History Main / AscendedGlitch

22nd Apr '16 1:26:36 AM aye_amber
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* ''SuperMondayNightCombat'' has Rampage Jumping. One of the playable characters, Cheston, is capable of activating a skill that caused him to pound the ground in mid-air, causing him to rocket forward quickly. The developers liked it enough that instead of removing the glitch, they added additional skill drain when [=RJing=] to balance it out. A similar physics glitch results in incredibly fast movement speeds when moving off of ledges, over jump pads, or even using mobility skills in mid-air. Consequently, the old "low mobility" label on Enforcers was removed, since only the Gunner at the time really lacked a way to zoom across the arena.

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* ''SuperMondayNightCombat'' ''Super VideoGame/MondayNightCombat'' has Rampage Jumping. One of the playable characters, Cheston, is capable of activating a skill that caused him to pound the ground in mid-air, causing him to rocket forward quickly. The developers liked it enough that instead of removing the glitch, they added additional skill drain when [=RJing=] to balance it out. A similar physics glitch results in incredibly fast movement speeds when moving off of ledges, over jump pads, or even using mobility skills in mid-air. Consequently, the old "low mobility" label on Enforcers was removed, since only the Gunner at the time really lacked a way to zoom across the arena.
13th Apr '16 5:22:54 PM AaronOfMpls
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* The first ''VideoGame/{{Civilization}}'' game gave the AI civilizations blanket aggressiveness ratings. The Democracy government made their citizens unhappy with war, so it gave a modifier of -2 to the rating. This worked pretty well at making them less likely to start trouble, except that Gandhi's default aggressiveness was 1, and would underflow to 255, so as soon as he got democracy he would turn into a bloodthirsty maniac that threw nukes around with reckless abandon. (By way of comparison, the most warlike leaders were Montezuma and Genghis Khan, with aggressiveness of 10.) This was so memorable that later games in the series give Gandhi an abnormally high priority on the construction of nuclear weapons.
8th Apr '16 12:35:18 AM morenohijazo
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* ''VideoGame/MinecraftStoryMode'': The Farlands, which were just the result of a glitch in ''Minecraft'' proper, are an actual location in this world.
26th Mar '16 11:04:08 AM Psyclone
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* In ''VideoGame/StardewValley'', NPCs will always say the same line of dialogue when given a gift depending on their level of appreciation of the gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several [[ExtremeOmnivore non-edible minerals and gemstones]]. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he added post-marriage dialogue to Abigail in which she [[http://imgur.com/Nrctfhg asks]] the PC if they are going to the mines and if so to bring back "something tasty".

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* In ''VideoGame/StardewValley'', NPCs will always say the same [=NPCs=] have a single line of dialogue when given a gift depending on their per level of appreciation of the when given a gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several [[ExtremeOmnivore non-edible minerals and gemstones]]. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he added post-marriage dialogue to Abigail in which she [[http://imgur.com/Nrctfhg asks]] the PC if they are going to the mines and if so to bring back "something tasty".
26th Mar '16 11:03:12 AM Psyclone
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to:

* In ''VideoGame/StardewValley'', NPCs will always say the same line of dialogue when given a gift depending on their level of appreciation of the gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several [[ExtremeOmnivore non-edible minerals and gemstones]]. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he added post-marriage dialogue to Abigail in which she [[http://imgur.com/Nrctfhg asks]] the PC if they are going to the mines and if so to bring back "something tasty".
15th Mar '16 4:20:55 PM VanHohenheimOfXerxes
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* In ''Disney/WreckItRalph'', Vanellope is an in-universe example. She's a glitch because [[spoiler: Turbo tried to delete her code when he became King Candy]], but through the movie she learns to control her glitching so that it's actually helpful to her. At the end, when the game resets, she actually keeps the glitch (though not the title of [[EverythingsBetterWithPrincesses Princess of Sugar Rush]]; she becomes president instead) and players in the arcade love using her because of it.

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* In ''Disney/WreckItRalph'', Vanellope is an in-universe example. She's a glitch because [[spoiler: Turbo tried to delete her code when he became King Candy]], but through the movie she learns to control her glitching so that it's actually helpful to her. At the end, when the game resets, she actually keeps the glitch (though not the title of [[EverythingsBetterWithPrincesses Princess of Sugar Rush]]; she becomes president instead) as a special character power and players in the arcade love using her because of it.
11th Mar '16 5:26:10 PM rjd1922
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** The Sniper Vs. Spy update canonized the disguise kit+crouch+look up "Spy Crab" pose (in which the spy's model stretches beyond his animation skeleton) by having approximately 1 out of 10 taunts with the disguise kit use an alternate animation with the spy dropping into a crouch and making claw motions with his hands.

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** The Sniper Vs. Spy update canonized the disguise kit+crouch+look up "Spy Crab" "Spycrab" pose (in which the spy's model stretches beyond his animation skeleton) by having approximately 1 out of 10 taunts with the disguise kit use an alternate animation with the spy dropping into a crouch and making claw motions with his hands.
1st Mar '16 5:49:53 PM Yuihime
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** The "Falador Massacre" was a bugged house party where PVP-flagged players were accidentally dumped into a non-PVP area without removing the flags, enabling them to kill other players with impunity. In the 2015 Invasion of Falador event, the storyline heavily referenced the Falador Massacre, canonizing it not as gameplay, but as game ''lore''.

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** The "Falador Massacre" was a bugged house party where PVP-flagged players were accidentally dumped into a Falador Massacre, caused by an error causing kicked partygoers to be flagged for PVP in non-PVP area without removing areas, became part of the flags, enabling them to kill other players with impunity. In game's ''lore'' during the 2015 Invasion of Falador event, the storyline heavily referenced the Falador Massacre, canonizing it not as gameplay, but as game ''lore''.event.
28th Feb '16 5:00:40 PM superkeijikun
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* In ''VideoGame/SuperRobotWarsOriginalGeneration'', a glitch caused theme theme song of one unit, ''[[https://www.youtube.com/watch?v=yCmTJVew_tY Trombe!]]'', to override all other music when the unit is played, including the final boss's theme. This has since gone on to be a feature of every game featuring that particular unit.
18th Feb '16 7:29:17 PM GrammarNavi
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* The egregiously NintendoHard ''VideoGame/{{Gradius}} III AC'' had significant slowdown when there was a lot of enemies/bullets on the screen, which was practically required to navigate these bullet storms. The PS2 CompilationRerelease even had an option to emulate the lag/slowdown. Similar to the ''Street Fighter II'' and ''Space Invaders'' examples, this would influence other games, as intentional, hardcoded slowdown when bullet density reaches a certain point has become a widespread feature in BulletHell games.

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* The egregiously NintendoHard ''VideoGame/{{Gradius}} III AC'' had significant slowdown when there was a lot of enemies/bullets on the screen, which was practically required to navigate these bullet storms. The PS2 [[UsefulNotes/PlayStation2 PS2]] CompilationRerelease even had an option to emulate the lag/slowdown. Similar to the ''Street Fighter II'' and ''Space Invaders'' examples, this would influence other games, as intentional, hardcoded slowdown when bullet density reaches a certain point has become a widespread feature in BulletHell games.
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