History Main / AscendedGlitch

18th Nov '17 3:35:04 PM HiddenWindshield
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** The ''Mists of Pandaria'' expansion added a glyph that allowed druids to be mounted by other players in stag form. Including... other druids in stag form, which allowed players to form [[https://www.youtube.com/watch?v=n-j71cuigtM whole stacks of stags]] standing atop one another. The bug was quickly fixed, but in a later patch Blizzard released the "Stackable Stag" item as a tribute, allowing players idle stacks of stags nearby in a similar fashion.

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** The ''Mists of Pandaria'' expansion added a glyph that allowed druids in stag form to be mounted by other players in stag form.players. Including... other druids in stag form, which allowed players to form [[https://www.youtube.com/watch?v=n-j71cuigtM whole stacks of stags]] standing atop one another. The bug was quickly fixed, but in a later patch Blizzard released the "Stackable Stag" item as a tribute, allowing players idle stacks of stags nearby in a similar fashion.
9th Sep '17 1:35:23 AM BigKlingy
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* In ''VideoGame/TheLegendOfHeroesTrailsInTheSky'', the translators encountered a weird text glitch that would sometimes cause random words to be blown up to two or three times their normal size, first seen in a sidequest where Estelle says, of Olivier, "He may be a total weirdo, but his gun skills are '''LEGIT!'''". The translators joked that, given [[{{Cloudcuckoolander}} who she's talking about]], "total weirdo" should've been emphasized instead. Sure enough, in the Steam release, "total weirdo" appears at three times the normal text size, causing [[ImStandingRightHere Olivier to call her out.]]
5th Sep '17 7:35:41 AM Luigifan
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[[folder:Action Adventure ]]

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[[folder:Action Adventure ]]
Adventure]]



[[folder:Action Game ]]

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[[folder:Action Game ]]
Game]]



** 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).

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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'' ''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).



* [[Franchise/TombRaider Lara Croft's]] iconic BoobsOfSteel came about from a programmer accidentally slipping a decimal point and design team deciding to ThrowItIn.

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* [[Franchise/TombRaider Lara Croft's]] iconic BoobsOfSteel came about from a programmer accidentally slipping a decimal point and the design team deciding to ThrowItIn.



[[folder:Adventure Game ]]

* During a phase in which thatgamecompany had trouble getting the ending levels of ''VideoGame/{{Journey}}'' to properly resonate with playtesters, one test ended prematurely when a glitch caused the game to seem like it was over [[spoiler: right after you die in the snowstorm]]. The playtester found this false ending so profoundly moving it brought him to tears; this inspired tgc to put in significant extra effort to turn the actual ending into something equally moving.

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[[folder:Adventure Game ]]

Game]]

* During a phase in which thatgamecompany had trouble getting the ending levels of ''VideoGame/{{Journey}}'' to properly resonate with playtesters, one test ended prematurely when a glitch caused the game to seem like it was over [[spoiler: right [[spoiler:right after you die in the snowstorm]]. The playtester found this false ending so profoundly moving it brought him to tears; this inspired tgc to put in significant extra effort to turn the actual ending into something equally moving.



* 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.

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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 the creators really enjoying the creations that were made by this glitch. It even became an available feature on the PS Vita port.



[[folder:Fighting Game ]]

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[[folder:Fighting Game ]]
Game]]
3rd Sep '17 5:31:00 AM HalcyonDayz
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** Companions were added into the original game at a very late stage in development. As such they are they are basically NPCs scripted to follow around the player. This lead to some rather idiosyncratic game behavior which has since become trademarks of the series. First off your companions, like all NPCs, are incapable of getting radiation poisoning. This is useful because it means that the player only needs to worry about getting radiation suits and Rad-X drugs for themselves. This made things much simpler than having to track the health of each party member, and was kept in the games even after Bethesda took over. Another thing was that all interaction with the companions had to occur through the conversation window; this meant that you couldn't directly access their inventory, which lead to cases where a companion wouldn't equip the weapon you wanted them to, and in some cases (if you didn't use the store-interface to provide them with an item of equal or greater value) refuse you give you an item out of their inventory. The developers loved this emergent behavior, since it made it look like the companions had a mind of their own, and matched up with the way that companions worked in Wasteland. Hence they left it in, and it remains in the series to this day.

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** Companions were added into the original game at a very late stage in development. As such they are they are basically NPCs {{Non Player Character}}s scripted to follow around the player. This lead to some rather idiosyncratic game behavior which has since become trademarks of the series. First off your companions, like all NPCs, [=NPCs=], are incapable of getting radiation poisoning. This is useful because it means that the player only needs to worry about getting radiation suits and Rad-X drugs for themselves. This made things much simpler than having to track the health of each party member, and was kept in the games even after Bethesda took over. Another thing was that all interaction with the companions had to occur through the conversation window; this meant that you couldn't directly access their inventory, which lead to cases where a companion wouldn't equip the weapon you wanted them to, and in some cases (if you didn't use the store-interface to provide them with an item of equal or greater value) refuse you give you an item out of their inventory. The developers loved this emergent behavior, since it made it look like the companions had a mind of their own, and matched up with the way that companions worked in Wasteland. Hence they left it in, and it remains in the series to this day.
25th Aug '17 7:01:02 PM DarkHunter
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** In the original game, it was possible, with clever usage of the [[LuckManipulationMechanic D6]] and items that reduce its charge rate, to completely exhaust both "pools" the game could pull items from (a pool for the room the item spawns in, and a "general" pool if that one is empty). If another item is produced when the pools are empty, the game will freak out and create an "Undefined" item, with a sprite that scrolls through almost every item sprite in the game and does nothing upon pick-up. Come ''[[UpdatedRerelease Rebirth]]'', and one of the new activated items that can be unlocked is "Undefined", which has a sprite made up of parts of other item sprites and displays the same details the original item did when picked up. Item pools are still exhaustible in ''Rebirth'' (and, as a possible nod to the original glitch, the Undefined item is one of the easiest ways to do it), but it only results in a generic HeartContainer item. In ''Afterbrith +'', an achievement was added called "U Broke It!", which rewards the player for exploiting these tricks and receiving 50 items in a single run, which would normally be extremely unlikely, if not borderline-impossible.

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** In the original game, it was possible, with clever usage of the [[LuckManipulationMechanic D6]] and items that reduce its charge rate, to completely exhaust both "pools" the game could pull items from (a pool for the room the item spawns in, and a "general" pool if that one is empty). If another item is produced when the pools are empty, the game will freak out and create an "Undefined" item, with a sprite that scrolls through almost every item sprite in the game and does nothing upon pick-up. Come ''[[UpdatedRerelease Rebirth]]'', and one of the new activated items that can be unlocked is "Undefined", which has a sprite made up of parts of other item sprites and displays the same details the original item did when picked up. Item pools are still exhaustible in ''Rebirth'' (and, as a possible nod to the original glitch, the Undefined item is one of the easiest ways to do it), but it only results in a generic HeartContainer item. In ''Afterbrith +'', an achievement was added called "U Broke It!", which rewards the player for exploiting these tricks and receiving 50 items in a single run, which would normally be extremely unlikely, if not borderline-impossible.impossible.
25th Aug '17 6:58:37 PM DarkHunter
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** In the original game, it was possible, with clever usage of the [[LuckManipulationMechanic D6]] and items that reduce its charge rate, to completely exhaust both "pools" the game could pull items from (a pool for the room the item spawns in, and a "general" pool if that one is empty). If another item is produced when the pools are empty, the game will freak out and create an "Undefined" item, with a sprite that scrolls through almost every item sprite in the game and does nothing upon pick-up. Come ''[[UpdatedRerelease Rebirth]]'', and one of the new activated items that can be unlocked is "Undefined", which has a sprite made up of parts of other item sprites and displays the same details the original item did when picked up. Item pools are still exhaustible in ''Rebirth'' (and, as a possible nod to the original glitch, the Undefined item is one of the easiest ways to do it), but it only results in a generic HeartContainer item.

to:

** In the original game, it was possible, with clever usage of the [[LuckManipulationMechanic D6]] and items that reduce its charge rate, to completely exhaust both "pools" the game could pull items from (a pool for the room the item spawns in, and a "general" pool if that one is empty). If another item is produced when the pools are empty, the game will freak out and create an "Undefined" item, with a sprite that scrolls through almost every item sprite in the game and does nothing upon pick-up. Come ''[[UpdatedRerelease Rebirth]]'', and one of the new activated items that can be unlocked is "Undefined", which has a sprite made up of parts of other item sprites and displays the same details the original item did when picked up. Item pools are still exhaustible in ''Rebirth'' (and, as a possible nod to the original glitch, the Undefined item is one of the easiest ways to do it), but it only results in a generic HeartContainer item. In ''Afterbrith +'', an achievement was added called "U Broke It!", which rewards the player for exploiting these tricks and receiving 50 items in a single run, which would normally be extremely unlikely, if not borderline-impossible.
24th Aug '17 1:41:25 PM Kadorhal
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** The Combine gunships had an AI glitch during testing which caused them to shoot at rockets fired from the laser-guided rocket launchers[[note]]Gunships are programmed to focus their fire on the greatest threat they can see, which the developers expected to always be the player, but [[ArtificialBrilliance the AI decided that airborne rockets fired by the player were an even bigger threat]][[/note]], forcing playtesters to guide missiles [[{{Roboteching}} in all manner of odd paths]] in order to confuse the AI and hit the vehicle. This proved to be so popular that it was left in as a feature.

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** The Combine gunships had an AI glitch during testing which caused them to shoot at rockets fired from the laser-guided rocket launchers[[note]]Gunships launchers. Gunships are programmed to focus their fire on the greatest threat they can see, which the developers expected to always be the player, but player. However, [[ArtificialBrilliance the AI decided all on its own]] that airborne rockets rocket-propelled grenades fired by ''by'' the player player, the things which actually damage them, were an even bigger threat]][[/note]], threat, forcing playtesters to guide missiles their rockets [[{{Roboteching}} in all manner of odd paths]] in order to confuse the AI and hit the vehicle. This proved to be so popular that it was left in as a feature.



*** And then they made loading custom levels and debugging them even EASIER in ''VideoGame/{{Quake}}'' by adding a [[MasterConsole Developer's Console]] that could be opened by pressing the "~" key!

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*** And then they made loading custom levels and debugging them even EASIER ''easier'' in ''VideoGame/{{Quake}}'' by adding a [[MasterConsole Developer's Console]] that could be opened by pressing the "~" key!



* Update 11 for ''VideoGame/{{PAYDAY 2}}'' introduced a glitch where street cops dealt three times as much damage as they were supposed to, which could easily shred a player even on Normal difficulty. However, enough players liked the challenge the bug presented that sometime after the bug was fixed, the devs then introduced a rarer, more dangerous variation of the street cop armed with the much more powerful [[HandCannon Bronco .44 revolver]].

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* Update 11 for ''VideoGame/{{PAYDAY 2}}'' introduced a glitch where street cops dealt three times as much damage as they were supposed to, which could easily shred a player even on Normal difficulty.difficulty (especially bad since it was concurrent with a glitch that broke armor values entirely). However, enough players liked the challenge the bug presented that sometime after the bug was fixed, the devs then introduced a rarer, more dangerous variation of the street cop armed with the much more powerful [[HandCannon Bronco .44 revolver]].



* In the same vein as ''VideoGame/GunZ'', there's a number of techniques that have been created through player discoveries in ''VideoGame/SDGundamCapsuleFighter''. The most prominent one is [=MCA=], or "Movement Cancel Action", which allows a player to cancel out a melee dash (where if a player is far enough from an opponent when they use their weapon 1, they'll dash to them) by quickly switching to another weapon, then back to the melee weapon. This results in a unit that quickly slashes at his opponent, but denies him a knock down and, thus, can kill him with ease. This has been left in the game ever since it was discovered on the Korean servers and, when the game updated to Generation 6, added parts that allowed units to earn bonuses for performing this.

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* In the same vein as ''VideoGame/GunZ'', there's a number of techniques that have been created through player discoveries in ''VideoGame/SDGundamCapsuleFighter''. The most prominent one is [=MCA=], MCA, or "Movement Cancel Action", which allows a player to cancel out a melee dash (where if a player is far enough from an opponent when they use their weapon 1, they'll dash to them) by quickly switching to another weapon, then back to the melee weapon. This results in a unit that quickly slashes at his opponent, but denies him a knock down and, thus, can kill him with ease. This has been left in the game ever since it was discovered on the Korean servers and, when the game updated to Generation 6, added parts that allowed units to earn bonuses for performing this.



** In ''[[VideoGame/SonicTheHedgehog2 Sonic the Hedgehog 2]]'', the flickies that appear when the player destroys a badnik share the same palette as Sonic, so when Sonic transforms into [[GoldenSuperMode Super Sonic]], any flickies on the screen are also golden. While this extends to ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' for the same reasons (and also applies to Knuckles if he's chosen as the player character), it is acknowledged when Tails collects the seven Super Emeralds and becomes Super Tails. Upon him doing so, four golden Super Flickies immediately appear onscreen and follow him everywhere, attack any enemy on screen, and turn back to their usual default blue when Tails loses his power.
** In a cross-medium example, [[ComicBook/ArchieComicsSonicTheHedgehog Scourge the Hedgehog]]'s coloration is based on the [[http://sonic.wikia.com/wiki/Ashura "Ashura"]] [[TheMissingno glitch]] in ''VideoGame/SonicTheHedgehog2''. Later, a morphing animation glitch from [[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]], (resulting in a purple hedgehog/echidna sprite) inspired the appearance of [[WellIntentionedExtremist Thrash the Tasmanian Devil]].

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** In ''[[VideoGame/SonicTheHedgehog2 Sonic the Hedgehog 2]]'', ''VideoGame/SonicTheHedgehog2'', the flickies that appear when the player destroys a badnik share the same palette as Sonic, so when Sonic transforms into [[GoldenSuperMode Super Sonic]], any flickies on the screen are also golden. While this extends to ''[[VideoGame/Sonic3AndKnuckles Sonic 3 & Knuckles]]'' ''VideoGame/Sonic3AndKnuckles'' for the same reasons (and also applies to Knuckles if he's chosen as the player character), it is acknowledged when Tails collects the seven Super Emeralds and becomes Super Tails. Upon him doing so, four golden Super Flickies immediately appear onscreen and follow him everywhere, attack any enemy on screen, and turn back to their usual default blue when Tails loses his power.
** In a cross-medium example, [[ComicBook/ArchieComicsSonicTheHedgehog Scourge the Hedgehog]]'s coloration is based on the [[http://sonic.wikia.com/wiki/Ashura "Ashura"]] [[TheMissingno glitch]] in ''VideoGame/SonicTheHedgehog2''. ''Sonic 2''. Later, a morphing animation glitch from [[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]], (resulting Knuckles, resulting in a purple hedgehog/echidna sprite) sprite, inspired the appearance of [[WellIntentionedExtremist Thrash the Tasmanian Devil]].



** 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.

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** 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]]'' ''VideoGame/MarvelVsCapcom3'' he has both Kuuenzan and a reverse Kuuenzan in his moveset with the former able to cancel into the latter, recreating the turnaround trick.



* ''VideoGame/WarcraftII'' had a bug that allowed a player to get 100 extra lumber at the start of any game; this was so liked (due to allowing games to get going more quickly) that it became standard tournament practice to use it every game. When Blizzard remade the Battle.net version of the game, they fixed the bug but also had it start each player off with 100 extra lumber.

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* ''VideoGame/WarcraftII'' ''VideoGame/WarCraft II'' had a bug that allowed a player to get 100 extra lumber at the start of any game; this was so liked (due to allowing games to get going more quickly) that it became standard tournament practice to use it every game. When Blizzard remade the Battle.net version of the game, they fixed the bug but also had it start each player off with 100 extra lumber.



* The way air units move in ''VideoGame/WarcraftIII'' is descended from this- the units clump together in a single [[BuffySpeak un-focus-fire-able]] formation, then explode outwards when they reach their destination ar given attack orders.
* The Salvage Corvette from ''VideoGame/{{Homeworld}}'' was only supposed to work on enemy ships that had been heavily damaged, but thanks to a programming error it ended up capable of capturing ''any'' ship. It didn't hurt gameplay balance in single-player and the multiplayer community loved it, so it was left in, though it was fixed in ''[[VideoGame/HomeworldCataclysm Cataclysm]]'' and [[VideoGame/{{Homeworld 2}} HW2]] went with a different mechanic altogether.

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* The way air units move in ''VideoGame/WarcraftIII'' ''Warcraft III'' is descended from this- this - the units clump together in a single [[BuffySpeak un-focus-fire-able]] formation, then explode outwards when they reach their destination ar or are given attack orders.
* The Salvage Corvette from ''VideoGame/{{Homeworld}}'' was only supposed to work on enemy ships that had been heavily damaged, but thanks to a programming error it ended up capable of capturing ''any'' ship. It didn't hurt gameplay balance in single-player and the multiplayer community loved it, so it was left in, though it was fixed in ''[[VideoGame/HomeworldCataclysm Cataclysm]]'' Cataclysm]]'', and [[VideoGame/{{Homeworld 2}} HW2]] went with a different mechanic altogether.



* ''VideoGame/DawnOfWarII'' has the occasional physics glitch in the base game where an enemy corpse will go spiraling violently off into the stratosphere. It's most noticeable with orks. So, in later expansions Relic decided to make that a feature of how the ork psyker unit, the Wyrd Boy, always dies. It even became part of how the Wyrd Boy dies in ''VideoGame/Warhammer40000SpaceMarine''.

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* ''VideoGame/DawnOfWarII'' ''VideoGame/DawnOfWar II'' has the occasional physics glitch in the base game where an enemy corpse will go spiraling violently off into the stratosphere. It's most noticeable with orks. So, in later expansions Relic decided to make that a feature of how the ork psyker unit, the Wyrd Boy, always dies. It even became part of how the Wyrd Boy dies in ''VideoGame/Warhammer40000SpaceMarine''.



* The song "GAMBOL" in ''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.]]''

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* The song "GAMBOL" in ''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 [[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]'']]



** There is some [[EpilepticTrees fan speculation]] that the Franchise/{{Pokemon}} Deoxys may be based on [[TheMissingno Missingno]]. The [[GlassCannon ridiculously high Attack and ridiculously low Defense]] of its Normal Form would appear to corroborate this, but there has been no official word on whether or not this is the case. Considering that the (intentionally placed) Generation III glitch Pokémon have the exact same stats as Deoxys, this theory is fairly plausible.

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** There is some [[EpilepticTrees fan speculation]] that the Franchise/{{Pokemon}} Pokémon Deoxys may be based on [[TheMissingno Missingno]]. The [[GlassCannon ridiculously high Attack and ridiculously low Defense]] of its Normal Form would appear to corroborate this, but there has been no official word on whether or not this is the case. Considering that the (intentionally placed) Generation III glitch Pokémon have the exact same stats as Deoxys, this theory is fairly plausible.



* ''VideoGame/FinalFantasyVI'' is an interesting case. The well-known Vanish-Doom/X-Zone exploit wasn't fixed in the PSX port -- but the programmers DID change one boss to be invulnerable to Vanish (Phunbaba), sort of turning it legit for other bosses. (That said, Phunbaba could crash the game when being Vanish-Doomed, and they didn't even get the "invulnerable to vanish" part quite right.) However, the Game Boy Advance version of the game ''thoroughly'' squashed the glitch, at least on anything immune under normal circumstances.

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* ''VideoGame/FinalFantasyVI'' is an interesting case. The well-known Vanish-Doom/X-Zone exploit wasn't fixed in the PSX port -- but the programmers DID change one boss to be invulnerable to Vanish (Phunbaba), sort of turning it legit for other bosses. (That That said, Phunbaba could crash the game when being Vanish-Doomed, and they didn't even get the "invulnerable to vanish" part quite right.) right. However, the Game Boy Advance version of the game ''thoroughly'' squashed the glitch, at least on anything immune under normal circumstances.
10th Aug '17 4:55:19 PM gophergiggles
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* Slimes stacking up to escape their corrals in ''VideoGame/SlimeRancher'' was a "happy accident" that resulted of the game's AI telling slimes to seek out food when hungry combined with the game's collision mechanics while being in a confined space, according to the game's developer.
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.]]''

to:

* 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.]]''
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