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** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] make you ''lose points'', a nod to the classic InfiniteOneUp.
*** Speaking of such, the OneUpSampo was included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[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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** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] make you ''lose points'', a nod to the classic InfiniteOneUp.
InfiniteOneUps instance.
*** Speaking of such, the OneUpSampo was InfiniteOneUps were included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[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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rename update


** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] make you ''lose points'', a nod to the classic OneUpSampo.

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** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] make you ''lose points'', a nod to the classic OneUpSampo.InfiniteOneUp.
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* Lara Croft's breasts in TombRaider are actually an example. One of the programmers accidentally put an extra 0 in the size value and the other programmers liked it so they left it in.

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* Lara Croft's breasts in TombRaider ''TombRaider'' are actually an example. One of the programmers accidentally put an extra 0 in the size value and the other programmers liked it so they left it in.
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* The Salvage Corvette from ''{{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 ''Cataclysm'' and [=HW2=] went with a different mechanic altogether.

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* The Salvage Corvette from ''{{Homeworld]]'' ''{{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 ''Cataclysm'' and [=HW2=] went with a different mechanic altogether.

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* The Salvage Corvette from ''{{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 ''Cataclysm'' and [=HW2=] went with a different mechanic altogether.
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* Lara Croft's breasts in TombRaider are actually an example. One of the programmers accidentally put an extra 0 in the size value and the other programmers liked it so they left it in.
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* Non-computing example: Traditional automatic transmissions using a fluid coupling and planetary gearset "creep" when in gear and not held against the brake. Continuously variable and dual-clutch automated manual transmissions don't have to, but are designed to anyway since that's what drivers expect in a two-pedal transmission system.
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* A couple of bugs in ''{{The King of Fighters}}'' made their way into canon. One of them is Leona's respect for Chang (she salutes him starting with ''[=KOF98=]''; it cued some nice WildMassGuessing back in the day, OrSoIHeard). Another one is Kim's midair super in ''[=KOF94=]''; it was definitely a bug that affected other characters with midair command moves in ''[=KOF94=]'' and ''[=KOF95=]'', but Kim's ability to do the Ho-o-kyaku in midair has been an intentional ability in many later games.

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* A couple of bugs in ''{{The King of Fighters}}'' made their way into canon. One of them is Leona's respect for Chang (she salutes him starting with ''[=KOF98=]''; it cued some nice WildMassGuessing back in the day, OrSoIHeard).day). Another one is Kim's midair super in ''[=KOF94=]''; it was definitely a bug that affected other characters with midair command moves in ''[=KOF94=]'' and ''[=KOF95=]'', but Kim's ability to do the Ho-o-kyaku in midair has been an intentional ability in many later games.

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* In ''TheLegendOfZelda Link's Awakening'', what may have earlier in development been a glitch caused by pressing both buttons at once allowed you to fire a bomb attached to an arrow. While not necessary at any point in the main quest, Bomb Arrows became an actual game mechanic in ''TwilightPrincess''.
** You must not have gone to the Water Temple or something - there are huge stalactites in several rooms. You need to shoot the Bomb Arrows at them so they fall down, enabling you to use them as platforms. A regular arrow won't cut it, and Link would have to have one hell of a throwing arm to manage it with just bombs.

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* In ''TheLegendOfZelda Link's Awakening'', what may have earlier in development been a glitch caused by pressing both buttons at once allowed you to fire a bomb attached to an arrow. While not necessary at any point in the ''Link's Awakening'''s main quest, Bomb Arrows became an actual game mechanic in ''TwilightPrincess''.
** You must not have gone to the Water Temple or something - there are huge stalactites in several rooms. You need to shoot the Bomb Arrows at them so they fall down, enabling you to use them as platforms. A regular arrow won't cut it, and Link would have to have one hell of a throwing arm to manage it with just bombs.
''TwilightPrincess''.
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** You must not have gone to the Water Temple or something - there are huge stalactites in several rooms. You need to shoot the Bomb Arrows at them so they fall down, enabling you to use them as platforms. A regular arrow won't cut it, and Link would have to have one hell of a throwing arm to manage it with just bombs.
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** Of course, this argument depends simply on whether the designers of Super Metroid were aware of the majority of sequence breaks. One could argue that the simple addition of the Shinespark, a largely unnecessary ability for anything other than sequence breaking, meant they were aware of most of the sequence breaking opportunities in the game, thus making them all viable alternate routes. Nintendo's testers have always been pretty ruthlessly efficient for the most part, after all.
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**However, the Zero Mission debacle forced an interesting question upon the speedrunning community: is it really sequence breaking if the break in question - IE, getting into Lower Norfair way early - is presented as a legitimate alternate route? It seems that the Metroid games most "fit" for speedrunning and sequence breaking - Super and Prime - weren't built with those concepts in mind either way (not counting the alterations Retro made on subsequent re-releases of Prime to make it less friendly to sequence breakers).

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[[TeamFortress2 http://static.tvtropes.org/pmwiki/pub/images/crabsmall_2761.png]]
[[caption-width:366:[[http://www.teamfortress.com/sniper_vs_spy/day04_english.htm "It will change your skeleton! Excruciatingly painful but worth it."]]]]

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[[TeamFortress2 [[quoteright:350:[[TeamFortress2 http://static.tvtropes.org/pmwiki/pub/images/crabsmall_2761.png]]
[[caption-width:366:[[http://www.
png]]]]
[[caption-width-right:350:[[http://www.
teamfortress.com/sniper_vs_spy/day04_english.htm "It will change your skeleton! Excruciatingly painful but worth it."]]]]



See also:

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See also:'''See also:'''


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**In Halo 3's map editor Forge, people used glitches and tricks in order to place objects in order to make cool new maps. In Halo Reach Bungie changed these tricks into features of the new map editor.

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** It's not the only one either. They seem to have intentionally included every interface bug that ever became an element of strategy in the pro circuit, including a few parts of the dodgy unit AI.

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** They have acknowledged it as far back as Brood War they decided not to get rid of it, choosing to instead add units who can better counter the stacked Mutalisks
***
It's not the only one either. They seem to have intentionally included every interface bug that ever became an element of strategy in the pro circuit, including a few parts of the dodgy unit AI.
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* StepMania 4.0 recently added infinite BPM support, throwing in support (again) for negative BPMs and STOP values as well, the latter of which were originally taken out because (allegedly) the behavior was unpredictable and would not be consistent across all prior versions of stepmania. Seems the measure skipping exploit is too popular to leave out.
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The canon way of reaching Episode 3's secret level is to use a horizontal rocket jump.


** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear, but by QuakeII, there's a secret spot which can be only got to by rocket jumping. When you land, the text appears: "You crazy rocket jumpers!"

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** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear, but as the third episode of Doom had a secret exit that was designed to only be accessible by launching yourself sideways off a wall with a rocket (other ways have since been found), and in QuakeII, there's a secret spot which can be only got to by rocket jumping. When In the latter, when you land, the text appears: "You crazy rocket jumpers!"
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** It should also be noted that the fanbase responded to this by [[UnpleasableFanbase complaining wildly]] [[{{Wallbanger}} because apparently Nintendo was being condescending by including the option to do exactly what they wanted in the first place.]]

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See also GoodBadBugs, AscendedMeme, AscendedFanon, ThrowItIn.

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See also GoodBadBugs, AscendedMeme, AscendedFanon, ThrowItIn.
also:
*GoodBadBugs where glitches can be used for gaining an advantage of the game or just pure entertainment
*AscendedMeme where those related to the source material of the meme recognize it
*AscendedFanon
*ThrowItIn which is like AscendedGlitch, but already happen when the work is in development stages.
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* A large amount of ArtificialStupidity and other tricks requiring exploitations of the NES version of ''LodeRunner'' made an appearance in ''Championship Lode Runner'' which requires those tricks to be exploited. That and the difficulty of this game made it feel similar to some of the very hard ROM hacks.
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No. In Doom, you couldn't shoot downwards either


** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear (it may have originated in ''{{Doom}}'', where you couldn't jump at all), but by QuakeII, there's a secret spot which can be only got to by rocket jumping. When you land, the text appears: "You crazy rocket jumpers!"

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** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear (it may have originated in ''{{Doom}}'', where you couldn't jump at all), unclear, but by QuakeII, there's a secret spot which can be only got to by rocket jumping. When you land, the text appears: "You crazy rocket jumpers!"
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Why is this here? It's not an example.


** In the generation I games and Emerald, many people use the item duplication glitch for easy training (duplicate Rare Candy which automatically raises level), infinite Master Balls, TMs, cool hold items, etc. (though Rare Candy id the most popular)
** In Pokemon Red and Blue, the Mew Glitch can get you the powerful, otherwise unobtainable [[ExactlyWhatItSaysOnTheTin Mew.]]
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**In the generation I games and Emerald, many people use the item duplication glitch for easy training (duplicate Rare Candy which automatically raises level), infinite Master Balls, TMs, cool hold items, etc. (though Rare Candy id the most popular)
** In Pokemon Red and Blue, the Mew Glitch can get you the powerful, otherwise unobtainable [[ExactlyWhatItSaysOnTheTin Mew.]]
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** The Combine gunships in ''{{Half-Life}} 2'' had an AI glitch during testing which caused them to avoid rockets fired from the laser guided rocket launchers, forcing playtesters to guide missiles 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 in ''{{Half-Life}} 2'' had an AI glitch during testing which caused them to avoid shoot at rockets fired from the laser guided laser-guided rocket launchers, forcing playtesters to guide missiles 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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moved examples from Throw It In

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* In ''[[BitTrip Bit.Trip Beat]]'', Hitting the pong ball with the corners of Player 2's paddle will cause the ball to gain way too much momentum and go haywire, making the final boss trivial to beat. When the game was patched, the developers specifically didn't fix the bug because "it was a cool advanced technique".
* Reportedly, the blocks from ''SuperMarioBros.'' that release multiple coins when hit multiple times were actually due to a programming mistake. After fixing the blocks, the designers decided they missed them and deliberately programmed them back in, and they've been mainstays in the series ever since.
* [[MortalKombat Baraka]]'s "whirling dervish" move was originally the result of a glitch, but developers liked it so much, that it was eventually [[AscendedGlitch added to his repetoire]].

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* A couple of bugs in ''{{The King of Fighters}}'' made their way into canon. One of them is Leona's respect for Chang (she salutes him starting with ''[=KOF98=]''; it cued some nice WildMassGuessing back in the day, OrSoIHeard). Another one is Kim's midair super in ''[=KOF94=]''; it was definitely a bug that affected other characters with midair command moves in ''[=KOF94=]'' and ''[=KOF95=]'', but Kim's ability to do the Ho-o-kyaku in midair has been an intentional ability in many later games.

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portal example removed because it's not a glitch - still lives on Throw It In


** Some of the puzzles in ''{{Portal}}'' were inspired by techniques used by playtesters to work around the developers' intended solutions.


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** In a similar act of serendipity that ended up making the game more interesting, during the airboat vs. helicopter battle, the "mine spam" dropped on the player was originally due to one of the programmers accidentally making the helicopter drop mines instead of shooting bullets.

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moved Quake up for inventing another trope and removed Wavedashing since Word Of God states it wasn't a glitch


* Wavedashing in ''SuperSmashBros. Melee''. It's became such a essential part of high level {{tournament play}} that most Tourney players argued (and some still do) that it wasn't a glitch but was a intentional part of the game put in just to foster the meta and keep the scrubs out. Masahiro Sakurai subsequently retaliated against the competitive scene by removing it for ''Brawl'', furthering the debate on its (accidental or not) nature.
**It isn't a glitch, Sakurai admitted it in an interview. It was just supposed to provide an animation for air dodging into the ground, but competitive players found a proper use for it.

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* Wavedashing in ''SuperSmashBros. Melee''. It's ''Game/{{Quake}}'' had the Strafe-jumping, which was a bug at the time, but became such so popular that it was later the trademark of its multiplayer component. ''QuakeIIIArena'' featured it as... well... a essential [[DepartmentOfRedundancyDepartment feature]], which was part of high level {{tournament play}} that most Tourney players argued (and some still do) that it wasn't its success, along with many other stuff. Now, ''QuakeLive'' even has a glitch tutorial with many courses which rely on this.
** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage,
but was (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear (it may have originated in ''{{Doom}}'', where you couldn't jump at all), but by QuakeII, there's a intentional part of secret spot which can be only got to by rocket jumping. When you land, the game put text appears: "You crazy rocket jumpers!"
*** The ExpansionPack ''QuakeII: The Reckoning'' mocked it
in just to foster one of their levels. In it, you would see an Invulnerability which vanished after certain distance. A message would show up later saying "No prize for you, rocketman." The expansion is also infamous for having increased the meta Rocket Jump damage and keep distance very much...
** One stock map in ''Doom'' requires you to rocket jump on
the scrubs out. Masahiro Sakurai subsequently retaliated against horizontal axis by firing a rocket at a wall and using it to clear a larger gap than regularly possible in order to access a bonus stage. However, rocket jumping as we know it originated with RiseOfTheTriad-- though ''Game/{{Quake}}'' made it popular.
*** ''{{Marathon}}'' actually had grenade jumping similar to "modern" rocket jumping, about
the competitive scene by removing it for ''Brawl'', furthering the debate on its (accidental or not) nature.
**It isn't a
same time as ''Doom''. It became an ascended glitch, Sakurai admitted too, with secret areas requiring it. However, it in an interview. It was just supposed to provide an animation for air dodging into the ground, but competitive players found did not have true rocket jumping -- a proper use for it.point-blank rocket explosion would kill you instantly.



* ''Game/{{Quake}}'' had the Strafe-jumping, which was a bug at the time, but became so popular that it was later the trademark of its multiplayer component. ''QuakeIIIArena'' featured it as... well... a [[DepartmentOfRedundancyDepartment feature]], which was part of its success, along with many other stuff. Now, ''QuakeLive'' even has a tutorial with many courses which rely on this.
** There's also the "[[RocketJump Rocket Jumping]]". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but (s)he'll also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear (it may have originated in ''{{Doom}}'', where you couldn't jump at all), but by QuakeII, there's a secret spot which can be only got to by rocket jumping. When you land, the text appears: "You crazy rocket jumpers!"
*** The ExpansionPack ''QuakeII: The Reckoning'' mocked it in one of their levels. In it, you would see an Invulnerability which vanished after certain distance. A message would show up later saying "No prize for you, rocketman." The expansion is also infamous for having increased the Rocket Jump damage and distance very much...
** One stock map in ''Doom'' requires you to rocket jump on the horizontal axis by firing a rocket at a wall and using it to clear a larger gap than regularly possible in order to access a bonus stage. However, rocket jumping as we know it originated with RiseOfTheTriad-- though ''Game/{{Quake}}'' made it popular.
*** ''{{Marathon}}'' actually had grenade jumping similar to "modern" rocket jumping, about the same time as ''Doom''. It became an ascended glitch, too, with secret areas requiring it. However, it did not have true rocket jumping -- a point-blank rocket explosion would kill you instantly.
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* A very interesting pseudo-example in ''BaldursGate'': Whenever a key character in the first game was for ''any'' reason missing from a scene (usually because of a glitch), they'd be replaced by a normally hidden character called "Biff the Understudy". In ''Baldur's Gate II'', Biff became an actual character with his own subplot.

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* A very interesting pseudo-example in ''BaldursGate'': Whenever a key character in the first game was for ''any'' reason missing from a scene (usually (which could happen because of a glitch), glitches), they'd be automatically replaced by a normally hidden debug character called "Biff the Understudy". In ''Baldur's Gate II'', Biff became an actual character with his own subplot.
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* In ''TheLegendOfZelda Link's Awakening'', what may have earlier in development been a glitch caused by pressing both buttons at once allowed you to fire a bomb like an arrow. While not necessary at any point in the main quest, it was required to get several heart pieces and seashells. Bomb arrows are an actual game mechanic in ''TwilightPrincess''.

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* In ''TheLegendOfZelda Link's Awakening'', what may have earlier in development been a glitch caused by pressing both buttons at once allowed you to fire a bomb like attached to an arrow. While not necessary at any point in the main quest, it was required to get several heart pieces and seashells. Bomb arrows are Arrows became an actual game mechanic in ''TwilightPrincess''.

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