History Main / AscendedGlitch

22nd Apr '17 12:50:41 PM Karxrida
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* ''VideoGame/FireEmblemGadien'': In the original game, there was an oversight in regards to Nosferatu what allows you to still hit the FinalBoss even after it becomes immune to anything besides Falchion due of it having hard-wired 50% hit rate. In the ''Echoes'' remake, Nosferatu is still one of few things able to kill it.



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5th Mar '17 4:34:51 PM nombretomado
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* ''{{Crackdown}}:''

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\n* ''{{Crackdown}}:'' ''VideoGame/{{Crackdown}}:''



* ''{{Roblox}}'' had a glitch in 2008 where you can wear 2 or 3 hats at once. It was eventually made a feature.

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* ''{{Roblox}}'' ''VideoGame/{{Roblox}}'' had a glitch in 2008 where you can wear 2 or 3 hats at once. It was eventually made a feature.
4th Mar '17 10:55:41 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.
3rd Mar '17 12:47:56 PM ThemJohns
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* ''[[VideoGame/CapcomVsWhatever Marvel Vs. Capcom 3]] has a particularly infamous infinite combo for player character [[VideoGame/MegaManX Zero]] known as "Lightning Loops", which involves using Sougenmu then repeatedly jumping and doing downwards Raikousen. It looked very stylish and was a very powerful combo, though it was hard to do, and Capcom tried removing it by changing the way Raikousen handles corners when ''Ultimate'' rolled around. Enterprising players found that it was still possible, just a little harder to do now. ''[[VideoGame/ProjectXZone Project X Zone 2]]'' then included the Lightning loops as part of X and Zero's super move.

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* ''[[VideoGame/CapcomVsWhatever Marvel Vs. Capcom 3]] 3]]'' has a particularly infamous infinite combo for player character [[VideoGame/MegaManX Zero]] known as "Lightning Loops", which involves using Sougenmu then repeatedly jumping and doing downwards Raikousen. It looked very stylish and was a very powerful combo, though it was hard to do, and Capcom tried removing it by changing the way Raikousen handles corners when ''Ultimate'' rolled around. Enterprising players found that it was still possible, just a little harder to do now. ''[[VideoGame/ProjectXZone Project X Zone 2]]'' then included the Lightning loops as part of X and Zero's super move.
21st Feb '17 11:11:03 PM necron681
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** Animation canceling is technically a bug in the software of the game that allows players to skip the after-animation of abilities or basic attacks, allowing them to use another ability or attack faster than if they allowed the animation to finish. Allowing the bug to continue to exist is a hotly debated topic, as some champions, such as Riven, become immensely better if the player knows how to animation cancel. This is viewed as unfair, because the champion is using abilities and attacks faster than it is supposed to, and is technically bug abuse.

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** Animation canceling is technically a bug in the software of the game that allows players to skip the after-animation of abilities or basic attacks, allowing them to use another ability or attack faster than if they allowed the animation to finish. Allowing the bug to continue to exist is a hotly debated topic, as some champions, such as Riven, become immensely better if the player knows once players figured out how to animation cancel.cancel. Riot has not fixed the bug, and continue to allow it's existence on many champions. This is viewed as unfair, because the champion is using abilities and attacks faster than it is supposed to, and is technically bug abuse.
21st Feb '17 11:07:39 PM necron681
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Added DiffLines:

**Animation canceling is technically a bug in the software of the game that allows players to skip the after-animation of abilities or basic attacks, allowing them to use another ability or attack faster than if they allowed the animation to finish. Allowing the bug to continue to exist is a hotly debated topic, as some champions, such as Riven, become immensely better if the player knows how to animation cancel. This is viewed as unfair, because the champion is using abilities and attacks faster than it is supposed to, and is technically bug abuse.
16th Feb '17 2:35:57 PM TheGameMaster
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* In ''VideoGame/SuperRobotWars'', all other music being [[BackgroundMusicOverride overrid-]] '''''[[http://www.youtube.com/watch?v=ot-0-KyPd0Y TROMBE!]]'''''
** To explain this in greater detail, whenever Elzam Branstein would use an attack or do something that triggered his theme in the first game he appeared in, his theme would override anything that was playing in the background, even final boss music. The fandom found this hilarious, due in no small part to his theme being awesome, and Banpresto has deliberately included it in every SRW game where he appears since. It even overrides [[Anime/NeonGenesisEvangelion Komm, susser tod]] in the End of Evangelion route from ''Alpha 3''.[[note]]To explain the ''why'' in greater detail, Elzam is initially fought as a boss, where his theme has higher priority than the player characters' themes. Due to a glitch, when he later joins you, player theme priority is ''added'' to his boss priority, rather than ''overriding'' it, making his theme override pretty much every other music track in the game.[[/note]]
** It ''doesn't'', however, override SourceMusic, such as ''The Beautiful Blue Danube'' being blasted from a [[Anime/GoShogun battleship's speaker system]], or the protagonist of ''Anime/{{Macross 7}}'' performing a literal AutobotsRockOut session. Somehow, this just makes it more awesome.



* 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.



* In ''VideoGame/SuperRobotWarsOriginalGeneration'', Boss music would always override a player's unique combat music in an engagement. A glitch caused by a unit being a 'Boss Turned Ally' made the theme song of the unit, ''[[https://www.youtube.com/watch?v=yCmTJVew_tY Trombe!]]'', override all other music when the unit is engaged, including the final boss's theme. This has since gone on to be a feature of every game featuring that particular unit.

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* In ''VideoGame/SuperRobotWarsOriginalGeneration'', Boss ''VideoGame/SuperRobotWars'', all other music would always override a player's unique combat music in an engagement. A glitch caused by a unit being a 'Boss Turned Ally' made the theme song of the unit, ''[[https://www.[[BackgroundMusicOverride overrid-]] '''''[[http://www.youtube.com/watch?v=yCmTJVew_tY Trombe!]]'', com/watch?v=ot-0-KyPd0Y TROMBE!]]'''''
** To explain this in greater detail, whenever Elzam Branstein would use an attack or do something that triggered his theme in the first game he appeared in, his theme would
override all anything that was playing in the background, even final boss music. The fandom found this hilarious, due in no small part to his theme being awesome, and Banpresto has deliberately included it in every SRW game where he appears since. It even overrides [[Anime/NeonGenesisEvangelion Komm, susser tod]] in the End of Evangelion route from ''Alpha 3''.[[note]]To explain the ''why'' in greater detail, Elzam is initially fought as a boss, where his theme has higher priority than the player characters' themes. Due to a glitch, when he later joins you, player theme priority is ''added'' to his boss priority, rather than ''overriding'' it, making his theme override pretty much every other music when track in the unit is engaged, including game.[[/note]]
** It ''doesn't'', however, override SourceMusic, such as ''The Beautiful Blue Danube'' being blasted from a [[Anime/GoShogun battleship's speaker system]], or
the final boss's theme. This has since gone on to be a feature protagonist of every game featuring that particular unit.''Anime/{{Macross 7}}'' performing a literal AutobotsRockOut session. Somehow, this just makes it more awesome.
16th Feb '17 2:18:19 PM TheGameMaster
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* In ''VideoGame/{{Startopia}}'', the [[FatBastard Polvakian Gem Slugs]] have a nasty habit of getting 'stuck' inside the mud baths of the Slugpartments and dying from kidney failure. The developers caught the bug early but left it in, finding it entirely in-character for Polvakians to get too obsessed with their own comfort to care about their own well-being and essentially committing [[DeathByMaterialism suicide by luxury]]. Given the price of the Slugpartments and the level of luxury you need to attract Polvakians in the first place, the death compensation ([[{{EnergyEconomy}} 1000e]]) is a paltry sum anyway.



* In ''VideoGame/{{Startopia}}'', it's possible for the [[ScrewTheRulesIHaveMoney mindblowingly rich and lazy]] [[FatBastard Gem Slugs]] to have their own private, personalised bar and bathhouse. The only reason they exist at all is because happy Gem Slugs produce SolidGoldPoop. However, it's also very much possible for a Gem Slug to glitch and get stuck in their baths and neglect their health, eventually dying. The developers caught it early, but didn't patch it, instead leaving it in and explaining it as KarmicDeath via ConspicuousConsumption.

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* In ''VideoGame/{{Startopia}}'', it's possible for the [[ScrewTheRulesIHaveMoney mindblowingly rich and lazy]] [[FatBastard Gem Slugs]] to have their own private, personalised bar and bathhouse. The only reason they exist at all is because happy Gem Slugs produce SolidGoldPoop. However, it's also very much possible for a Gem Slug to glitch and get stuck in their baths and neglect their health, eventually dying. The developers caught it early, but didn't patch it, instead leaving it in and explaining it as KarmicDeath via ConspicuousConsumption. Given the price of the Slugpartments and the level of luxury you need to attract Polvakians in the first place, the death compensation ([[{{EnergyEconomy}} 1000e]]) is a paltry sum anyway.
16th Feb '17 2:03:01 PM TheGameMaster
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* ''[[VideoGame/CapcomVsWhatever Marvel Vs. Capcom 3]] has a particularly infamous infinite combo for player character [[VideoGame/MegaManX Zero]] known as "Lightning Loops", which involves using Sougenmu then repeatedly jumping and doing downwards Raikousen. It looked very stylish and was a very powerful combo, though it was hard to do, and Capcom tried removing it by changing the way Raikousen handles corners when ''Ultimate'' rolled around. Enterprising players found that it was still possible, just a little harder to do now. ''[[VideoGame/ProjectXZone Project X Zone 2]]'' then included the Lightning loops as part of X and Zero's super move.


Added DiffLines:

* ''VideoGame/MegaManX4'' had a trick involving Zero's dash and slash. Unlike X, Zero's dash stops prematurely if he attacks during it. Rapidly alternating Dash and Attack really fast makes Zero not dash at all and instead repeatedly do his basic starter slash, as opposed to following up with different 2nd and 3rd slashes for a 3 hit combo. The high attack rate made it very useful for being able to rack up damage and stop attacking any time instead of committing to the full combo. When Zero made an appearance alongside X as a pair unit in ''VideoGame/ProjectXZone'' the rapid slash, with the same animation as the glitch, becomes one of his normal attacks.
** Due to the way the animation for Zero's Kuuenzan works (Zero somersaults with his sword out creating a circular slash attack), many players essentially followed up on a Kuuenzan attack with the later part of the same attack by turning around during the move, so that Zero hits an enemy as the sword goes down then hits them again as the sword goes up by turning around. When Zero made a playable appearance in ''[[VideoGame/CapcomVsWhatever Marvel Vs. Capcom 3]]'' he has both Kuuenzan and a reverse Kuuenzan in his moveset with the former able to cancel into the latter, recreating the turnaround trick.
16th Feb '17 1:44:12 PM TheGameMaster
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** In the original Super Famicom version of ''VideoGame/FinalFantasyVI'', a bug rendered any item as being equippable as a helmet, with Edgar's [[ThisIsADrill drill]] tool being the best option. ''VideoGame/DissidiaFinalFantasy'', already rife with {{Mythology Gag}}s, saw fit to include a drill as being the headset equip for the 'Machine' equipment set. ''VideoGame/FinalFantasyCrystalChronicles'' references this as well with the Drill being an artifact who's sole purpose is to raise defense.



* In the original Super Famicom version of ''VideoGame/FinalFantasyVI'', a bug rendered any item as being equippable as a helmet, with Edgar's [[ThisIsADrill drill]] tool being the best option. ''VideoGame/DissidiaFinalFantasy'', already rife with {{Mythology Gag}}s, saw fit to include a drill as being the headset equip for the 'Machine' equipment set.
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