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1* This is the sole reason ''VideoGame/BigRigsOverTheRoadRacing'' has [[SoBadItsGood any kind of fan following at all]]: infinite top speed in reverse, no collision detection, the ability to drive off the map, brake lights which float behind the vehicles, missing AI and "YOU'RE WINNER", to name just some of the glitches.
2** Not to mention that the third out of four levels crashed everybody's game. Also, a note about "missing AI:" for one, to clarify, this meant that your one opponent literally does not move. There is no race. Second, they made a patch that enabled AI... but it moves, quite literally, at about 1 MPH, and you still can't actually lose; even if it gets to the finish before you, it won't cross the finish line.
3** Stellar Stone, the creators of this "game", also developed two other racing titles,''Taxi Racer'' and ''Midnight Race Club: Supercharged!'' In the former, of also SoBadItsGood quality, the car would often [[https://youtu.be/D8Fj2iqJc_4?t=49 get stuck in a building]] due to poor collision detection, and the latter is a ''Big Rigs: Over the Road Racing'' somewhat refurbished... but still with glitches such as brake lights which float behind the vehicles or being able to [[https://youtu.be/d2dLZ-uJZL0?t=1948 accelerate indefinitely in reverse]].
4* In ''VideoGame/{{Fuel}}'', you're normally only permitted to race specific vehicles during career races and challenges (sometimes, you're given the choice of just ''one'' vehicle). However, by quickly pressing the "show map" button just after the countdown finishes before a race or challenge, you can switch to the vehicle select screen from the map screen, allowing you to choose any vehicle you wish for any race or challenge.
5* Several if not all of the ''VideoGame/MarioKart'' games have glitches that allow you to finish a race within seconds. For instance, in ''Mario Kart Wii'', this includes courses like Mushroom Gorge, Wario's Gold Mine, and Grumble Volcano. In ''Wii'', this has sparked a FlameWar between pros and non-pros over whether or not using said exploit online is legit.
6** In ''Mario Kart 7'', a glitch popped up using the respawn feature on Maka Wuhu that allowed a racer to get at least thirty seconds ahead of anyone who didn't use it. It was fixed in a later patch, but some people still try to use it and just look [[TooDumbToLive stupid.]] This is because in order to activate the glitch, after hitting the second section you must drive off the cliff at the right angle, which causes you to respawn at the beginning of the third section.
7** And there's also the famous glitch from ''Mario Kart 64'''s Rainbow Road where if you drive off the wall at the correct section, you'll fall halfway across the course.
8** In ''Mario Kart 64'', if you rapidly hop to climb uphill near the last turn of a lap in Choco Mountain, your racer will stop in place and tumble there, hovering slightly above the ground and stay there for about 45 seconds, until Lakitu fishes you out of that spot.
9* In ''VideoGame/InitialDArcadeStage 4'' version 1.2, hitting walls or turning a corner at too high of a speed would cause your car to lose some of its acceleration. If you quickly release the gas, tap the brake, then step back on the gas, this would negate some of the penalty in what came to be called a "penalty cancel."
10* ''VideoGame/{{Driver}} 3'' is ''saturated'' with these. Fun times...
11** Quickly changing from Demolition to any other game mode sometimes left the game with the Demolition mode physics, which meant any other car being propelled hundreds of meters away upon collision, trucks giving way as if they were traffic cones, and almost no damage from any impact for the player.
12** [=NPCs=] spawning on rooftops, only to fall to their death seconds later.
13** Cars that explode randomly when "destroyed", when a flaming engine is required and usually involves a delay.
14** Being able to enter a car after it's been blown up.
15** Police Cars spawning ''on top of you''. Literally.
16** Invisible walls blocking passage that can be bypassed, leading to the "fall through the world" sort of glitch. (There's a floor down there, though the landing will kill you if you have anything less than a full HP bar.)
17** Odd things happening during replays, where events play out incorrectly, sometimes leaving Tanner dead for half of it.
18** Being slammed into a building by a crash and being shoved up onto the roof.
19** There was also a median on one map where, if you hit it at a high enough speed, your car would go flying in a straight vertical. Made for a hilarious video.
20** The Miami trains. If you park your car onto the corner of the train, the rear part of the train will clip through the corner and it if clips to your car, it sends you flying. Basically this glitch is before the famous ''VideoGame/GrandTheftAutoIV'''s swing set glitch and even the Monster Truck glitch from ''VideoGame/GrandTheftAutoSanAndreas''.
21** ''Driver 2'' had a load of these as well, including "fall into the void" polygon glitches.
22** ''VideoGame/DriverSanFrancisco'' was prone to a few bugs as well. One mission involves helping a criminal track down a target. The target? Tanner himself, requiring the player to remotely control his Challenger from the driver's seat of the Hummer that's "chasing" the target. Should you turn the Challenger around and start driving ''toward'' the H3 that's supposed to chase him, the chasing car's AI will freak out, [[https://www.youtube.com/watch?v=OBtDeNLTJ8c causing either of the two cars to fly around like crazy]].
23*** The tractor-trailer truck is prone to bugged physics when being viewed in a replay, leading to [[http://youtu.be/IY-JRYFYi8E?t=2m22s Fus Roh TRUCK]].
24* ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedUnderground Underground]] 2'''s AI cars are vulnerable to PIT maneuvers - even when you're facing the fastest cars, PIT them at the beginning of the race and you have a big head start. In the sequels, AI cars are heavier and not as easily pushed.
25** Technically, this is game physics ''actually working'' and not a bug.
26* The police chases in ''VideoGame/NeedForSpeedMostWanted'' 2005 have great replay value, thanks to the game's ludicrously epic physics system and police AI. The two sometimes combine in strange ways:
27** The police helicopter, while coded to swoop down and hit your car, sometimes does nothing except follow you. Other times, it flies in front of you, bumping traffic and police vehicles into the air, or smashing into pursuit breakers (destructible world objects and structures that smash police cars), destroying itself. Otherwise the helicopter is absolutely invulnerable to EVERYTHING, and when it's not hitting your car with an insane amount of force it can be hurling massive, normally immovable trailer trucks across the lengths of the highway at seemingly random times. There are [=YouTube=] videos of the 'copter throwing police [=SUVs=] or log trucks (logs flying everywhere) in front of the player's car (some of them ending in victories for the police). As if that is not enough, the helicopter will sometimes take part in roadblocks, sitting calmly alongside other police cars. Unlike ramming normal police cars - even the heaviest [=SUVs=] - the helicopter will not budge an inch, potentially taking you down from 300km/h to nothing.
28** While on the subject of weird roadblocks, normal traffic cars (taxis, pizza vans, news vans etc.) sometimes line up with normal police cars, awaiting you to ram into them.
29** An exploitable design flaw with spike strips is that 999 times out of 1000, or perhaps 1000 times out of 1000, the spikes will either be in the center lane or on the left of the vehicles. Often if you were on the far right you could ram the rightside cop car into submission (unless it was an SUV) or just avoid it altogether.
30*** That said, there's another roadblock glitch, potentially the most malicious one in the whole game. Spikes usually replace a couple of cars in the roadblock, so there's a noticeable gap for you to avoid. However, sometimes cars are put ''behind'' the spikes, leaving no visible gap. And when you notice what's in front of them... it's usually too late.
31** If you hit the curb of a sidewalk and the right speed in just the right way, you'll launch just high enough to do a full barrel roll, land back on your wheels, and still have enough momentum to be doing 80 '''MINIMUM'''. The physics engine is horrible, but again, airborne police cars doing what can only be described as a "ridiculously awesome pirouette".
32** Another glitch involving the police copter is to drive in circles, making the copter do the same. Eventually the AI gets confused and will continually spin in circles.
33** When your heat level is high, all police cars, including patrol cars, will correspond to that heat level. At heat one, it's the normal Civic Cruisers. At heat five... Chevrolet Corvette supercars drive around the streets looking for misdemeanors even when they have only received a complaint about a speeding vehicle (without knowing it is you). This was fixed in ''Undercover''.
34** Like many other games, both ''Most Wanted'' and its sequel, ''Carbon'', feature glitches that allow players to explore every inch of the game world, driving on thin air.
35** The AI in ''Most Wanted'' 2005 is also notoriously bad. One particular goal for 100% completion is getting into a thirty minute pursuit and escaping. At early stages of the game (when you can't get above heat level 2, and therefore don't have to worry about anything more powerful than a Civic Cruiser), it's possible and ''recommended'' that you get into a police chase, drive to the bus stop, and drive on top of one of the buses (much, much easier than it sounds). Although there is very clearly a path to your location, the police will instead smash into the bus you're on without effect, and those cops that ''are'' smart enough to try and follow the path simply cannot navigate it. This doesn't work at higher heat levels because the Dodge sports cars and Corvettes used by the state and federal police don't need to navigate the path: they have enough speed to launch directly at you and smash you off of the bus. This bug even got to early versions of ''World'', until it was fixed by placing a barrier at the start of the ramp that let you stay over the bus.
36* ''VideoGame/NeedForSpeedWorld'' had Team Escape as one of its modes. In it, up to 4 players (2 in the hardest and shortest ones) had to team up and avoid cops in a track that is completely preset (where the cops spawn, as well as roadblocks and spike strips). However, if you are fast enough, cops (ambushing Rhinos in particular) would fail to spawn, making runs a lot easier.
37* ''VideoGame/NeedForSpeedPorscheUnleashed'' had a mechanic in career mode where you could buy used cars, or sell ones you owned after racing them (when they had become collector's items). The game described this like it was a risky proposition, so you should be choosy about the ones you pick, but repairing and selling used cars ''always'' turned a profit so you essentially had unlimited money once you could afford even one car.
38* ''VideoGame/NeedForSpeedProStreet'' also shares the same mechanic. Buy an Acura Integra LS which actually costs nothing and simply sell it, and you get $7,200. Repeat this method and you'll be able to afford any car or upgrades without the necessary need of wasting time racing for cash. This method only works for the ''Collectors Edition''.
39* Thanks to oddities in ''VideoGame/FZero X''[='=]s physics, world-record runs look like [[https://www.youtube.com/watch?v=TATYUX8maTQ this]]. And [[https://www.youtube.com/watch?v=lMP10KU8e-E this]].
40** In GX, while those particular oddities were removed, others were introduced. So now world records have the racer [[https://www.youtube.com/watch?v=-qNobV-lQ9I&feature=related wobbling back and forth as fast as possible]], [[https://www.youtube.com/watch?v=_dcPiEgwymY&NR=1 briefly shooting off the track]], or even [[https://www.youtube.com/watch?v=u_ypU0rPix8&feature=related flying around]].
41** This also works in ''Wipeout'', ''Wipeout 2097/XL'' and ''Wipeout 64'' since only the track was solid, the scenery wasn't. You weren't supposed to be able to leave the track without being forced to respawn. Well... let's just say it wasn't balanced for Phantom Class racing with turbo boost and any decently fast ship. Quite a few tracks can be massively cut this way. The sequel, Wipeout 3 and especially 3 SE fixed this. Everything is now solid. This causes problems on some tracks where you just plow into the ceiling if you go at any speed.
42* In ''VideoGame/{{Wipeout}} Pure'', Triakis's ship has a lower deceleration rate than all other ships in the game - meaning that it doesn't slow down as much as the other ships while taking corners or if you hit a wall/weapon. This bug was later referenced in the game's lore, where Triakis outfitted their ship with a reverse inertia deceleration system that allowed them to utterly dominate the 2206 season of the [=FX300=]. [[CheatersNeverProsper The system was then outlawed and Triakis was stripped of their title.]]
43* ''VideoGame/FatalRacing'' required you to win a championship to unlock the next set of tracks. It would accept any championship, regardless of your game settings. Including 2 player mode with no AI cars. Quit out of every race on the starting line and about 30 seconds later you get your tracks.
44* There are several in the cult classic racing game Stunts (4DSportsDriving) from '90. The most famous one is the power gear, which occurs in several different variants for several different cars. Generally, if you hit a bump or stunt while in fifth gear (some cars have a minimum required speed) the car accelerates to either the cars own top speed or the games ultimate top speed of 245 Mph. The car would stay at this top speed as long as you kept your (figurative) foot down and didn't turn too tightly, even while racing over the grass that usually slows cars down, and while sliding along the fence that guarded the outer perimeter of the playing field. There even is an anti-version of this bug, where the car slows down when the requirements are met.
45** Another fun bug, occurring under less clear circumstances, is the magic carpet, where the car suddenly jumps up off the track.
46** It's also possible to drive straight through solid objects. Your chances of pulling that one off depend on your speed and the length of your car.
47** This game has had a small following ever since the mid-'90s, so websites appeared with downloadable tracks and whole competitions created specifically to allow for the use of these bugs in finding creative shortcuts.
48* In the same genre as Stunts, ''VideoGame/{{Trackmania}}'' has fewer bugs and they are usually bad bugs (landing from a dirt jump or on all four wheels at the same time, and randomly smashing into an invisible wall) but the track editor has a number of very, very good bugs. Track pieces in Trackmania have connectors, preventing you from combining arbitrary track pieces that wouldn't fit together. However, if you think you know better, you can use a few simple motions to bug the editor and remove the connectors.
49* The shareware version of ''VideoGame/WackyWheels'' let you use characters from the registered version by viewing the help screen (which would depict a race from the vantage point of a random character) and load a game. That character would have been loaded into memory and replace the character in the saved game. You could also drive on one registered version track by doing the same trick with the Order Info screen (which depicts a race on Silver Wheels 2), but the game would crash after the race was over.
50* In ''Top Gear'' for the SNES, it is possible to get both 1st and 2nd place or any two sequencial places in a race. This is done by running into the pole at the finish line before crossing over. You will get the points for both places, making it much easier to rank 1st place for the country.
51* There are several places in ''Cruisin' World'' for the N64 where you can deliberately drive off the side of the road into a solid wall at full speed, and rather than crash, you will appear a goodly distance further down the course, usually flying through the air performing a stunt.
52* In ''VideoGame/GranTurismo 5'', there is a glitch that allows you to clone cars. Just borrow the car of your friend, delete game data, start the game up again, refuse to install patches, change to a car that you own, start the game again, install the patches, and own the car you borrowed. Oh, and this is hardware-related so NO amount of patches will fix it.
53* ''VideoGame/TestDrive: Eve of Destruction'' has an exploit involving, among other things, the REPLAY feature. If you happened to have caused a lot of damage in a race, you can leave it on the replay mode and rack up a crap-ton of reputation points. This allowed players to earn so much reputation points and money to the point that [[DiscOneNuke they could afford all the upgrades and cars that they ever wanted before the first eve was over.]]
54* ''VideoGame/KirbyAirRide'': During one of the City Trial challenges, you have to fly your machine as far as possible until you hit the ground. Normally, when people want to do this they'd pick the Wing Star, or, if at all possible, the Dragoon. However, if you charge up your Bulk Star to full capacity, drive off the ramp, and rhythmically press the brake button, you will fly indefinitely until you mess up or reach the maximum possible distance. The legendary machine built for flying can't even make a quarter that distance!
55* In the original ''VideoGame/CrazyTaxi'', and all its remakes, if you 'crazy drift' into a wall and hit it at a parallel angle, you will quickly rack up tip combos, and make massive amounts of cash. Doing this is a necessity for getting over $2,000 per trip.
56* In ''VideoGame/WanganMidnight Maximum Tune'', Story Mode "unbeatable" opponents (marked by a chevron but no "R" icon to indicate that they do not need to be beaten to win the stage) and opponents about to break down or back out of the race will gain a speed boost, with said speed boost being higher than your car's top speed if you are at full tune. If you manage to get in front of the car, it is possible for said car to push yours to extremely high speeds, as high as ''440 km/h''! (For reference, the highest speed attainable under normal conditions is 351 km/h.)
57* One of the most well-known "features" of the [=PS1=] port of ''VideoGame/RidgeRacer'' is that once the loading minigame has ended, you can actually ''remove the disc'', since the entirety of the game that doesn't consist of the audio tracks has been loaded into the console's RAM. From there, you can put in a CD of your choice for a custom soundtrack with proper cues. However, since the game has no way of knowing about the tracks on the disc (it still thinks the game disc is the one inserted), you can end up with some [[SoundtrackDissonance unfitting choices for menu and racing music]] depending on what you put in, unless you burn an audio CD specifically tailored for the game's contexts.
58* In ''VideoGame/TeamSonicRacing'', mildly grazing another racer in an online race will sometimes cause your racer to go flying through the air, then land facing the wrong way. You do lose a lot of time, especially if this flings you out of bounds, though it is quite a bizarre spectacle to watch.
59* In the European release of ''VideoGame/CrashTeamRacing'', pressing the Triangle button to back out of the language select menu instead of choosing a language will cause most of the game's text to turn into slashes and hyphens, but it comes with an even more bizarre bug that causes the boss characters barring Ripper Roo to switch heads during cutscenes (Papu Papu has Pinstripe's head, Komodo Joe has Oxide's head, Pinstripe has Komodo Joe's head, and Oxide has Papu Papu's head).
60** The Switch version of ''VideoGame/CrashTeamRacingNitroFueled'', during the first weekend of its release, allowed you to select any character on the roster in online races without having to unlock him or her first. To do so, you simply have to hover over that character's box and wait for time to run out, and you'll begin the race as that character. It was patched out very quickly though.
61* ''VideoGame/TheCrew'' has a bug that can make Race Faction Missions impossible to lose. The bug causes AI cars to fall through the map, rendering them unable to finish the race. Since races longer than ten minutes only require the player to finish in the top three and the four longest races only have three AI opponents, completing the mission is guaranteed at that point.
62* In the console versions of ''L.A Rush'' highlighting a locked car in Career Mode, then unplugging the controller then replugging it,[[note]]Or if playing in [=7th=] generation consoles onwards via backwards compatibility, disconnecting the controller[[/note]] you can drive the locked car very early in the game. This means that you can get either the [[DiscOneNuke Saleen S7]] or the Midway Concept 20[[note]]A custom Checker Marathon taxi cab[[/note]] which both are the fastest cars in the game in the very beginning.
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