayonets are still threats though, as are any other explosives.)
** ''VideoGame/CallOfDuty2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them a couple times with your weapon. It's pretty much impossible to not die in the explosion yourself, however.
* ''VideoGame/CliveBarkersUndying'': Many of the grunts were coded to say a quote as they entered the room where they attacked you but the game had apparently no provision for dealing with a situation where
the player killed him before he could speak. This can lead to skip entire sections a situation where you slice off the head of one of the level, nomadic grunts and if his severed head at your feet, looking at you, says "I'll see you in hell!"
* ''VideoGame/CounterStrike'' players almost universally abuse the glitch of firing a bolt-action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as the animation of drawing either
one is playing on Agent, it is possible to finish of the level bolt-action snipers was faster than the animation and delay of cycling the weapon. Fixed in ''Global Offensive'' by giving every weapon a DramaticGunCock when drawn, which in the case of the bolt-action rifles takes essentially the exact same amount of time as just letting the regular animation play out.
* ''VideoGame/{{Crysis}}'' features some extremely amusing bugs, but none are as awesome as the mighty
[[https://www.youtube.com/watch?v=zsDkv8IOBEI com/watch?v=2t1_CJ_g_aI Ascending Frog]]. By picking up a harmless frog from the ground and lofting it heavenwards, you will be awed as it proceeds into the stratosphere, unhindered by your puny gravity. Ascending Frogs can be seen in the wild in the cave immediately before the alien ship, where they cheerfully levitate, jumping vertically every time their hop animation cycles and staying that high until they hop again. Vicious brutes who shoot the noble Ascending Frog and subject it to gravity will pick the slain creature up and find it levitates above their hand, rotating slowly in righteous fury at their vile conduct and no doubt dubious sexual morals.
** Another interesting example is that sometimes grabbing an enemy, quicksaving, and then quickloading can lead to a sort of flight for the player as long as they don't let go of the enemy. While gaining altitude in this state is futile, it's entirely possible to jump off of a high place and soar over the surrounding jungle.
* ''VideoGame/DukeNukem3D'': Duke gets squished when the height of a room is under a specific value in pixels. Duke also dies if he gets outside the map. Combining these two rules in two overlapping rooms could allow Duke to safely teleport above or underneath a room where he would have died otherwise.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or
less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than 7 seconds]].was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual ammo pickups.
** The unpatched version of the original game also had a bug in the final level when [[spoiler: Alma awakens and sends an army of Shades after you]]. The Shades would often get stuck on doors and level geometry, [[NightmareRetardant turning them from a rather scary enemy to target practice]]. Another bug in the final level can happen when [[spoiler: Alma]] appears in front of you down a hallway and walks towards you. Normally she kills you instantly if you don't shoot her enough, but sometimes she will freeze and simply stand there staring at you.
** Also, playing the first game on a computer with a monitor that refreshes above the physics framerate of the game can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].
** The dev team behind the expansions wasn't quite as up to snuff with what the engine was capable of as the team behind the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.
* ''VideoGame/GhostRecon: Future Soldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if the first player switches to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.
** The player is occasionally able to get ATasteOfPower by grabbing weapons that they haven't unlocked yet from crates in the middle of a mission. The attachments are completely pre-set for these weapons, but sometimes it appears whoever set the weapons in those crates forgot what options are actually available for a weapon. This can lead to comedy - for instance, one of the last weapon crates in the "Deep Fire" mission allows the player to grab an [=SA58=] with a drum magazine attached, but because [=PDRs=] like it can't attach drum mags, what you instead get is an [=SA58=] which [[BottomlessMagazines can somehow fire off a hundred rounds at a time]] with [[ItWorksBetterWithBullets no magazine attached to it]].
** Some missions include helicopter rides where the players split up between two Blackhawks, one each on a minigun turret and one each firing their own weapon out the window. The game doesn't seem to know how to properly calculate the bullets from these miniguns towards or against the team's accuracy, but ''does'' know how to calculate the player's death toll towards accuracy. This results in the missions with such helicopter rides, Tiger Dust in particular, claiming the team has 100% accuracy at the end even if the majority of the minigun bullets missed.
* Rareware's legendary UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked]] or healed due to having no hearts at all. The latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.
** ''Goldeneye'' also had a cool glitch involving the "All Guns" cheat. If you cycle between your weapons in a certain way, it was possible to dual wield two completely different weapons. This even includes the Watch Laser where you can use that and a second weapon, showing Bond holding a weapon in his left hand while the right hand with the laser magically has two hands.
* Similarly, ''VideoGame/GunZTheDuel'' contains bugs which may be exploited to prematurely terminate an attack animation, allowing certain attacks to be rapidly chained. This exploit has blossomed into a whole new form of gameplay, called "Korean Style" or "K-Style", which differs radically from ordinary [=GunZ=] gameplay.
** For ''VideoGame/Halo2'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.
* {{Ladder|Physics}}s in ''VideoGame/HalfLife1'' and its expansions work in odd ways. While on a ladder, looking horizontally while trying to walk toward it makes one ascend, and conversely trying to walk away makes one descend. On the other hand, looking up or down while pressing forward or backward makes one go in the expected direction. Put them together and interesting effects happen. For instance, looking down toward the ladder at a 45-degree angle and pressing forward results in no movement because the two rules conflict. More importantly, though, speedrunners can take advantage of the two: normally, the speed is limited to the maximum one could get with either rule, but if one, say, looks straight up and turns 90 degrees to the side while pressing both forward ''and'' the direction toward the ladder, the engine gets confused and applies ''both'' effects, resulting in a double-speed climb! There's a risk of falling off if not turned exactly 90 degrees, though, due to the fact there is also a lateral component to ladder movement.
** In the same game, each door has a specified value for inflicting damage if the player is caught between a door and a wall. There is one door in "Surface Tension" which is given a negative value for damage, presumably because it opens away from the player and therefore should not be able to crush them. However, it is possible to get caught in the door in a way that inflicts damage -- and if you do, it causes you to ''gain health'' at a rapid speed. And there is no cap on how much health you can have. By the time you decide to free yourself, you can be left with so much health that you might as well be invincible. The single-segment {{speedrun}} available [[http://speeddemosarchive.com/HalfLife.html here]] exploits this bug so that the player can use high-risk damage boosts whenever he wants for the rest of the game.
** Some enemies (even Gargantuas) can be skipped without fight with some abuse of scripts (i.e. disabling the trigger).
* In ''VideoGame/HalfLife2'' the player could hold a small flat object underneath themselves and jump repeatedly. Since the object is treated as a platform, and carried objects are held at a set distance, you could use this to hover over sizable parts of the level when done right. This has since been patched in Episode 1 and onwards, but is still a vital part of the "Half-Life 2 Done Quick" speedrun.
** There's also a bug related to the [[HumongousMecha Striders]] and Antlion Guards: the Antlion Guard has a charge attack that flings its target backwards. In the game itself, the Guard only fights Combine infantry, the PC, and (once) a Combine APC, which is specifically flagged as immune to the fling. Striders are not flagged as such because they never encounter each other, so spawning the two units together in Garry's Mod can result in Striders being hurled by Guard attacks.
** Also, at one point in development, the Combine Gunship was intended to have a heavy beam cannon attack that hit targets directly beneath it. It was removed, but by the relatively simple expedient of ordering the AI of all Gunships spawned in the game not to use it (in case the devs wanted it back at some point). Supposedly, Gunships spawned via console command are not so restricted.
*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed in a rather simple fashion, simply to target what they consider the most dangerous threat they can see. The player is supposed to be the biggest threat they can possibly see, but what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player getting in closer than the player could to it is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to fire while the gunship is facing away and/or take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.
** ''Half-Life 2'''s SMOD added tons of (hilarious) new weapons, more enemies to kill with said weapons, and a mighty melee attack for Gordon Freeman. When the LetsPlay/FreelanceAstronauts played the airboat levels with it, they discovered that you could use this powerful kick even while driving in the airboat... and it would propel your boat forward. Thus began [[https://www.youtube.com/watch?v=2_EKaFvM1NM&t=11m48s the KickBoat Saga]].
** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get]] with bunny hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]



* {{Ladder|Physics}}s in ''VideoGame/HalfLife1'' and its expansions work in odd ways. While on a ladder, looking horizontally while trying to walk toward it makes one ascend, and conversely trying to walk away makes one descend. On the other hand, looking up or down while pressing forward or backward makes one go in the expected direction. Put them together and interesting effects happen. For instance, looking down toward the ladder at a 45-degree angle and pressing forward results in no movement because the two rules conflict. More importantly, though, speedrunners can take advantage of the two: normally, the speed is limited to the maximum one could get with either rule, but if one, say, looks straight up and turns 90 degrees to the side while pressing both forward ''and'' the direction toward the ladder, the engine gets confused and applies ''both'' effects, resulting in a double-speed climb! There's a risk of falling off if not turned exactly 90 degrees, though, due to the fact there is also a lateral component to ladder movement.
** In the same game, each door has a specified value for inflicting damage if the player is caught between a door and a wall. There is one door in "Surface Tension" which is given a negative value for damage, presumably because it opens away from the player and therefore should not be able to crush them. However, it is possible to get caught in the door in a way that inflicts damage -- and if you do, it causes you to ''gain health'' at a rapid speed. And there is no cap on how much health you can have. By the time you decide to free yourself, you can be left with so much health that you might as well be invincible. The single-segment {{speedrun}} available [[http://speeddemosarchive.com/HalfLife.html here]] exploits this bug so that the player can use high-risk damage boosts whenever he wants for the rest of the game.
** Some enemies (even Gargantuas) can be skipped without fight with some abuse of scripts (i.e. disabling the trigger).
* In ''VideoGame/HalfLife2'' the player could hold a small flat object underneath themselves and jump repeatedly. Since the object is treated as a platform, and carried objects are held at a set distance, you could use this to hover over sizable parts of the level when done right. This has since been patched in Episode 1 and onwards, but is still a vital part of the "Half-Life 2 Done Quick" speedrun.
** There's also a bug related to the [[HumongousMecha Striders]] and Antlion Guards: the Antlion Guard has a charge attack that flings its target backwards. In the game itself, the Guard only fights Combine infantry, the PC, and (once) a Combine APC, which is specifically flagged as immune to the fling. Striders are not flagged as such because they never encounter each other, so spawning the two units together in Garry's Mod can result in Striders being hurled by Guard attacks.
** Also, at one point in development, the Combine Gunship was intended to have a heavy beam cannon attack that hit targets directly beneath it. It was removed, but by the relatively simple expedient of ordering the AI of all Gunships spawned in the game not to use it (in case the devs wanted it back at some point). Supposedly, Gunships spawned via console command are not so restricted.
*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed in a rather simple fashion, simply to target what they consider the most dangerous threat they can see. The player is supposed to be the biggest threat they can possibly see, but what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player getting in closer than the player could to it is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to fire while the gunship is facing away and/or take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.
** ''Half-Life 2'''s SMOD added tons of (hilarious) new weapons, more enemies to kill with said weapons, and a mighty melee attack for Gordon Freeman. When the LetsPlay/FreelanceAstronauts played the airboat levels with it, they discovered that you could use this powerful kick even while driving in the airboat... and it would propel your boat forward. Thus began [[https://www.youtube.com/watch?v=2_EKaFvM1NM&t=11m48s the KickBoat Saga]].
** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get]] with bunny hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]
* The original ''VideoGame/{{Quake}}'' engine had a bug where movement speed could be increased significantly by so called "strafejumping" or "circlejumping" where the play would strafe and turn while jumping. Such movement, requiring some skill, could significantly boost the running speed above the intended (by 50% or more). The bug was [[AscendedGlitch kept in the Quake III engine as a feature]], since it was by then thought of as a fun way for players to improve their skill beyond conventional tactics, through training of jump timing and muscle memory for mouse control. A vast number of "jump maps" and "trick maps" have been designed for Quake III. In the Quake III mod, Urban Terror, the concept has been extended to wall jumps (continuing a jump upwards by kicking a wall in the middle of a jump), ledge grabbing, and knee/crouch grinding, resulting in a whole jump/trick community, still meeting on jump servers and designing new maps as of 2009. ''Quake Live'', which is basically a browser version of ''Quake III'', features tutorials on strafe jumping.
* In the original ''VideoGame/{{Thief}}'' the player could reach ludicrous speeds by "bunny hopping", or jumping repeatedly. This would cause the second jump to keep the momentum of the first, ad nauseam. Using this trick, the player could zoom by any guard. He could also kill himself by running into a wall or furniture at 200mph, or send himself into low orbit by bunny-hopping up stairs. Game physics are fun.
** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun, too.
* Tobias Bruckner in ''[[VideoGame/{{Turok}} Turok: Evolution]]'' became a byword for terrible final bosses when, after doing absolutely nothing for the entire span of the game, the genocidal cowboy antagonist who killed the eponymous Indian's tribe appears riding a T-Rex for no reason at all. 90% of the time he won't move unless the player moves closer to him, leading to a grand finale of unloading your gun into a completely stationary target.



* The iPhone port of ''VideoGame/Wolfenstein3D'' has a tendency to slow to a chugging crawl when firing weapons after playing for a length of time. This makes boss battles a lot easier as you can rapidly shoot them faster they can hit you, which makes up for the added difficulty of it being near-impossible to strafe left and right.
* ''VideoGame/{{Blood}}'' had a glitch where, on occasion, enemies who are killed by being set on fire would continue to run around in their on-fire animation indefinitely, unable to damage you but also invulnerable to everything you had short of explosives.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual ammo pickups.
** The unpatched version of the original game also had a bug in the final level when [[spoiler: Alma awakens and sends an army of Shades after you]]. The Shades would often get stuck on doors and level geometry, [[NightmareRetardant turning them from a rather scary enemy to target practice]]. Another bug in the final level can happen when [[spoiler: Alma]] appears in front of you down a hallway and walks towards you. Normally she kills you instantly if you don't shoot her enough, but sometimes she will freeze and simply stand there staring at you.
** Also, playing the first game on a computer with a monitor that refreshes above the physics framerate of the game can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].
** The dev team behind the expansions wasn't quite as up to snuff with what the engine was capable of as the team behind the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.
* ''VideoGame/RedFaction'' had a glitch in multiplayer mode when the invincibility cheat was active; the flamethrower's alternate attack would set CPU-controlled players on fire, but never let them die. They would run around forever screaming in agony until you turned the cheat off. It was possible to inflict this cruelty on an entire level's worth of bots.
** It's possible, on a certain deathmatch map with a large overhead walkway, to destroy the ''entire'' walkway. However, there's a spawn point on top of that walkway, with a pit beneath it. If you're unlucky enough to spawn there when the walkway has been destroyed, you spawn in midair and promptly fall to your doom.
* In the manor house level in ''VideoGame/MedalOfHonorFrontline'', you can sometimes get past the entry guard (typically by sneaking to a particular angle and shooting him before he spots you) without blowing your disguise, allowing a StealthRun of the level, or at least most of it.
** The previous level ends with you knocking over some beer mugs to create a distraction. However, the animation for doing so is incredibly simple, tossing the mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting the button again before the animation finishes, at which point it will reset and have the mug move in that arc again, starting over from wherever it was in the last arc. Mash the button and the mug will be constantly sent higher and higher into the sky until you eventually can't see it. And then it will break in mid-air anyway as soon as it falls as far as it was supposed to from where it was when you last pressed the button, the people below you still reacting as though they could see and hear it happening.
* ''[[VideoGame/{{Turok}} Turok 2: Seeds of Evil]]'', being made in the days before console online gaming, allowed one to access cheats during multiplayer mode. While this leads to interesting situations like infinite ammo missile launchers, the cheats also include a level skip function. This means that you and a friend can access the single-player levels, which effectively turns the game into a two-player co-operative game. In addition to that, you can play the multiplayer with just one player. This means you can play the single-player game as different characters with different speed and health settings, including the [[FragileSpeedster velociraptor,]] [[SelfImposedChallenge which can only use melee attacks]].

to:

* The iPhone port of ''VideoGame/Wolfenstein3D'' ''VideoGame/KillingFloor'' has a tendency glitch with weapons that can change their fire rate. Firing repeatedly in semi-auto mode and then switching to slow to full-auto can trigger a chugging crawl glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing weapons after playing for a length of time. This makes boss battles a lot easier as you can rapidly shoot them faster they can hit you, which makes up for the added difficulty of it being near-impossible under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to strafe left and right.
* ''VideoGame/{{Blood}}'' had
perform in singleplayer.
** The 2012 Summer update seems to have created
a glitch where, on occasion, enemies who are killed by being set on fire would continue to run around at least in their on-fire animation indefinitely, unable to damage you but also invulnerable to everything you had short of explosives.
* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a
singleplayer, players can carry nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine double their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results usual maximum weight capacity.
** ''VideoGame/KillingFloor2'' is mostly free of glitches
in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual ammo pickups.
** The unpatched version of the original game also had a bug in the final level when [[spoiler: Alma awakens and sends an army of Shades after you]]. The Shades would often get stuck on doors and level geometry, [[NightmareRetardant turning them from a rather scary enemy to target practice]]. Another bug in the final level can happen when [[spoiler: Alma]] appears in front of you down a hallway and walks towards you. Normally she kills you instantly if you don't shoot her enough,
this manner, but sometimes she something in a weapon's animations will freeze break during Zed Time, and simply stand there staring at you.
** Also, playing
for the first game on a computer with a monitor that refreshes above the physics framerate rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].
** The dev team behind the expansions wasn't quite as up
lead to snuff with what the engine was capable of odd results such as the team behind M4 shotgun's bolt being locked rearward, and the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.
* ''VideoGame/RedFaction'' had a glitch in multiplayer mode when the invincibility cheat was active; the flamethrower's alternate attack would set CPU-controlled players on fire, but never let them die. They would run around forever screaming in agony until you turned the cheat off. It was possible to inflict this cruelty on an entire level's worth of bots.
** It's possible, on a certain deathmatch map with a large overhead walkway, to destroy the ''entire'' walkway. However, there's a spawn point on top of that walkway, with a pit beneath it. If you're unlucky enough to spawn there when the walkway has been destroyed, you spawn in midair and promptly fall to your doom.
* In the manor house level in ''VideoGame/MedalOfHonorFrontline'', you can sometimes get past the entry guard (typically by sneaking to a particular angle and shooting him before he spots you) without blowing your disguise, allowing a StealthRun of the level, or at least most of it.
** The previous level ends with you knocking over some beer mugs to create a distraction. However, the
chamber-checking animation for doing so is incredibly simple, tossing having the mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting shell pull out of the button again before chamber slightly entirely by magic, or the animation finishes, at which point it will reset and have SCAR rifle's bolt being locked closed, thus causing the mug move in that arc again, starting over from wherever it was bullet in the last arc. Mash the button and the mug will be constantly sent higher and higher into the sky until you eventually can't see it. And then chamber to clip through it will break in mid-air anyway as soon as it falls as far as it was supposed to from where it was when you last pressed the button, the people below you still reacting as though they could see and hear it happening.
* ''[[VideoGame/{{Turok}} Turok 2: Seeds of Evil]]'', being made in the days before console online gaming, allowed one to access cheats
during multiplayer mode. While this leads to interesting situations like infinite ammo missile launchers, the cheats also include a level skip function. This means that you and a friend can access the single-player levels, which effectively turns the game into a two-player co-operative game. In addition to that, you can play the multiplayer with just one player. This means you can play the single-player game as different characters with different speed and health settings, including the [[FragileSpeedster velociraptor,]] [[SelfImposedChallenge which can only use melee attacks]].chamber-checking animation.



* ''VideoGame/KillingFloor'' has a glitch with weapons that can change their fire rate. Firing repeatedly in semi-auto mode and then switching to full-auto can trigger a glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to perform in singleplayer.
** The 2012 Summer update seems to have created a glitch where, at least in singleplayer, players can carry nearly double their usual maximum weight capacity.
** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.
* ''VideoGame/CounterStrike'' players almost universally abuse the glitch of firing a bolt-action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as the animation of drawing either one of the bolt-action snipers was faster than the animation and delay of cycling the weapon. Fixed in ''Global Offensive'' by giving every weapon a DramaticGunCock when drawn, which in the case of the bolt-action rifles takes essentially the exact same amount of time as just letting the regular animation play out.
* The ''VideoGame/Postal2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows you to [[ThrowingYourSwordAlwaysWorks throw it at people]] for a single long-range kill, after which you have to pick it back up. Attempting to throw it at someone who is right next to you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.
** The unmodified game still allows for a few silly and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.

to:

* ''VideoGame/KillingFloor'' has a glitch with weapons that In the manor house level in ''VideoGame/MedalOfHonorFrontline'', you can change their fire rate. Firing repeatedly in semi-auto mode and then switching to full-auto can trigger a glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to perform in singleplayer.
** The 2012 Summer update seems to have created a glitch where, at least in singleplayer, players can carry nearly double their usual maximum weight capacity.
** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but
sometimes something in get past the entry guard (typically by sneaking to a weapon's animations will break during Zed Time, particular angle and for the rest shooting him before he spots you) without blowing your disguise, allowing a StealthRun of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead level, or at least most of it.
** The previous level ends with you knocking over some beer mugs
to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during create a chamber-checking animation.
* ''VideoGame/CounterStrike'' players almost universally abuse the glitch of firing a bolt-action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as
distraction. However, the animation of drawing either one of for doing so is incredibly simple, tossing the bolt-action snipers was faster than mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting the button again before the animation and delay of cycling the weapon. Fixed in ''Global Offensive'' by giving every weapon a DramaticGunCock when drawn, finishes, at which point it will reset and have the mug move in that arc again, starting over from wherever it was in the case of last arc. Mash the bolt-action rifles takes essentially button and the exact same amount of time as just letting mug will be constantly sent higher and higher into the regular animation play out.
* The ''VideoGame/Postal2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows
sky until you eventually can't see it. And then it will break in mid-air anyway as soon as it falls as far as it was supposed to [[ThrowingYourSwordAlwaysWorks throw from where it at people]] for a single long-range kill, after which was when you have to pick it back up. Attempting to throw it at someone who is right next to last pressed the button, the people below you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.
** The unmodified game
still allows for a few silly reacting as though they could see and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.hear it happening.



* ''VideoGame/PerfectDark'' has a notorious glitch in the very first level that can allow the player to skip entire sections of the level, and if one is playing on Agent, it is possible to finish the level in [[https://www.youtube.com/watch?v=zsDkv8IOBEI less than 7 seconds]].
* ''Videogame/PlanetSide 2'' has a variety of entertaining glitches, most pertaining to the goofy physics and animations:
** A broken update caused the natural animation blending of players movements such as sprinting or reacting to recoil to become grotesquely exaggerated, resulting in the recoil from guns causing player's arms to go flailing wildly through their head, or while sprinting cause legs to twirl about like Sonic the Hedgehog while their arms twirl around at random. It was quickly fixed, but can still occur when a Light Assault player uses his JumpJetPack, causing his skeleton to disassociate with his body as he contorts into a flailing ball of limbs and guns.
** One broken update caused the Vanu Sovereignty's PPA (an AntiInfantry vehicle weapon) projectile effects to become larger than entire bases, resulting in a stream of blue plasma balls completely filling player's screens when a PPA vehicle was in the area.
* The ''VideoGame/Postal2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows you to [[ThrowingYourSwordAlwaysWorks throw it at people]] for a single long-range kill, after which you have to pick it back up. Attempting to throw it at someone who is right next to you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.
** The unmodified game still allows for a few silly and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.
* The original ''VideoGame/{{Quake}}'' engine had a bug where movement speed could be increased significantly by so called "strafejumping" or "circlejumping" where the play would strafe and turn while jumping. Such movement, requiring some skill, could significantly boost the running speed above the intended (by 50% or more). The bug was [[AscendedGlitch kept in the Quake III engine as a feature]], since it was by then thought of as a fun way for players to improve their skill beyond conventional tactics, through training of jump timing and muscle memory for mouse control. A vast number of "jump maps" and "trick maps" have been designed for Quake III. In the Quake III mod, Urban Terror, the concept has been extended to wall jumps (continuing a jump upwards by kicking a wall in the middle of a jump), ledge grabbing, and knee/crouch grinding, resulting in a whole jump/trick community, still meeting on jump servers and designing new maps as of 2009. ''Quake Live'', which is basically a browser version of ''Quake III'', features tutorials on strafe jumping.
* The concept of {{Rocket Jump}}ing started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.
* ''VideoGame/RedFaction'' had a glitch in multiplayer mode when the invincibility cheat was active; the flamethrower's alternate attack would set CPU-controlled players on fire, but never let them die. They would run around forever screaming in agony until you turned the cheat off. It was possible to inflict this cruelty on an entire level's worth of bots.
** It's possible, on a certain deathmatch map with a large overhead walkway, to destroy the ''entire'' walkway. However, there's a spawn point on top of that walkway, with a pit beneath it. If you're unlucky enough to spawn there when the walkway has been destroyed, you spawn in midair and promptly fall to your doom.



* The ''{{VideoGame/Borderlands}}'' series:
** The first game, ''VideoGame/Borderlands1'':
*** In the third DLC, there is a way to access the armory without the time limit usually imposed on you. You can get unhindered access to 100+ chests because of a glitched section on the floor.
*** With the way multiplayer saving works you can dupe your weapons rather easily and sometimes by complete accident.
*** And of course, the patch of floor that makes you invisible to Crawmerax. Basically the only way to defeat it in solo without using Lilith.
*** [[https://www.youtube.com/watch?v=eBo_8xqBWm0 Speedy Brick]], achievable by starting Berserk and then immediately cancelling it (either by going to the Inventory tab, getting inside a vehicle, or going to FFYL), giving Brick Berserk's speed bonus indefinitely until you re-activate Berserk.
** ''VideoGame/Borderlands2'' has [[GoodBadBugs/Borderlands2 its own page]].
** ''VideoGame/BorderlandsThePreSequel'': Multiple:
*** An InvokedTrope Claptrap's unique ability, [=VaultHunter=].EXE, is malware that Jack installed into him to make him combat-capable. Since it is incredibly glitchy, the effects it has on Claptrap (and other Vault Hunters) ends up being different each time it is activated, whether it's forcing him to dual-wield and fire his guns uncontrollably, summoning a sentry turret, or making him and his friends bounce uncontrollably (while making them bulletproof).
---->'''Mr. Torgue''': IT'S NOT MALWARE. IT'S A FEATURE.
*** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.
** ''VideoGame/Borderlands3'': An amusing glitch occurs when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.
* ''VideoGame/CliveBarkersUndying'': Many of the grunts were coded to say a quote as they entered the room where they attacked you but the game had apparently no provision for dealing with a situation where the player killed him before he could speak. This can lead to a situation where you slice off the head of one of the nomadic grunts and his severed head at your feet, looking at you, says "I'll see you in hell!"
* ''VideoGame/DukeNukem3D'': Duke gets squished when the height of a room is under a specific value in pixels. Duke also dies if he gets outside the map. Combining these two rules in two overlapping rooms could allow Duke to safely teleport above or underneath a room where he would have died otherwise.
* The concept of {{Rocket Jump}}ing started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.
* ''Videogame/PlanetSide 2'' has a variety of entertaining glitches, most pertaining to the goofy physics and animations:
** A broken update caused the natural animation blending of players movements such as sprinting or reacting to recoil to become grotesquely exaggerated, resulting in the recoil from guns causing player's arms to go flailing wildly through their head, or while sprinting cause legs to twirl about like Sonic the Hedgehog while their arms twirl around at random. It was quickly fixed, but can still occur when a Light Assault player uses his JumpJetPack, causing his skeleton to disassociate with his body as he contorts into a flailing ball of limbs and guns.
** One broken update caused the Vanu Sovereignty's PPA (an AntiInfantry vehicle weapon) projectile effects to become larger than entire bases, resulting in a stream of blue plasma balls completely filling player's screens when a PPA vehicle was in the area.



* ''VideoGame/GhostRecon: Future Soldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if the first player switches to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.
** The player is occasionally able to get ATasteOfPower by grabbing weapons that they haven't unlocked yet from crates in the middle of a mission. The attachments are completely pre-set for these weapons, but sometimes it appears whoever set the weapons in those crates forgot what options are actually available for a weapon. This can lead to comedy - for instance, one of the last weapon crates in the "Deep Fire" mission allows the player to grab an [=SA58=] with a drum magazine attached, but because [=PDRs=] like it can't attach drum mags, what you instead get is an [=SA58=] which [[BottomlessMagazines can somehow fire off a hundred rounds at a time]] with [[ItWorksBetterWithBullets no magazine attached to it]].
** Some missions include helicopter rides where the players split up between two Blackhawks, one each on a minigun turret and one each firing their own weapon out the window. The game doesn't seem to know how to properly calculate the bullets from these miniguns towards or against the team's accuracy, but ''does'' know how to calculate the player's death toll towards accuracy. This results in the missions with such helicopter rides, Tiger Dust in particular, claiming the team has 100% accuracy at the end even if the majority of the minigun bullets missed.

to:

* ''VideoGame/GhostRecon: Future Soldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
** At
In the end original ''VideoGame/{{Thief}}'' the player could reach ludicrous speeds by "bunny hopping", or jumping repeatedly. This would cause the second jump to keep the momentum of the first mission, before you enter a building to rescue Paez, first, ad nauseam. Using this trick, the game automatically switches the first player could zoom by any guard. He could also kill himself by running into a wall or furniture at 200mph, or send himself into low orbit by bunny-hopping up stairs. Game physics are fun.
** It was also possible
to their secondary weapon, beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun, too.
* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' contained a physics engine bug
which on a first playthrough is supposed allowed players to be the 45T sidearm that they then "ski" downhill at high velocities via well-timed use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if jump key. This exploit quickly became a gameplay staple, achieving such popularity that, after initially fixing it, the first player switches to their secondary weapon before stacking up for bug was very quickly [[AscendedGlitch deliberately integrated]] into the rescue, sequels, incorporating it into the tutorials and modifying the games' physics engines to make skiing easier.
** ''Tribes 2'' also had a pretty hilarious bug that could get entire teams hooked on trying to trigger it. It was possible to launch a Mobile Point Base clear off into the horizon. All you had to do was park it and let it latch itself into the ground, hurl concussion grenades at it, have somebody start to drive it and unhook it from the ground, and then it would suddenly fly away suddenly spinning on all 3 axes.
** ''VideoGame/TribesAscend'' has its own, which lets you
[[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation.
**
com/watch?v=NmpYJXfCKCI wear an inventory station as a hat]]
***
The player class menu is also bugged, occasionally able to get ATasteOfPower by grabbing weapons that they haven't unlocked yet from crates showing one class with the weapon and pose of another class.
* ''[[VideoGame/{{Turok}} Turok 2: Seeds of Evil]]'', being made
in the middle days before console online gaming, allowed one to access cheats during multiplayer mode. While this leads to interesting situations like infinite ammo missile launchers, the cheats also include a level skip function. This means that you and a friend can access the single-player levels, which effectively turns the game into a two-player co-operative game. In addition to that, you can play the multiplayer with just one player. This means you can play the single-player game as different characters with different speed and health settings, including the [[FragileSpeedster velociraptor,]] [[SelfImposedChallenge which can only use melee attacks]].
* Tobias Bruckner in ''[[VideoGame/{{Turok}} Turok: Evolution]]'' became a byword for terrible final bosses when, after doing absolutely nothing for the entire span
of the game, the genocidal cowboy antagonist who killed the eponymous Indian's tribe appears riding a mission. The attachments are T-Rex for no reason at all. 90% of the time he won't move unless the player moves closer to him, leading to a grand finale of unloading your gun into a completely pre-set for these weapons, but sometimes it appears whoever set the stationary target.
* The iPhone port of ''VideoGame/Wolfenstein3D'' has a tendency to slow to a chugging crawl when firing
weapons in those crates forgot what options are actually available after playing for a weapon. length of time. This makes boss battles a lot easier as you can lead to comedy - for instance, one of the last weapon crates in the "Deep Fire" mission allows the player to grab an [=SA58=] with a drum magazine attached, but because [=PDRs=] like it can't attach drum mags, what you instead get is an [=SA58=] rapidly shoot them faster they can hit you, which [[BottomlessMagazines can somehow fire off a hundred rounds at a time]] with [[ItWorksBetterWithBullets no magazine attached to it]].
** Some missions include helicopter rides where
makes up for the players split up between two Blackhawks, one each on a minigun turret added difficulty of it being near-impossible to strafe left and one each firing their own weapon out the window. The game doesn't seem to know how to properly calculate the bullets from these miniguns towards or against the team's accuracy, but ''does'' know how to calculate the player's death toll towards accuracy. This results in the missions with such helicopter rides, Tiger Dust in particular, claiming the team has 100% accuracy at the end even if the majority of the minigun bullets missed.right.
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** For ''VideoGame/{{Halo 2}}'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.
* Rareware's legendary UsefulNotes/{{Nintendo 64}} shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.

to:

** For ''VideoGame/{{Halo 2}}'' ''VideoGame/Halo2'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.
* Rareware's legendary UsefulNotes/{{Nintendo 64}} UsefulNotes/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This was achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.



** ''VideoGame/{{Halo 2}}'':

to:

** ''VideoGame/{{Halo 2}}'': ''VideoGame/Halo2'':



*** In general, ''Halo 2'' was less a game with glitches and more one big glitch with a lot of gameplay strung together. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/{{Halo 3}}'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
** In ''VideoGame/{{Halo 3}}'', if the player was holding a heavy object, they could walk diagonally and the normal slowdown to movement applied by holding heavy objects was negated completely.

to:

*** In general, ''Halo 2'' was less a game with glitches and more one big glitch with a lot of gameplay strung together. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/{{Halo 3}}'' ''VideoGame/Halo3'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
** In ''VideoGame/{{Halo 3}}'', ''VideoGame/Halo3'', if the player was holding a heavy object, they could walk diagonally and the normal slowdown to movement applied by holding heavy objects was negated completely.



* The ''VideoGame/{{Postal}} 2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows you to [[ThrowingYourSwordAlwaysWorks throw it at people]] for a single long-range kill, after which you have to pick it back up. Attempting to throw it at someone who is right next to you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.

to:

* The ''VideoGame/{{Postal}} 2'' ''VideoGame/Postal2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows you to [[ThrowingYourSwordAlwaysWorks throw it at people]] for a single long-range kill, after which you have to pick it back up. Attempting to throw it at someone who is right next to you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.



* The concept of [[RocketJump Rocket Jumping]] started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.

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* The concept of [[RocketJump Rocket Jumping]] {{Rocket Jump}}ing started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.
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* The Wii version of ''VideoGame/CallOfDuty: World at War'' has a few of these, mostly in the multiplayer levels. This can make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.

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* The Wii version of ''VideoGame/CallOfDuty: World at War'' ''VideoGame/CallOfDutyWorldAtWar'' has a few of these, mostly in the multiplayer levels. This can make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.



** ''Call of Duty 2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them with your weapon. It's pretty much impossible to not die in the explosion yourself, however.
* Several in ''VideoGame/ModernWarfare 2'', though whether you thought they were good or not is subjective.

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** ''Call of Duty 2'', ''VideoGame/CallOfDuty2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them a couple times with your weapon. It's pretty much impossible to not die in the explosion yourself, however.
* Several in ''VideoGame/ModernWarfare 2'', ''VideoGame/CallOfDutyModernWarfare2'', though whether you thought they were good or not is subjective.



** ''Modern Warfare'' actually had a bug so big it affected ''other games''. In August 2010, some players discovered that by booting up [=MW2=] and then using the Xbox Quick Launch bar, they could sidestep the copy-protection of several SNK games available in the Xbox Live Arcade. This allowed them to play the full versions having only downloaded the demos.
** Using Bling to attach both a shotgun and a suppressor to an assault rifle will cause the shotgun to also be affected by the suppressor - even though its sound is unchanged, firing it will not mark you on the enemies' minimap.
** In the original ''Modern Warfare'', during the finale shootout on the bridge, occasionally one of the AI Marines would get out of place and not die when scripted. When the BigBad approaches you in slow motion, he attacks and kills him for you.
** Survival mode in ''Modern Warfare 3'' resets your sprint meter if you jump while sprinting. This essentially brings back a form of the classic bunny-hopping, with players jumping all over the place so they can sprint forever.

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** ''Modern Warfare'' Warfare 2'' actually had a bug so big it affected ''other games''. In August 2010, some players discovered that by booting up [=MW2=] the game and then using the Xbox Quick Launch bar, they could sidestep the copy-protection of several SNK games available in the Xbox Live Arcade. This allowed them to play the full versions having only downloaded the demos.
** Using Bling to attach both a shotgun and a suppressor to an assault rifle will cause the shotgun to also be affected by the suppressor - even though its sound is unchanged, firing it will not mark you on the enemies' minimap. This is in interesting contrast to the M9 pistol and the M240 and [=MG4=] machine guns, where even with the suppressor attached, firing them will still have you show up on the minimap.
** In the original ''Modern Warfare'', ''VideoGame/{{Call of Duty 4|Modern Warfare}}'', during the finale shootout on the bridge, occasionally one of the AI Marines would get out of place and not die when scripted. When the BigBad approaches you in slow motion, he attacks and kills him for you.
you. Supposedly, this is an intentional "secret ending" caused by managing to land a hit with an RPG on the gunship that attacks you in the earlier part of the level.
** Survival mode in ''Modern ''[[VideoGame/CallOfDutyModernWarfare3 Modern Warfare 3'' 3]]'' resets your sprint meter if you jump while sprinting. This essentially brings back a form of the classic bunny-hopping, with players jumping all over the place so they can sprint forever.

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** ''VideoGame/HaloInfinite'': It is possible to gain access to a gun that shouldn't be available: one of the ''Infinity's'' AA turrets. The gun doesn't even have an ingame model, but it can be picked up and fired; it has both infinite ammo and the highest damage in the game (like "kill the FinalBoss in four shots" damage); and it can be obtained near the start of the game.

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** ''VideoGame/HaloInfinite'': ''VideoGame/HaloInfinite'':
***
It is possible to gain access to a gun that shouldn't be available: one of the ''Infinity's'' AA turrets. The gun doesn't even have an ingame model, but it can be picked up and fired; it has both infinite ammo and the highest damage in the game (like "kill the FinalBoss in four shots" damage); and it can be obtained near the start of the game.game.
*** Much fun can be had by abusing the game's physics engine. Using explosives to send a vehicle flying and latching onto it with the grapple shot the instant before it goes flying can result in both vehicle and Master Chief flying across the entire game map with gravity no longer applying to them.
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** ''VideoGame/HaloInfinite'': It is possible to gain access to a gun that shouldn't be available: one of the ''Infinity's'' AA turrets. The gun doesn't even have an ingame model, but it can be picked up and fired; it has both infinite ammo and the highest damage in the game (like "kill the FinalBoss in four shots" damage); and it can be obtained near the start of the game.

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* At the end of the Vandenberg base mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.

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* At the end of the Vandenberg base Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory was full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.


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* It is possible to skip both the Vandenberg and Missile Silo levels with precise aiming. In the former case, the level trigger for completion of Vandenberg still has collision set on it, so if you manage to hit it with a ''very'' precise shot from the top of the building (with a LAW or GEP round, for instance), the completion cutscene will play, seconds into the mission. In the latter case, having a LAW (which doesn't fire the projectile from the tip of the weapon, but from a few centimeters in front of it) and firing downward at a precise angle at the top of the escape hatch above the silo will kill Howard Strong and complete the main objective instantly.

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The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players:

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The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players:players (and speedrunners):
* Due to a quirk with the character creation screen, downgrading the Pistol skill from "Trained" to "Untrained" and starting the game will give the player a new start -- but with the Pistol skill still set to "Trained" ''and'' 1700 free skill points to use on other abilities. This quirk was so notable, and caused enough ComplacentGamingSyndrome, that several gameplay mods disable it entirely.


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* An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to spaz out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.
* A duplicate copy of Max Chen exists in Tonnochi Road -- high on the roof of an inaccessible skyscraper. It's possible to cause some SequenceBreaking by utilizing a grenade or moon jump (listed above) to get on top of this building, which progresses the main plot without having to trek all the way over to the Lucky Money and deal with the associated [=MJ12=] raid.

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!! Games with their own pages:
[[index]]
* ''GoodBadBugs/Borderlands2''
* ''GoodBadBugs/Destiny2''
[[/index]]
----



** ''{{VideoGame/Borderlands 2}}'' has some vastly entertaining ones.
*** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Gemini talent to place two turrets at once, you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).
*** Michael Mamaril, a tribute character with a 10% chance to spawn in Sanctuary and hand you decent loot, appeared 100% of the time on the console versions of the game before the first big patch.
*** In the only true EscortMission in the game, where you escort the constructor bot in Opportunity to destroy Jack's statues, if you stay as far away as possible from the NPC, no enemies will spawn. However, you should clear the area where the statues are of enemies prior to starting the quest, as they will attack the constructor and given enough time, can kill it.
*** There's a spot nearby where Saturn spawns that if you stand there, it can't attack you. It just sits there and doesn't move no matter how much lead you pump into it. There are also spots for the end boss and the first raid boss where he absolutely can't hit you (though Terramorphous' tentacles can still hurt).
*** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
*** When doing the quest to hunt Old Slappy for Sir Hammerlock, if you climb back up the ladder after placing Hammerlock's arm in the water, and then hide behind a big, curved pipe overlooking the lake nearby, you can shoot under the pipe and hit it, while its own attacks are unable to hit you. Makes this otherwise frustrating quest rather easy.
*** Equipping the Rough Rider shield on Krieg prevents him from being downed by Redeem the Soul. Additionally, you will be reduced to low enough health to Release the Beast. Sadly, this was eventually patched.
*** The Evil Smasher ("Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!") is a middlin'-meh gun itself, but has a special effect; when reloaded, it has a chance to gain accuracy, damage and a larger magazine size, until the next time it's reloaded. The effect is displayed by an explosion on the reload. It's supposed to apply the effect then remove it, leaving it with the temporary buff. If you interrupt the reload during the explosion by switching to a different weapon, it 'infects' all the slots and now all weapons get the buff, which stacks and does not go away. Fire a shot, reload the weapon, and it gets more powerful, more accurate and a larger magazine. [[http://youtu.be/Q8Iv0_e8WM8?t=8m49s This video]] shows the Infinity pistol, which normally has a magazine size of 1 (it doesn't use ammo normally) with a mag size of 477, and shows him afterward taking down a raid boss that is normally a minutes-long fight in less than five seconds. Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
*** The ragdoll physics don't quite work right sometimes, especially with Loaders, as shown [[https://www.youtube.com/watch?v=zqt5jLVDnxY here]]. Unlike the Evil Smasher bug, the devs simply left that one in [[RuleOfFunny just because it's hilarious]].
*** A Commando with at least one point in Expertise can increase his movement speed to an absurd degree if he equips a weapon from the ground (hold the interaction button) while aiming down the sights with his current weapon. For some reason, Expertise's increase to movement speed while aiming is then applied to general movement and can be repeated to increase movement speed again. It's amusing to watch Axton zip around the map faster than a boosting Runner, but InertiaIsACruelMistress applies, making navigating around hazards far more difficult.
*** It's been patched, but very early in the game, there's a point where Claptrap tries to open a Hyperion door, fails, and immediately concludes this means they're going to die, at which point Angel steps in and opens it. Occasionally, the door was known to open just fine [[WontTakeYesForAnAnswer without Claptrap responding any differently]].

to:

** ''{{VideoGame/Borderlands 2}}'' ''VideoGame/Borderlands2'' has some vastly entertaining ones.
*** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Gemini talent to place two turrets at once, you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).
*** Michael Mamaril, a tribute character with a 10% chance to spawn in Sanctuary and hand you decent loot, appeared 100% of the time on the console versions of the game before the first big patch.
*** In the only true EscortMission in the game, where you escort the constructor bot in Opportunity to destroy Jack's statues, if you stay as far away as possible from the NPC, no enemies will spawn. However, you should clear the area where the statues are of enemies prior to starting the quest, as they will attack the constructor and given enough time, can kill it.
*** There's a spot nearby where Saturn spawns that if you stand there, it can't attack you. It just sits there and doesn't move no matter how much lead you pump into it. There are also spots for the end boss and the first raid boss where he absolutely can't hit you (though Terramorphous' tentacles can still hurt).
*** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
*** When doing the quest to hunt Old Slappy for Sir Hammerlock, if you climb back up the ladder after placing Hammerlock's arm in the water, and then hide behind a big, curved pipe overlooking the lake nearby, you can shoot under the pipe and hit it, while
[[GoodBadBugs/Borderlands2 its own attacks are unable to hit you. Makes this otherwise frustrating quest rather easy.
*** Equipping the Rough Rider shield on Krieg prevents him from being downed by Redeem the Soul. Additionally, you will be reduced to low enough health to Release the Beast. Sadly, this was eventually patched.
*** The Evil Smasher ("Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!") is a middlin'-meh gun itself, but has a special effect; when reloaded, it has a chance to gain accuracy, damage and a larger magazine size, until the next time it's reloaded. The effect is displayed by an explosion on the reload. It's supposed to apply the effect then remove it, leaving it with the temporary buff. If you interrupt the reload during the explosion by switching to a different weapon, it 'infects' all the slots and now all weapons get the buff, which stacks and does not go away. Fire a shot, reload the weapon, and it gets more powerful, more accurate and a larger magazine. [[http://youtu.be/Q8Iv0_e8WM8?t=8m49s This video]] shows the Infinity pistol, which normally has a magazine size of 1 (it doesn't use ammo normally) with a mag size of 477, and shows him afterward taking down a raid boss that is normally a minutes-long fight in less than five seconds. Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
*** The ragdoll physics don't quite work right sometimes, especially with Loaders, as shown [[https://www.youtube.com/watch?v=zqt5jLVDnxY here]]. Unlike the Evil Smasher bug, the devs simply left that one in [[RuleOfFunny just because it's hilarious]].
*** A Commando with at least one point in Expertise can increase his movement speed to an absurd degree if he equips a weapon from the ground (hold the interaction button) while aiming down the sights with his current weapon. For some reason, Expertise's increase to movement speed while aiming is then applied to general movement and can be repeated to increase movement speed again. It's amusing to watch Axton zip around the map faster than a boosting Runner, but InertiaIsACruelMistress applies, making navigating around hazards far more difficult.
*** It's been patched, but very early in the game, there's a point where Claptrap tries to open a Hyperion door, fails, and immediately concludes this means they're going to die, at which point Angel steps in and opens it. Occasionally, the door was known to open just fine [[WontTakeYesForAnAnswer without Claptrap responding any differently]].
page]].
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* The [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior to 1.5 causes monsters to infight with themselves. Monster targeting works like this: When a monster takes damage, the injured monster will only switch targets and retaliate if their targeting threshold (a counter that decrements with every step a monster takes) is at zero or lower. Additionally, Monsters of the same kind cannot damage each other with projectiles (though melee and hitscan attacks are fair game). When it comes to barrels, when a monster hits a barrel but the barrel doesn't explode, the game will still remember who hit the barrel. So when a different monster gets close to the barrel and it explodes, the game will deal damage to that monster, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by the first monster, so now the second monster will go after the first monster. Prior to version 1.5, the game didn't check if the one monster hit the barrel before it exploded is the ''same'' monster that got injured when it did, so if a monster damages the barrel, and then gets hurt by the same barrel exploding, it will start attacking ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.

to:

* The [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior to 1.5 causes monsters to infight with themselves. Monster targeting works like this: When a monster takes damage, the injured monster will only switch targets and retaliate if their targeting threshold (a counter that decrements with every step a monster takes) is at zero or lower. Additionally, Monsters monsters of the same kind cannot damage each other with projectiles (though melee and hitscan attacks are fair game). When it comes to barrels, when a monster hits a barrel but the barrel doesn't explode, the game will still remember who hit the barrel. So when a different monster gets close to the barrel and it explodes, the game will deal damage to that monster, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by the first monster, so now the second monster will go after the first monster.monster (this also allows monsters of the same kind to infight). Prior to version 1.5, the game didn't check if the one monster hit the barrel before it exploded is the ''same'' monster that got injured when it did, so if a monster damages the barrel, and then gets hurt by the same barrel exploding, it will start attacking ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
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* There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior to 1.5. The infighting works like this: When a monster accidentally hits another monster, the injured monster's targeting threshold (which decides when it's time to switch targets) will switch to the perpetrator, and immediately retaliate. Monsters of the same kind with cannot hurt each other with their own projectiles (since there's a code that renders certain monsters immune to something) except for melee attacks (which doesn't check for immunities). As for the barrel, when monster A hits a barrel but the barrel doesn't explode, it will remember who hit it. So when monster B gets close to the barrel and it explodes, the game will deal damage to monster B, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by monster A, so B will now go after A. Prior to version 1.5, the game didn't check if the one who hit the barrel before it exploded is the ''same'' monster that got injured when it did, so if a demon damages the barrel, and then hurt by the same barrel exploding, then it will start to attack ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.

to:

* There's also the The [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior to 1.5. The infighting 5 causes monsters to infight with themselves. Monster targeting works like this: When a monster accidentally hits another monster, takes damage, the injured monster's monster will only switch targets and retaliate if their targeting threshold (which decides when it's time to switch targets) will switch to the perpetrator, and immediately retaliate. (a counter that decrements with every step a monster takes) is at zero or lower. Additionally, Monsters of the same kind with cannot hurt damage each other with their own projectiles (since there's a code that renders certain monsters immune to something) except for (though melee and hitscan attacks (which doesn't check for immunities). As for the barrel, are fair game). When it comes to barrels, when a monster A hits a barrel but the barrel doesn't explode, it the game will still remember who hit it. the barrel. So when a different monster B gets close to the barrel and it explodes, the game will deal damage to monster B, that monster, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by the first monster, so now the second monster A, so B will now go after A.the first monster. Prior to version 1.5, the game didn't check if the one who monster hit the barrel before it exploded is the ''same'' monster that got injured when it did, so if a demon monster damages the barrel, and then gets hurt by the same barrel exploding, then it will start to attack attacking ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.



* The aforementioned archvile enemy can also attack the player directly; any time the player is in the archvile's line of sight it can cause a magic flame to start burning around the player. A short time later, if the player doesn't manage to get out of the archvile's line of sight, the flame 'explodes' and the player takes significant damage... and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
** The invisi-sphere has interesting effects regarding the archvile. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.

to:

* The aforementioned archvile enemy can also attack the player directly; any time the player is in the directly. The archvile's attack target's the player as long as they're in its line of sight it can cause a magic flame to start (signalled by flames burning around under the player. A short time later, player's feet), and if the player doesn't manage to get out of the archvile's line of sight, sight in time, the flame 'explodes' and the player takes significant damage... and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
speedruns and even required to reach secrets in certain custom maps.
** The invisi-sphere partial invisibility powerup has interesting effects regarding the archvile. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.



* Especially thanks to the many aforementioned bugs, a video on youtube explains how [[https://www.youtube.com/watch?v=o78DzBJ4Rv8 it is possible to win the entire original Doom without firing a single shot]].

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* Especially thanks to the many aforementioned bugs, a video on youtube explains how [[https://www.youtube.com/watch?v=o78DzBJ4Rv8 it is pacifist runs are possible to win the entire original for both Doom without firing a single shot]].and Doom II]].

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* A very memorable glitch in ''VideoGame/DoomII'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling).To explain this, when a monster gets crushed, it's corpse get special attributes, with one of them telling that it's not "solid" anymore, which means the corpse can noclip. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through walls and are completely invulnerable to all but splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that is certainly appealing to some evil map makers...

to:

* A very memorable glitch in ''VideoGame/DoomII'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). To explain this, when a monster gets crushed, it's its corpse get gets special attributes, with one of them telling being that it's not "solid" anymore, which means the corpse can noclip. clip through walls if it were able to move. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through walls and are is completely invulnerable to all but splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that is certainly appealing to some evil map makers...



* There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in prior version 1.5 of ''Doom''. Though, it's not really a glitch, but rather, the monster infighting mechanic gets put in a twist. The infighting works like this: When a monster accidentally hits another monster, the injured monster's targeting threshold (which decides when it's time to switch targets) will switch to the perpetrator, and immediately retaliate. Monsters of the same kind with cannot hurt each other with their own projectiles (since there's a code that renders certain monsters immune to something) except for melee attacks (which doesn't check for immunities). As for the barrel, when monster A hits a barrel but if the barrel doesn't explode, it will remember who hit it. So when monster B gets close to the barrel and it explodes, the game will deal damage to monster B, then checks inflicted the damage, which, in this case, the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by monster A, so B will now go after A. So, in prior to version 1.5, the game didn't check if the one who caused the barrel to explode is the same monster, so if a demon damages the barrel, and got hurt by the same barrel exploding, then it will start to damage ''itself''. While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
* In the final level of ''Doom II'', [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on the ''Nightmare!'' difficulty or with the respawning enemies-flag, the monsters will respawn ''outside'' the level harmlessly. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.

to:

* There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior version to 1.5 of ''Doom''. Though, it's not really a glitch, but rather, the monster infighting mechanic gets put in a twist.5. The infighting works like this: When a monster accidentally hits another monster, the injured monster's targeting threshold (which decides when it's time to switch targets) will switch to the perpetrator, and immediately retaliate. Monsters of the same kind with cannot hurt each other with their own projectiles (since there's a code that renders certain monsters immune to something) except for melee attacks (which doesn't check for immunities). As for the barrel, when monster A hits a barrel but if the barrel doesn't explode, it will remember who hit it. So when monster B gets close to the barrel and it explodes, the game will deal damage to monster B, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by monster A, so B will now go after A. So, in prior Prior to version 1.5, the game didn't check if the one who caused hit the barrel to explode before it exploded is the same monster, ''same'' monster that got injured when it did, so if a demon damages the barrel, and got then hurt by the same barrel exploding, then it will start to damage ''itself''.attack ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
* In the final level of ''Doom II'', [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on Due to a quirk in how monster respawns are coded for the ''Nightmare!'' difficulty level or with the respawning enemies-flag, the monsters will spawned by the final boss will, rather than resurrecting where they died, respawn at the coordinates 0,0 - which in [=MAP30=] happens to be ''outside'' the level harmlessly.level. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.



* The Glide tactic. The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be squeeze through by just humping the gap repeatedly, because the player sprite is ''exactly'' 32 units wide as well. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster. An extremely rare glitch, a void glide, which if the player lean against the wall hard enough, they can clip out of the map.

to:

** Straferunning can get even faster with use of the "strafe on" key, which when held translates your left and right turning movements into strafing, which stacks with the speed already granted by straferunning if you have separate keys for everything (e.g. straferunning to your right with dedicated movement keys, then holding "strafe on" and the right arrow key or moving the mouse to the right).
* The Glide glide tactic. The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be squeeze through by just humping the gap repeatedly, because the player sprite is ''exactly'' 32 units wide as well. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster. An extremely rare glitch, a void glide, which if the player lean against the wall hard enough, they can clip out of the map.



** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side is within spitting distance of its key.

to:

** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side purpose is within spitting distance of its key.to lock the player into a room they otherwise don't need to go through until they get the key in question.



* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 21), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.

to:

* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 21), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are still do, since they're based on the code for the UsefulNotes/AtariJaguar port, port which still does as it predates predated the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
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* A very memorable glitch in ''VideoGame/{{Doom}} 2'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling).To explain this, when a monster gets crushed, it's corpse get special attributes, with one of them telling that it's not "solid" anymore, which means the corpse can noclip. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through walls and are completely invulnerable to all but splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that is certainly appealing to some evil map makers...

to:

* A very memorable glitch in ''VideoGame/{{Doom}} 2'' ''VideoGame/DoomII'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling).To explain this, when a monster gets crushed, it's corpse get special attributes, with one of them telling that it's not "solid" anymore, which means the corpse can noclip. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through walls and are completely invulnerable to all but splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that is certainly appealing to some evil map makers...

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* A very memorable glitch in ''VideoGame/{{Doom}} 2'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). Ghost monsters can clip through some walls and are completely invulnerable to all but explosion splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that somehow manages to appeal to avid ''Doom'' enthusiasts...

to:

* A very memorable glitch in ''VideoGame/{{Doom}} 2'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). Ghost monsters To explain this, when a monster gets crushed, it's corpse get special attributes, with one of them telling that it's not "solid" anymore, which means the corpse can noclip. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through some walls and are completely invulnerable to all but explosion splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that somehow manages is certainly appealing to appeal to avid ''Doom'' enthusiasts...some evil map makers...



* There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions of ''Doom''. To wit, a monster that is injured (but not killed) by an exploding barrel will retaliate against whatever caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.

to:

* There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions prior version 1.5 of ''Doom''. To wit, Though, it's not really a glitch, but rather, the monster infighting mechanic gets put in a twist. The infighting works like this: When a monster that is accidentally hits another monster, the injured (but not killed) by an exploding monster's targeting threshold (which decides when it's time to switch targets) will switch to the perpetrator, and immediately retaliate. Monsters of the same kind with cannot hurt each other with their own projectiles (since there's a code that renders certain monsters immune to something) except for melee attacks (which doesn't check for immunities). As for the barrel, when monster A hits a barrel but if the barrel doesn't explode, it will retaliate against whatever remember who hit it. So when monster B gets close to the barrel and it explodes, the game will deal damage to monster B, then checks inflicted the damage, which, in this case, the barrel. The game checks again for who caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed and the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with only remembers the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons).non-lethal hit, which is caused by monster A, so B will now go after A. So, in prior to version 1.5, the game didn't check if the one who caused the barrel to explode is the same monster, so if a demon damages the barrel, and got hurt by the same barrel exploding, then it will start to damage ''itself''. While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.



* The grand-daddy of good bad bugs in ''Doom'' is [[DiagonalSpeedBoost strafe-running]], which every ''Doom'' player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.

to:

* The grand-daddy of good bad bugs in ''Doom'' is [[DiagonalSpeedBoost strafe-running]], which every ''Doom'' player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) twice as fast) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.



* The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched through with trial and error. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster.

to:

* The Glide tactic. The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched squeeze through with trial and error.by just humping the gap repeatedly, because the player sprite is ''exactly'' 32 units wide as well. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster. An extremely rare glitch, a void glide, which if the player lean against the wall hard enough, they can clip out of the map.



* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** Pain Elementals also need a certain amount of free space in their immediate vicinity to spawn Lost Souls, otherwise those Lost Souls will die on spawning. Generally this just takes the form of making a Pain Elemental harmless by running directly into its face (since launching Lost Souls is its ''only'' attack) or a Pain Elemental failing to spawn live Lost Souls on death because they clip into a wall and die on spawning - but sometimes these Lost Souls can be thrown through walls or other linedefs that are supposed to block monsters if they're thrown out at an angle that is perpendicular to that wall, which can result in Lost Souls spawning ''outside'' of the map. On the PC version this isn't too much of an issue, since it doesn't screw you out of 100% kills, but their constant patrolling sounds can make it difficult to hear other monsters in the level, especially in console versions that make most of the monsters sound the same.
* ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.

to:

* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), 21), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** Pain Elementals also need a certain amount of free space in their immediate vicinity to spawn Lost Souls, otherwise those Lost Souls will die on spawning. Generally this just takes the form of making a Pain Elemental practically harmless by running standing directly into in front its face (since launching Lost Souls is its ''only'' attack) or a Pain Elemental failing to spawn live Lost Souls on death because they clip into a wall and die on spawning - but sometimes these Lost Souls can be thrown through walls or other linedefs that are supposed to block monsters if they're thrown out at an angle that is perpendicular to that wall, which can result in Lost Souls spawning ''outside'' of the map. On the PC version this isn't too much of an issue, since it doesn't screw you out of 100% kills, but their constant patrolling sounds can make it difficult to hear other monsters in the level, especially in console versions that make most of the monsters sound the same.
* ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, deviating in about 22 degrees, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.


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* The Meat Hook jump. In ''VideoGame/DoomEternal'', if you use the Meat Hook mod (which locks onto enemies and pulls you towards them at point-blank) for the Super Shotgun on an enemy, then swing the extended chain onto a solid object (i.e. a column) then you will get launched so high up in the air that you could potentially skip entire ''sections'' of the mission.

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Crosswicking.


* ''{{VideoGame/Borderlands 2}}'' has some vastly entertaining ones.
** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Gemini talent to place two turrets at once, you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).
** Michael Mamaril, a tribute character with a 10% chance to spawn in Sanctuary and hand you decent loot, appeared 100% of the time on the console versions of the game before the first big patch.
** In the only true EscortMission in the game, where you escort the constructor bot in Opportunity to destroy Jack's statues, if you stay as far away as possible from the NPC, no enemies will spawn. However, you should clear the area where the statues are of enemies prior to starting the quest, as they will attack the constructor and given enough time, can kill it.
** There's a spot nearby where Saturn spawns that if you stand there, it can't attack you. It just sits there and doesn't move no matter how much lead you pump into it. There are also spots for the end boss and the first raid boss where he absolutely can't hit you (though Terramorphous' tentacles can still hurt).
** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
** When doing the quest to hunt Old Slappy for Sir Hammerlock, if you climb back up the ladder after placing Hammerlock's arm in the water, and then hide behind a big, curved pipe overlooking the lake nearby, you can shoot under the pipe and hit it, while its own attacks are unable to hit you. Makes this otherwise frustrating quest rather easy.
** Equipping the Rough Rider shield on Krieg prevents him from being downed by Redeem the Soul. Additionally, you will be reduced to low enough health to Release the Beast. Sadly, this was eventually patched.
** The Evil Smasher ("Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!") is a middlin'-meh gun itself, but has a special effect; when reloaded, it has a chance to gain accuracy, damage and a larger magazine size, until the next time it's reloaded. The effect is displayed by an explosion on the reload. It's supposed to apply the effect then remove it, leaving it with the temporary buff. If you interrupt the reload during the explosion by switching to a different weapon, it 'infects' all the slots and now all weapons get the buff, which stacks and does not go away. Fire a shot, reload the weapon, and it gets more powerful, more accurate and a larger magazine. [[http://youtu.be/Q8Iv0_e8WM8?t=8m49s This video]] shows the Infinity pistol, which normally has a magazine size of 1 (it doesn't use ammo normally) with a mag size of 477, and shows him afterward taking down a raid boss that is normally a minutes-long fight in less than five seconds.
*** Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
** The ragdoll physics don't quite work right sometimes, especially with Loaders, as shown [[https://www.youtube.com/watch?v=zqt5jLVDnxY here]]. Unlike the Evil Smasher bug, the devs simply left that one in [[RuleOfFunny just because it's hilarious]].
** A Commando with at least one point in Expertise can increase his movement speed to an absurd degree if he equips a weapon from the ground (hold the interaction button) while aiming down the sights with his current weapon. For some reason, Expertise's increase to movement speed while aiming is then applied to general movement and can be repeated to increase movement speed again. It's amusing to watch Axton zip around the map faster than a boosting Runner, but InertiaIsACruelMistress applies, making navigating around hazards far more difficult.
** It's been patched, but very early in the game, there's a point where Claptrap tries to open a Hyperion door, fails, and immediately concludes this means they're going to die, at which point Angel steps in and opens it. Occasionally, the door was known to open just fine [[WontTakeYesForAnAnswer without Claptrap responding any differently]].
* An InvokedTrope in ''VideoGame/BorderlandsThePreSequel'': Claptrap's unique ability, [=VaultHunter=].EXE, is malware that Jack installed into him to make him combat-capable. Since it is incredibly glitchy, the effects it has on Claptrap (and other Vault Hunters) ends up being different each time it is activated, whether it's forcing him to dual-wield and fire his guns uncontrollably, summoning a sentry turret, or making him and his friends bounce uncontrollably (while making them bulletproof).
-->'''Mr. Torgue''': IT'S NOT MALWARE. IT'S A FEATURE.
** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.
* An amusing glitch occurs in ''VideoGame/Borderlands3'' when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.

to:

* The ''{{VideoGame/Borderlands}}'' series:
** The first game, ''VideoGame/Borderlands1'':
*** In the third DLC, there is a way to access the armory without the time limit usually imposed on you. You can get unhindered access to 100+ chests because of a glitched section on the floor.
*** With the way multiplayer saving works you can dupe your weapons rather easily and sometimes by complete accident.
*** And of course, the patch of floor that makes you invisible to Crawmerax. Basically the only way to defeat it in solo without using Lilith.
*** [[https://www.youtube.com/watch?v=eBo_8xqBWm0 Speedy Brick]], achievable by starting Berserk and then immediately cancelling it (either by going to the Inventory tab, getting inside a vehicle, or going to FFYL), giving Brick Berserk's speed bonus indefinitely until you re-activate Berserk.
**
''{{VideoGame/Borderlands 2}}'' has some vastly entertaining ones.
** *** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Gemini talent to place two turrets at once, you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).
** *** Michael Mamaril, a tribute character with a 10% chance to spawn in Sanctuary and hand you decent loot, appeared 100% of the time on the console versions of the game before the first big patch.
** *** In the only true EscortMission in the game, where you escort the constructor bot in Opportunity to destroy Jack's statues, if you stay as far away as possible from the NPC, no enemies will spawn. However, you should clear the area where the statues are of enemies prior to starting the quest, as they will attack the constructor and given enough time, can kill it.
** *** There's a spot nearby where Saturn spawns that if you stand there, it can't attack you. It just sits there and doesn't move no matter how much lead you pump into it. There are also spots for the end boss and the first raid boss where he absolutely can't hit you (though Terramorphous' tentacles can still hurt).
** *** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
** *** When doing the quest to hunt Old Slappy for Sir Hammerlock, if you climb back up the ladder after placing Hammerlock's arm in the water, and then hide behind a big, curved pipe overlooking the lake nearby, you can shoot under the pipe and hit it, while its own attacks are unable to hit you. Makes this otherwise frustrating quest rather easy.
** *** Equipping the Rough Rider shield on Krieg prevents him from being downed by Redeem the Soul. Additionally, you will be reduced to low enough health to Release the Beast. Sadly, this was eventually patched.
** *** The Evil Smasher ("Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!") is a middlin'-meh gun itself, but has a special effect; when reloaded, it has a chance to gain accuracy, damage and a larger magazine size, until the next time it's reloaded. The effect is displayed by an explosion on the reload. It's supposed to apply the effect then remove it, leaving it with the temporary buff. If you interrupt the reload during the explosion by switching to a different weapon, it 'infects' all the slots and now all weapons get the buff, which stacks and does not go away. Fire a shot, reload the weapon, and it gets more powerful, more accurate and a larger magazine. [[http://youtu.be/Q8Iv0_e8WM8?t=8m49s This video]] shows the Infinity pistol, which normally has a magazine size of 1 (it doesn't use ammo normally) with a mag size of 477, and shows him afterward taking down a raid boss that is normally a minutes-long fight in less than five seconds.
***
seconds. Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
** *** The ragdoll physics don't quite work right sometimes, especially with Loaders, as shown [[https://www.youtube.com/watch?v=zqt5jLVDnxY here]]. Unlike the Evil Smasher bug, the devs simply left that one in [[RuleOfFunny just because it's hilarious]].
** *** A Commando with at least one point in Expertise can increase his movement speed to an absurd degree if he equips a weapon from the ground (hold the interaction button) while aiming down the sights with his current weapon. For some reason, Expertise's increase to movement speed while aiming is then applied to general movement and can be repeated to increase movement speed again. It's amusing to watch Axton zip around the map faster than a boosting Runner, but InertiaIsACruelMistress applies, making navigating around hazards far more difficult.
** *** It's been patched, but very early in the game, there's a point where Claptrap tries to open a Hyperion door, fails, and immediately concludes this means they're going to die, at which point Angel steps in and opens it. Occasionally, the door was known to open just fine [[WontTakeYesForAnAnswer without Claptrap responding any differently]].
* An InvokedTrope in ** ''VideoGame/BorderlandsThePreSequel'': Multiple:
*** An InvokedTrope
Claptrap's unique ability, [=VaultHunter=].EXE, is malware that Jack installed into him to make him combat-capable. Since it is incredibly glitchy, the effects it has on Claptrap (and other Vault Hunters) ends up being different each time it is activated, whether it's forcing him to dual-wield and fire his guns uncontrollably, summoning a sentry turret, or making him and his friends bounce uncontrollably (while making them bulletproof).
-->'''Mr.---->'''Mr. Torgue''': IT'S NOT MALWARE. IT'S A FEATURE.
** *** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.
* ** ''VideoGame/Borderlands3'': An amusing glitch occurs in ''VideoGame/Borderlands3'' when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.
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** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Double Up talent you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).

to:

** It got patched pretty quickly, but on release, commandos could retrieve other commando's turrets. This may sound like a trolling tactic, but with the Double Up Gemini talent to place two turrets at once, you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it ''assumed'' his turret was now off the field).
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** The mechanics behind the archvile's AlwaysAccurateAttack get silly when combined with the invisi-sphere. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.

to:

** The mechanics behind invisi-sphere has interesting effects regarding the archvile's AlwaysAccurateAttack get silly when combined with the invisi-sphere.archvile. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.
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** The mechanics behind the archvile's AlwaysAccurateAttack get silly when combined with the invisi-sphere. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.
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*** One of the most useful glitches on the original version of the game was a permanent stealth glitch involving the Envy skull (which gives Master Chief the Arbiter's cloak in place of his flashlight). First, load a save near the skull and collect it. Then, return to whatever save file you're currently playing. Activate the active camo so that it's on during a checkpoint, then save and quit the game and turn off the X-box completely. When you turn everything back on, the effect of collecting the skull will be gone... but Chief will still be invisible, and will stay that way for the rest of that level. It was an amazing equalizer on [[HarderThanHard Legendary]] difficulty, despite the lengthy setup in resetting the glitch every mission, and the fact that it couldn't help you fully beat the game (since Arbiter is the PlayerCharacter for the last level).
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* The Blue Moon update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civillian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.

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* The Blue Moon update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civillian Civilian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.



** Attack/Defend maps had this exploit at it's worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win.

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** Attack/Defend maps had this exploit at it's its worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win.
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* Mann vs Machine had a glitch where, if you buy a canteen to grant somethign like ubercharge or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another boost, your ubercharge/crits/whatever become permanent until round failure.

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* Mann vs Machine had a glitch where, if you buy a canteen to grant somethign something like ubercharge or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another boost, your ubercharge/crits/whatever become permanent until round failure.
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* An amusing glitch occurs in ''VideoGame/Borderlands3'' when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.
Is there an issue? Send a MessageReason:
None

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** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.

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* Rareware's legendary UsefulNotes/{{Nintendo 64}} shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]'''''
** That was a result of cartridge tilting, which is where you lift one side of the N64 cartridge out of the slot, screwing with the communication between the cartridge and N64. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound. Do a search on Youtube.

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* Rareware's legendary UsefulNotes/{{Nintendo 64}} shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]'''''
** That
DOWN!]]''''' This was a result of cartridge tilting, which is where you lift achieved by slightly lifting one side of the N64 game cartridge out of the slot, screwing with the causing a communication error between the cartridge game and N64.console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound. Do a search on Youtube.


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** ''Goldeneye'' also had a cool glitch involving the "All Guns" cheat. If you cycle between your weapons in a certain way, it was possible to dual wield two completely different weapons. This even includes the Watch Laser where you can use that and a second weapon, showing Bond holding a weapon in his left hand while the right hand with the laser magically has two hands.
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*** Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
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None


** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.

to:

** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
Is there an issue? Send a MessageReason:
None


** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]]

to:

** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]][[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.
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Added a youube link in Doom's examples

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* Especially thanks to the many aforementioned bugs, a video on youtube explains how [[https://www.youtube.com/watch?v=o78DzBJ4Rv8 it is possible to win the entire original Doom without firing a single shot]].

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*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.

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*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed in a rather simple fashion, simply to target what they consider the most dangerous threat they can see, and the see. The player is supposed to be the biggest threat they can possibly see - see, but what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player getting in closer than the player could to it is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to fire while the gunship is facing away and/or take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.



** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get with bunny hopping]] alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]

to:

** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get get]] with bunny hopping]] hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]



** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.

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** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.fun, too.



* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. The only boss this is viable on but not guaranteed to work against are the Kothos twins who accompany Rosh, since the latter is, as a lightsaber-wielding opponent, aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies.

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* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. The There are only boss two bosses that this is viable on but not guaranteed to work against are against, one being the commander of the Remnant garrison on Dosuun (since he'll at least fire at you with his concussion rifle, though with such ridiculously bad accuracy that it usually works) and Rosh with [[FlunkyBoss the Kothos twins who accompany twins]] at Vjun (since Rosh, since the latter is, as a lightsaber-wielding opponent, is aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies.buddies).



** ''Jedi Academy'' also has a glitch relating to Force Grip, where on rare occasions, enemies killed with it will [[http://img502.imageshack.us/img502/9431/stormtrooper.gif float a foot above the ground, flailing about as though they're falling to their death]] until their body fades. [[https://www.youtube.com/watch?v=_A01n6qeL7A Can happen to the player too]], if they die from falling a really long way.

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** ''Jedi Academy'' also has a glitch relating to death by falling damage, particularly long falls or through being tossed into the ground really fast with Force Grip, where on rare occasions, enemies killed with it will [[http://img502.imageshack.us/img502/9431/stormtrooper.gif float a foot above the ground, flailing about as though they're falling character's animations never catch on to the fact that they stopped falling, leaving their death]] until their body fades. bodies to [[https://www.youtube.com/watch?v=_A01n6qeL7A Can happen to float a foot above the player too]], if they die from falling a really long way.ground]], continuing to flail about.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual separate ammo pickups.

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* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual separate ammo pickups.



** The dev team behind the expansions wasn't quite as up to snuff with what the engine was capable of as the team behind the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.



** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table.

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** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table. Conversely, the way they're designed to simply rush straight towards you also means they have a tendency to try climbing over any object they're coded as being able to climb over if that object is anywhere in the general area of a straight line between you and them. You can even see it in the trailer/opening cinematic, in a shot where several infected are barreling down on the survivors, and one of said infected starts climbing up a ''light pole'' for no reason.



** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.

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** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.



** The unmodified game still allows for a few silly and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.



** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]

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** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 [[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase. increase.[[/note]]

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