History Main / AscendedGlitch

15th Nov '16 12:04:19 PM SolidSonicTH
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** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'' this evolved into a full-fledged advanced strategy with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DMCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).

to:

** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'' this evolved into a full-fledged advanced strategy (in the original game it was a bit of a gimmick technique) with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DMCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).
15th Nov '16 12:03:03 PM SolidSonicTH
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** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'' this evolved into a full-fledged advanced strategy with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DmCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).

to:

** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'' this evolved into a full-fledged advanced strategy with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DmCDevilMayCry'' ''VideoGame/DMCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).
15th Nov '16 12:02:34 PM SolidSonicTH
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** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'' this evolved into a full-fledged advanced strategy with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DmCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).
28th Oct '16 6:12:17 AM Xarvas
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* When Subaru tried to put their EJ engine into the [[CoolCar Impreza WRX]] model they noticed they did not have enough room for a proper, equal length exhaust header setup. Having no choice they decided to use a less optimal unequal length headers. This reduced power and torque, but produced a very distinct burbling sound. WRX became a CultClassic among car enthusiasts for its performance, rallying achievements and of course the sound. After Subaru moved to the next generation FA engine, it finally had room for equal length headers and decided to use them. Cue cries of RuinedForever for the fandom and aftermarket companies selling (way less efficient) unequal length headers for the FA.
8th Oct '16 3:45:54 AM n3rd_d4sh
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* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to creators really enjoying the creations that were made by this glitch. It even became an available on the PS Vita port.

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* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to creators really enjoying the creations that were made by this glitch. It even became an available feature on the PS Vita port.
7th Oct '16 12:50:37 AM n3rd_d4sh
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* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to creators really enjoying the creations that were made by this glitch. It even became an ascended glitch on the PS Vita port, which had the option available without glitches.

to:

* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to creators really enjoying the creations that were made by this glitch. It even became an ascended glitch available on the PS Vita port, which had the option available without glitches.
port.
6th Oct '16 7:27:45 PM n3rd_d4sh
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[[/folder]]
6th Oct '16 7:27:00 PM n3rd_d4sh
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[[folder: Driving Game]]

* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to creators really enjoying the creations that were made by this glitch. It even became an ascended glitch on the PS Vita port, which had the option available without glitches.
3rd Oct '16 3:46:02 PM nombretomado
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* An update added the Captain's Quarters to ''EveOnline'', which include various virtual screens bombarding one's avatar with videos. Some nifty people located these videos in the game folder and fiddled with them a bit, to change them to videos they liked. [[http://www.eveonline.com/en/incarna/article/2432/you-just-won-a-brand-new-flat-screen-tv-ready-for-pickup-in Recently, CCP made it very easy to do so without needing to change any of the game data.]]

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* An update added the Captain's Quarters to ''EveOnline'', ''VideoGame/EveOnline'', which include various virtual screens bombarding one's avatar with videos. Some nifty people located these videos in the game folder and fiddled with them a bit, to change them to videos they liked. [[http://www.eveonline.com/en/incarna/article/2432/you-just-won-a-brand-new-flat-screen-tv-ready-for-pickup-in Recently, CCP made it very easy to do so without needing to change any of the game data.]]
26th Sep '16 9:29:32 AM Morgenthaler
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* In the ''TabletopGame/DungeonsAndDragons'' first edition monster manual, a typo had Mummies powered by positive energy instead of negative like other undead. This distinction was uncorrected long enough for DragonMagazine and the fandom to pick it up and run with it, enough so that mummies being positive energy creatures was a central point in the Van Richten guide to Mummies. Many fans never knew this started as an error until it was "fixed" in 3rd Edition.

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* In the ''TabletopGame/DungeonsAndDragons'' first edition monster manual, a typo had Mummies powered by positive energy instead of negative like other undead. This distinction was uncorrected long enough for DragonMagazine Magazine/DragonMagazine and the fandom to pick it up and run with it, enough so that mummies being positive energy creatures was a central point in the Van Richten guide to Mummies. Many fans never knew this started as an error until it was "fixed" in 3rd Edition.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.AscendedGlitch