History Main / AscendedGlitch

12th Jul '17 6:41:54 PM Exusia
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* ''VideoGame/{{Wipeout}} Pure'' has an in-universe example. The Triakis ship had a bug in its programming that made it decelerate much slower than other crafts in spite of its weight, allowing it to navigate corners much quicker than normal. In the next game, it handles corners appropriately and it was explained that Triakis actually won the league in ''Pure'', but due to their "reverse-inertia deceleration" technology they were disqualified.

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* ''VideoGame/{{Wipeout}} Pure'' has is an in-universe example.interesting case where the glitch is acknowledged in-universe, before being patched out the for the following game. The Triakis ship had a bug in its programming that made it decelerate much slower than other crafts in spite of its weight, allowing it to navigate corners much quicker than normal. In the next game, it handles corners appropriately and it was is explained that Triakis actually won the league in ''Pure'', but due to their "reverse-inertia deceleration" technology they were disqualified.
5th Jul '17 6:17:07 PM nombretomado
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* The song "GAMBOL" in ''[[{{beatmania}} Beatmania IIDX]]'' has one of the easiest charts in the game; however a bizarre bug caused it to have much tighter timing windows than any other song in earlier versions of the game, making it easy to clear but extremely hard to score well on it. On Happy Sky, the bug was finally fixed: the glitched version was moved up to the Hyper difficulty, while Normal now contained a fixed version. But then on the UsefulNotes/PlayStation2 version of IIDX 11, the developers decided to troll players further by adding an Another chart; it's exactly the same as the other difficulties, except the timing windows were shrunk to the point where it's pretty much impossible to score well on it ''at all.'' Even worse, DJ Troopers' home version introduced EasterEgg codes that let players ''[[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]''

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* The song "GAMBOL" in ''[[{{beatmania}} Beatmania IIDX]]'' ''VideoGame/BeatmaniaIIDX'' has one of the easiest charts in the game; however a bizarre bug caused it to have much tighter timing windows than any other song in earlier versions of the game, making it easy to clear but extremely hard to score well on it. On Happy Sky, the bug was finally fixed: the glitched version was moved up to the Hyper difficulty, while Normal now contained a fixed version. But then on the UsefulNotes/PlayStation2 version of IIDX 11, the developers decided to troll players further by adding an Another chart; it's exactly the same as the other difficulties, except the timing windows were shrunk to the point where it's pretty much impossible to score well on it ''at all.'' Even worse, DJ Troopers' home version introduced EasterEgg codes that let players ''[[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]''
3rd Jul '17 9:29:27 AM MisterVercetti
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** In the Tiny Tiger boss fight from ''VideoGame/CrashBandicoot3Warped'', you could cheese your way through the more difficult parts of the battle (in which Tiny sics a bunch of lions on you) by hiding out in the upper left corner of the arena. In ''VideoGame/CrashBandicootNSaneTrilogy'', not only is this left intact, but the audience throws [[VisualPun cheese]] at you whenever you do it.

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** * In the Tiny Tiger boss fight from ''VideoGame/CrashBandicoot3Warped'', you could cheese your way through the more difficult parts of the battle (in which Tiny sics a bunch of lions on you) by hiding out in the upper left corner of the arena. In ''VideoGame/CrashBandicootNSaneTrilogy'', not only is this left intact, but the audience throws [[VisualPun cheese]] at you whenever you do it.
3rd Jul '17 9:27:06 AM MisterVercetti
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Added DiffLines:

** In the Tiny Tiger boss fight from ''VideoGame/CrashBandicoot3Warped'', you could cheese your way through the more difficult parts of the battle (in which Tiny sics a bunch of lions on you) by hiding out in the upper left corner of the arena. In ''VideoGame/CrashBandicootNSaneTrilogy'', not only is this left intact, but the audience throws [[VisualPun cheese]] at you whenever you do it.
27th Jun '17 7:44:08 AM Luc
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* A certain early IBM monitor-based terminal had an interesting bug: When downloading a new symbol set, the screen would flash green streaks. This was intentionally not fixed, and in fact later versions of the terminal had that feature designed into it, because it served a useful purpose: telling the user that the terminal was not frozen, merely engaged in work that the user could not immediately see.

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* A certain early IBM monitor-based terminal had an interesting bug: When downloading a new symbol set, the screen would flash green streaks.streaks, sometimes called "Green Lightning". This was intentionally not fixed, and in fact later versions of the terminal had that feature designed into it, because it served a useful purpose: telling the user that the terminal was not frozen, merely engaged in work that the user could not immediately see.
21st Jun '17 12:49:11 PM DarkHunter
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** ''VideoGame/HaloCombatEvolved'' had a bug in which, when the player looked all the way down, the character model's head would instead look straight forward. This got used heavily in machinima (most notably ''Machinima/RedVsBlue''), since, particularly when used with pistols, it looked as though the character was at ease rather than constantly pointing his gun at other people. For ''VideoGame/{{Halo 2}}'' and ''[[VideoGame/{{Halo 3}} 3]]'', Creator/{{Bungie}} fixed the glitch, but added a feature that allowed a character to put his gun at a "rest" position by tapping down on the D-Pad, while the original glitch returned for the ''Anniversary'' remake of the original (as it's running on the original game's engine).

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** ''VideoGame/HaloCombatEvolved'' had a bug in which, when the player looked all the way down, the character model's head would instead look straight forward. This got used heavily in machinima (most notably ''Machinima/RedVsBlue''), since, particularly when used with pistols, it looked as though the character was at ease rather than constantly pointing his gun at other people. For ''VideoGame/{{Halo 2}}'' and ''[[VideoGame/{{Halo 3}} 3]]'', later installments in the franchise, Creator/{{Bungie}} fixed the glitch, but added a feature that allowed a character to put his gun at a "rest" position by tapping down on the D-Pad, while the original glitch returned for the ''Anniversary'' remake of the original (as it's running on the original game's engine).
20th Jun '17 11:37:19 AM SamMax
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Of course, bugs that [[GameBreaker break the game balance]] usually aren't eligible for this, unless the game is rebalanced to accommodate them. {{Game Breaking Bug}}s arelea ''never'' eligible, of course, owing to making the game {{unwinnable}}. No-one likes those bugs.

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Of course, bugs that [[GameBreaker break the game balance]] usually aren't eligible for this, unless the game is rebalanced to accommodate them. {{Game Breaking Bug}}s arelea are ''never'' eligible, of course, owing to making the game {{unwinnable}}. No-one likes those bugs.
20th Jun '17 1:39:25 AM Luc
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Added DiffLines:

* A certain early IBM monitor-based terminal had an interesting bug: When downloading a new symbol set, the screen would flash green streaks. This was intentionally not fixed, and in fact later versions of the terminal had that feature designed into it, because it served a useful purpose: telling the user that the terminal was not frozen, merely engaged in work that the user could not immediately see.
18th Jun '17 3:22:59 PM NightShade96
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* Many, ''many'' features in ''DefenseOfTheAncients,'' faithfully ported into ''{{VideoGame/Dota 2}}'' and some on them in ''VideoGame/HeroesOfNewerth'' as well because they are considered to increase the skill cap of the game.

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* Many, ''many'' features in ''DefenseOfTheAncients,'' ''VideoGame/DefenseOfTheAncients,'' faithfully ported into ''{{VideoGame/Dota 2}}'' ''VideoGame/Dota2'' and some on them in ''VideoGame/HeroesOfNewerth'' as well because they are considered to increase the skill cap of the game.game:
3rd Jun '17 3:01:19 PM nombretomado
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** Speaking of such, InfiniteOneUps were included in the ''VideoGame/NewSuperMarioBros'' games, to the point that one of the Hint Movies in ''[[VideoGame/NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).

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** Speaking of such, InfiniteOneUps were included in the ''VideoGame/NewSuperMarioBros'' games, to the point that one of the Hint Movies in ''[[VideoGame/NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' ''VideoGame/NewSuperMarioBrosWii'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).



** Not particularly something added into other games per se, but the Small Fire Mario glitch from the original game is the focus of one of the later challenges in the WiiU game ''VideoGame/NESRemix''.

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** Not particularly something added into other games per se, but the Small Fire Mario glitch from the original game is the focus of one of the later challenges in the WiiU UsefulNotes/WiiU game ''VideoGame/NESRemix''.
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